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Street Fighter 6, the tried and true of the first four fighters straight from the Summer Game Fest

Street Fighter 6, the tried and true of the first four fighters straight from the Summer Game Fest
Written by aquitodovale

Directly from Los Angeles, the hot impressions after trying out the first four fighters of Street Fighter 6: Ryu, Chun-Li, Luke and Jamie.

It only took a few rounds to fall in love with Street Fighter again. Released next year on PC and consoles, Street Fighter 6 is the culmination of the historic Capcom series, a special blend of old and new that faces the criticisms received from the two previous chapters head on in 3D and re-proposes some of the most popular ideas and mechanics. loved by fans.

To the Summer Game Fest in Los Angeles it was possible to try only a small demo, with just four selectable characters and two arenas to fight in, yet the impression is that Capcom is on track to create a perfectly balanced Street Fighter, with an explosive aesthetic and able to give to whom plays all the tools to express your fighting style.

Let’s find out why in the tried out the first four fighters of Street Fighter 6 straight from the Summer Game Fest.

Jamie, a surprising new entry

Right before a Street Fighter 6 match, you can change your character’s expression

The Street Fighter 6 demo at Summer Game Fest allowed you to try out four of the characters announced so far: Ryu, Chun-Li, Luke and the new arrival Jamieall extremely refined in the way they present themselves on the pitch and in their renewed design.

In particular it stands out Jamie: The latest addition to the cast of the series has a unique fighting style and, despite wearing a kung-fu uniform, mixes breakdance with drunk boxing. Jamie is agile, unpredictable, but above all it’s a crescendo of explosive attacks: “down, down, punch”, and here is that Jamie takes a sip of sake from the flask that he carries around, increasing his drunk rate by one level. With each sip, his arsenal of techniques is enriched with new attacks, while at the fourth and final level it takes on a decidedly more savage aspect, becoming a dangerous kicking machine. The hope? May the Street Fighter 6 roster of fighters stay at such high levels, with characters that are original, fun to use and full of character.

The Drive system put to the test

Street Fighter 6, Drive Impact is an explosion of color
Street Fighter 6, Drive Impact is an explosion of color

Jamie certainly surprised positively, but the real protagonist of the show was not a particular character, but the new Drive indicator. This single bar present under the health of your fighter is linked to a large number of offensive and defensive techniques taken clearly from the old chapters of Street Fighter.

The Drive Impact it refers to the Focus Attack of Street Fighter 4 and is a powerful attack that absorbs and penetrates the opponent’s blows: it is useful, you can and spectacular, and it will be an essential tool in every fight.

Always by spending Drive you can run them parry defensive to block the opponent’s shots and gain an immediate advantage over the opponent: unlike Street Fighter 5, these are back to having an immediate execution, but be careful to abuse them, because an empty parry can be easily punished by the opponent. Add in other techniques such as Drive Rush, Reversal and EX attacks, and you will understand that the amount of options to choose from at any time is enormous, potentially leading to unpredictable and always different matches but without ever being overwhelming.

Since all of these techniques share the same indicator, it is clear how crucial it will be to carefully dose the different Drive skills. Staying dry means not only not being able to use these skills, but also makes your character slower and more vulnerable to opponent attacks (he can for example remain stunned after a Drive Impact or be KOed by special techniques even when on parry).

If he drinks four times during a match, Jamie flaunts his looks the most
If he drinks four times during a match, Jamie shows off his wildest side.

The greatest merit of the Drive system is precisely this: on the one hand it is essential enough to make the game understandable to anyone and at any level; on the other hand it is so versatile that it allows players to elaborate very different strategies and express an extremely personal style of play. With these premises, we will probably find ourselves witnessing characters used in very different ways, and spectacular and never the same competitive matches.

Modern Controls

Who would have thought that Luke would have a prominent role in Street Fighter 6?
Who would have thought that Luke would have a prominent role in Street Fighter 6?

Another interesting news of Street Fighter 6 concerns a control system alternative that Capcom called “Modern“This is a simplified key scheme that goes in the direction of several recent fighting games to offer a more accessible experience to those unfamiliar with Street Fighter or fighting games in general. Similar to games like Granblue Fantasy Versus and At the never-ending Rising Thunder, special techniques can be performed with the press of one or two buttons.

For those who grew up to the sound of “crescents” and “down-down / forward-forward-punch”, performing a Hadouken with the press of a single key, or using two to activate a spectacular Special Art, can almost seem like a heresy. . The new control scheme undoubtedly allows you to bring a new audience to Street Fighter and maybe it will be appreciated by those who want to focus more on strategy and mind-game and less on dexterity in inputs. It remains to be seen if, used at higher levels, this system will prove to be more or less advantageous than the traditional one, but we will probably only know this when fans have spent enough time with the game.

The eye also wants its parry

After the netcode problems at the launch of Street Fighter 5, it seems that Street Fighter 6 will support rollback technology for online challenges
After the netcode problems at the launch of Street Fighter 5, it seems that Street Fighter 6 will support rollback technology for online challenges

It was already evident from the first gameplay trailer, but after trying Street Fighter 6 with your hand you can only underline the excellent work done by Capcom on thegame aesthetics. The characters officially announced so far (five, if you include Guile) have a decidedly more characteristic look than their counterparts in the fifth chapter, while the backdrops are full of details and small easter eggs. The effects of the special techniques and the colors of Drive Impact transform the playing arena into an explosive carnival, where the choreography of the Special Art tends to be even more spectacular than the previous chapter. The menus are less impactful, although these are probably provisional and destined to change even partially in the final version of the game.

If Street Fighter 4 and Street Fighter 5 were considered too biased towards the defensive and offensive approach, with the sixth chapter Capcom could finally have hit that balance that can make everyone agree. Street Fighter 6 manages to be old and new, simple and deep at the same time, inheriting the best of past episodes to bring it back through a mechanic – the Drive system – which could lead to exciting and unpredictable matches. There is still a year left until the game is released and there is still a lot to discover on the roster of fighters, on the options and on the single-player and online modes, but from this first test it is clear that Street Fighter 6 is on the right track.

CERTAINTIES

  • The Drive system works great
  • Jamie is a great new entry
  • Each round is an explosion of colors

DOUBTS

  • World Tour mode yet to be tried
  • Will he make it out with a flawless netcode?
  • Capcom still has time to change that logo (again)



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