After five years Street Fighter 5 is the next iteration of Capcom’s flagship fighting game franchise on the horizon. Although we know little about Street Fighter 6, apart from what was shown in a short teaser trailer, we have to the players of the competitive fighting game Philip, KDZ ‘Christopher Atkinson, Stephen, Spaceboy’ Agyemang and Richard, Deferte ‘Dossantos Turned to remember the franchise past and ponder them about what could expect us in the future.
Just as Street Fighter 5 distinguishes strongly from Street Fighter 4, every major entry of the 2D fighter franchise is very different – and this new entry will not be otherwise. “Apart from the basic principles of Street Fighter, SF6 is likely to have other mechanics that are the focus of your offensive and defense,” says the PC player 24.
Street Fighter 5 has the reputation to be a very open-friendly game – the damage is high and the characters get access to a powerful comeback mechanics called V-triggers who gives them new skills or powerful buffs that help them to help them Turn the round. KDZ suggests that the explosive nature of SF5 could in particular also be attributed to Stun, a mechanic that has been in the series since its second entry – and one he hopes that he does not return to Street Fighter 6.
“In these games, when you hit and someone has a meter advantage – we say, he has a V-trigger or whatever – he would beat you, bring you into a mistake, and then you’re stunned,” Explains KDZ. “And then it extends the combo many times, and you are in a different confusion situation. This has led that the game feels so lively – at the highest level it does not feel like that, but the fact that you have to align your entire gameplay on it is crazy. “
Spaceboy, on the other hand, had nothing to see Stun in Street Fighter 6, and argues that it is part of the franchise furniture today. “Stun is a large part of the story of Street Fighter,” he says. “This is one of the main attractions of defense.” But how Street Fighter fans will know is nothing sacred in these games – important features have been removed in the past without warning. “Who knows what will happen,” he adds. “However, Stun would rather be there.”
While there is clearly a debate about which functions should be taken into the new game – and which are not – all professionals agree: that Street Fighter 6 must be both challenging and mechanically interesting at all levels.
“In my opinion, the goal of developers of fighting games is now to understand how to enjoy both occasional and competition players to enjoy the game,” continues Spaceboy. “Street Fighter 4 was perfect, and Tekken 7 and King of Fighters 15 are modern examples of how to realize the stimulus. Street Fighter 5 feels like that, but it feels limiting because you have taken more tools when introducing recurring characters than they have given. “
To make games challenging, it belongs to make them accessible and fairer for every1. The subtle wants to see more tutorials in Street Fighter 6 – something that in his opinion Gudty Gear Strive and King of Fighters have done well. “I think King of Fighters may have the best online structure where you can ask in ranking and casual games to be in a room match after the set in a room match. There are also online training, so the opportunity to improve always exists, “he says.
One of the other key functions, which wants to see the subtle in Street Fighter 6 properly implemented is NetCode. “I think the addition of rollback netcode and good net code is something that many games do right,” he says. But though it should be included, it must also be tested. “I believe that games should be thoroughly tested, especially with input delay and NetCode.”
While the games on console and PC are more or less identical, the competition match between the most convenient option – consoles and the most powerful – PC – is divided. The PS4 Pro version of Guilty Gear Strive signs a delay of about three frames while your PS5 counterpart is at five. This is a big problem for the competition game, where the difference between a blocked attack and losing the round is often determined by single-digit frames. “[CAPCOM Needs to] Try to bring PCs and consoles to a similar input delay,” adds bilateral. “Only when tournaments take place, the adaptation is not massive.”
Although little is known about the direction of Street Fighter 6, it is clear that FGC professionals want to see subtle changes that involve new players and offer hardcore players a fulfilling experience.
Only the time will show if your dreams get true, but at the moment we can only press the thumb and hope.