Four major Street Fighter 6 differences we're anticipating

Four major Street Fighter 6 differences we're anticipating










27 bigsf6 | Four major Street Fighter 6 differences we're anticipating | The Paradise News


The more things change, the more angry the fighting game community tends to grow — at first blush anyway. When brand new changes are first introduced, many fan’s first reactions are that of anger, but these changes are often looked upon with favor the more time passes along.






When super moves were first introduced into the Street Fighter franchise in 1994, many fans were upset that you could lose an entire match and make a comeback by doing one of these double motion attacks. Nearly 30 years later, it’s hard to imagine a fighting game where supers aren’t a main part of the gameplay.









Street Fighter 6 will likely introduce some new gameplay mechanics that initially irritate gamers, but if history is any indication, the community may later on embrace and expect these mechanics to return. Super Street Fighter 2 Turbo established Supers, the Alpha games added in chain combos, and Street Fighter 3 and 4 incorporated parries and Focus Attacks, respectively.


While not all of these mechanics have resurfaced, many of them are now staples of our community, or at least, different flavors of them often find their ways into these titles.


A couple of things that were far less divisive among fans were the lack of single player content in Street Fighter 5, along with the game being heavily tilted towards offense. The expected single player content got added in 2018, about two years after the game’s release, and the developers were able to scale back the heavy offensive bias with the mechanic V-Shift, which was added in February 2021.


Another thing fans should be on the lookout for with Street Fighter 6 is potentially a new game engine, likely the RE Engine, which has been used in games like Ghosts ‘n Goblins Resurrection and Devil May Cry 5, the latter of which picked up very solid reviews all around. It’s very likely that Capcom will move away from the Unreal Engines, and with that, it’s possible they’ll alleviate some of the issues the fighting game community has been very annoyed with, like input delay and model clipping.


We discuss all of this and so much more in the latest episode of EventHubs: Talk and Block, which you can find below.




Timestamps:

00:00 – Intro

00:36 – Difference #1

04:40 – Difference #2

07:46 – Difference #3

10:52 – Difference #4








Source: Culled From Event Hubs.

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