Street Fighter 6 unsurprisingly has the attention of the fighting game community right now, and this weekend is providing players the second opportunity thus far to get hands on with the game.
With the special exhibition matches at Japan Expo 2022, there’s already been a handful of seemingly new discoveries being made about SF6’s battle mechanics.
Thus far, FGC members like NurseLee and HiFight have highlighted 3 pretty important details which showcases some changes from Street Fighter 5 as well as some of its DNA carrying through.
Let’s start off with what’s going to be similar going into the next big fighting game entry for Capcom.
Fans had already been shown that SF6’s Punish Counter system would essentially be replacing the current game’s Crush Counters, but now we can see how some of their old ideas are being implemented.
SF6: Ryu’s Stand Heavy Kick!
– We have “Punish Counter,” it completely crumples them.
– It also whiffs on Crouchers.#SF6 #StreetFighter6 pic.twitter.com/yvqJPkVRgw— NurseLee (@NurseLee_) July 16, 2022
Through the exhibition showcase, Ryu was shown to put Chun-Li into a crumple state after getting hit with a Punish Counter standing heavy kick.
This looks very similar to what some Crush Counter attacks would do to opponents in SF5, so it appears characters will have certain moves which cause additional effects on counters.
What is interesting to note, however, is that Chun gets put in this crumple status just as she enters the Burnout state, which could point to these extra painful Punish Counters may only work when the opponent is out of Drive Gauge.
Juggleshttps://t.co/kMkSFGWG25 pic.twitter.com/0hIob1levh
— HiFight(ハイファイト) (@HiFightTH) July 16, 2022
And then there’s the interaction with Punish Counters on aerial attacks.
One particular clip saw Luke land a Punish Counter on Ryu’s Tatsumaki Senpukyaku using Drive Impact, which puts the Shoto into a spinning counter state for a follow-up.
This is one of the effects of Crush Counter attacks in SF5 although Ryu is not in Burnout state here.
It appears as though Capcom wants to keep counter hits a dangerous scenario to watch out for in SF6, but not as utterly game-defining as it was for SF5.
There’s still plenty of testing that needs to be done to figure out exactly how Punish Counters work in the current build of the game.
Nurselee put together a nice and quick demonstration to show how jumping in the corner differs between SF5 and SF6.
The clip confirms that corner cross ups are not currently a feature in Street Fighter 6, which does give defenders one less option to worry about.
SF6: The Corner, No More Cross Ups!
– HUGE CHANGE for Street Fighter.
Shout outs to @MistahCrimson, @Louffy086, @TheStreetWriterand the rest of the Stream Crew for the SF6 Exhibition gameplay.???
#SF6 #StreetFighter6 pic.twitter.com/v9meAbPLv5— NurseLee (@NurseLee_) July 16, 2022
It makes sense Capcom would go in this direction with the corner position already being more deadly than before with the wall bounce or stuns off of Drive Impacts.
We’re also not sure who would want to willingly put themselves in the corner in this game anyway.
Corner cross ups weren’t really made universal in the series until Street Fighter 4, so them not being present is something we’ve already seen in many past entries.
If this stays the same for the full release, we don’t think many players are going to miss needing to worry about corner cross ups.
With parries coming back as a universal mechanic in SF6, the developers are seemingly trying to implement ways to keep projectiles a threat in the new game.
Most characters’ EX projectiles in SF5 could absorb 1 hit, so a fireball trade would only hit the opponent once.
SF6: Ex Projectiles Universally Buff??
– Chun’s Ex Kikoken, still Cashes out “2 Hits” on Luke.
This may seem minimal, but that’s actually huge change for Street Fighter IMO. ?
– It’s similar to Cody’s EX Pocket Wind projectile in SF5. #SF6 #StreetFighter6 pic.twitter.com/C6r908jodm— NurseLee (@NurseLee_) July 16, 2022
Street Fighter 6 is apparently changing that up by making Overdrive projectiles still hit twice after trading with another fireball.
NurseLee also put together a handy visual aid to show how Chun-Li’s EX Kikoken performed in SF5 and Street Fighter 4 compared to SF6, and he believes this property applies to the whole cast.
This certainly seems like a nice boost to zoner fighters although that could also open up the door to better rewards for parrying to OD fireballs too.
SF6: MOAR! Universal Changes on Ex Fireballs!?
– EX Fireballs ‘DOMINATES!’ Regular Fireballs.
– Zoners or Zoning just got even Crazier!?
– MORE Quick examples for: Chun Li & Ryu.
HEY CAPCOM! NICE!? #SF6 #StreetFighter6 pic.twitter.com/dQpya8fxzw— NurseLee (@NurseLee_) July 17, 2022
It’s obviously way, way too early to know how much of an impact the buffed OD fireballs will have in SF6, but getting to learn more about the added layers to the gameplay is certainly nice right now.
Everyone has to keep in mind, however, that Street Fighter 6 is still very much in development and will make more changes and adjustments to the mechanics shown — so some or all of this may not work the same by the time the game actually releases next year.
The community and ourselves will continue digging through this new Japan Expo footage, so stay tuned for what’s uncovered next for the upcoming title.
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