Street Fighter adding new defensive options game theory asmr
#streetfighter #sf2 #sf6
So if its confusing for the last part lets say ryus jump mp has a hard knock down juggle limit of 3, and a juggle limit period of 4. So if you get to 4 this will always reset the guy which lets you do fun little walk under stuff, for potentially more damage, however again not guaranteed... So in situations where maybe you want guaranteed damage while maxing out jump the second jump mp maybe you need to try to cancel to hurricane kick to land in time to super fireball. However there is also the added caveat of maybe for part of your ex bar you can do a delayed get up/a tech roll/or a unique instant wake up option for each character.. And this also when you do this makes them perhaps start to fall a smidge faster than normal that might fuck up your timing even.
I think this might be something that might be kinda fun to play with to see how it could work.. Of course for the last part this could be perhaps a problem in the sense that there just isnt many normal moves that juggle in the first place, and often it feels like special moves do it.. and I would want special moves to always be a hard knock down of course.. but perhaps even still just the idea of maybe even if you anti air a guy with say a normal obviously thats not a hard knock down so then doing one of these commands your guy would still start to fall faster than normal which might throw off the other dudes timing...
Anyway just a thought of thought about and talked about in terms of putting new spins and added another layer to SF. Since I still would totally have annoying stuff like vega claw dive over and over and it doesnt actually bother me that something like that exists in the game. I think something like this would also allow you to have some weirder potentially more powerful special moves offensively as well to do a bit of a tug of war in terms of meta and meter management.
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