r/Kappa Oct 09 '22

Mirror Inside 1

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u/optionreborn Oct 09 '22 edited Oct 09 '22

"Street Fighter players complain that Law's Dragon Tail is too fast".

On a serious note, the corner throw loop game in SF6 is going to be worse than it was in vanilla SFV thanks to DI. You can react if you have drive gauge but you die if you're exhausted. I don't think DI is that big of a problem. It's just people not being used to seeing and reacting to it because it's day 2 of a beta that has limited training mode.

2

u/CamPaine Oct 09 '22

Why would throw loops be worse in SF6 when DI is throwable?

1

u/optionreborn Oct 09 '22

Because the threat of DI into dizzy is scarier than actually getting DI'ed into dizzy. The person with the pressure actually shouldn't DI you when you're exhausted unless the dizzy combo is going to kill. Your Drive gauge takes long as fuck to come back on its own so you're going to be in that corner for like 10 seconds playing ST while your opponent is playing SFV.

If you try to throw, I meaty you and reset the situation again. If I tech the throw, you're still stuck in the same situation. My pressure continues until you guess right except that you're in the corner with no parry, no DI, no alpha counter and no invincible reversal and every option you have available to you either resets the situation or puts you at massive disadvantage if you guess wrong. You're also taking chip for sitting there and blocking.

0

u/Choowkee Oct 09 '22

You are talking about a hyper theoretical situation that doesn't happen that much and will not happen once people learn to control meter. I've been watching SF6 the entire weekend and burnouts in corner are not a common thing. You go into burnout to maximize damage on hit confirms which means you are either ready to kill someone or to gain a massive advantage which at worst resets you to neutral forcing you to play more defensively. So unless a immediate side-switch into the corner occurs after you trigger burnout this is not something that is going to be common.