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* RegeneratingHealth: Landing a Drive Reversal will clear the space and knock your opponent across the screen to give you some breathing room, but leave a white portion of health in their bar that slowly refills the damage taken from it. If you don't capitalize on the opportunity, it means any damage advantage with the reversal can be entirely lost.

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* RegeneratingHealth: Landing Tanking a hit with armour or eating a Drive Reversal will clear the space and knock inflict "grey damage" on your opponent across life bar. This damage slowly refills, but if you take a clean hit before then, the screen to give you some breathing room, but leave a white unsaved portion of health in their bar that slowly refills the damage taken from it. If you don't capitalize on the opportunity, it means any damage advantage with the reversal can will be entirely lost.



* TheRemnant: During Rashid's second master mission in World Tour, you run into a couple of former Shadaloo soldiers seeking to revive their organization. They wear ragtag versions of the blue uniforms they wore in the ''A Shadow Falls'' story mode in [[VideoGame/StreetFighterV the previous game]], in addition to an identical naming scheme ('AS' followed by a letter and a number) and even have a unique special move where they attempt to copy M. Bison's Double Knee Press but fall flat on their ass in the process, as a CallBack to the 'Fake Psycho Crusher'.

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* TheRemnant: During Rashid's and AKI's second master mission missions in World Tour, you run into a couple of former Shadaloo soldiers seeking to revive their organization. They wear ragtag versions of the blue uniforms they wore in the ''A Shadow Falls'' story mode in [[VideoGame/StreetFighterV the previous game]], in addition to an identical naming scheme ('AS' followed by a letter and a number) and even have a unique special move where they attempt to copy M. Bison's Double Knee Press but fall flat on their ass in the process, as a CallBack to the 'Fake Psycho Crusher'.



** [[VideoGame/FinalFantasyXV Noctis']] and [[VideoGame/TheKingOfFighters97 Shermie's]] haircuts are available in the character creator.

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** [[VideoGame/FinalFantasyXV Noctis']] Noctis]] and [[VideoGame/TheKingOfFighters97 Shermie's]] haircuts are available in the character creator.



** One of Lily's story art features her playing with T. Hawk's family, which features a newly recovered Juli (one of Bison's doll). Thing is, Juli with Native American outfit now looks like [[Franchise/{{Tekken}} a rival game's Native American female fighter, Julia Chang]].

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** One of Lily's story art features her playing with T. Hawk's family, which features a newly recovered Juli (one of Bison's doll).dolls). Thing is, Juli with Native American outfit now looks like [[Franchise/{{Tekken}} a rival game's Native American female fighter, Julia Chang]].



* SurprisinglyRealisticOutcome: Oh, do you think you can perfectly replicate Chun-Li's full Kata, especially her vertical standing split in the end? Said Kata requires lots of training and flexibility to pull off, so unsurprisingly, everyone who just attended her lesson, including the player character, falls on their butt attempting the move. Only Li-Fen, whom Chun-Li adopted and trained from very young age, is capable of pulling it off.

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* SurprisinglyRealisticOutcome: Oh, do you think you can perfectly replicate Chun-Li's full Kata, kata, especially her vertical standing split in the end? Said Kata kata requires lots of training and flexibility to pull off, so unsurprisingly, everyone who just attended her lesson, including the player character, falls on their butt attempting the move. Only Li-Fen, whom Chun-Li adopted and trained from very young age, is capable of pulling it off.



** The rarest enemy type in World Tour are the Copy Fighters, [[VideoGame/StreetFighterIV Seth]]-esque cyborgs that exclusively fight with the same legendary fighters' styles available to the player. Despite their unique gimmick and being introduced with more fanfare than the usual Mooks, you're only required to fight four: two on the roof of the [=SiRN=] Building as a warm-up before the second fight with [[spoiler: the Cardboard Combatant/Bosch]], and another two while exploring the abandoned factory by Haggar Stadium. Downplayed a bit as the Copy Fighters in the factory respawn if you come back later, and more appear in optional encounters such as among the randomized enemy roster in the Metro City Subway, in Haggar Arena and the post-game gauntlet at the Suval'hal Arena, but they still stand out next to the dozens if not hundreds of every other enemy type you blow through.

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** The rarest enemy type in World Tour are the Copy Fighters, [[VideoGame/StreetFighterIV Seth]]-esque cyborgs that exclusively fight with the same legendary fighters' styles available to the player. Despite their unique gimmick and being introduced with more fanfare than the usual Mooks, you're only required to fight four: two on the roof of the [=SiRN=] Building as a warm-up before the second fight with [[spoiler: the Cardboard Combatant/Bosch]], and another two while exploring the abandoned factory by Haggar Stadium. Downplayed a bit as the Copy Fighters in the factory respawn if you come back later, and more appear in optional encounters such as among the randomized enemy roster in the Metro City Subway, in Haggar Arena Arena, and the post-game gauntlet at the Suval'hal Arena, but they still stand out next to the dozens if not hundreds of every other enemy type you blow through.
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Trying to get my head round this and it doesn’t sound like a “double-subversion” if both heroes’ friends are mostly glossed over in-game.


* ForgottenFallenFriend: Double-subversion; while März is indeed mentioned by Cammy as being deceased, Cammy gets no special interactions whatsoever with A.K.I. as a result. The same applies to Rashid’s friend. [[spoiler:F.A.N.G. himself also appears, but as TheUnfought, again Cammy and Rashid have no relevance to him]].

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* ForgottenFallenFriend: Double-subversion; while While März is indeed mentioned by Cammy as being deceased, Cammy gets has no special interactions whatsoever with A.K.I. as a result. (whose master, F.A.N.G, was responsible for her death). The same applies to Rashid’s friend. Rashid and the death of his friend; [[spoiler:F.A.N.G. himself also appears, but appears as TheUnfought, again but Cammy and Rashid have no relevance to him]].
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* ForgottenFallenFriend: Double-subversion; while März is indeed mentioned by Cammy as being deceased, Cammy gets no special interactions whatsoever with A.K.I. as a result. The same applies to Rashid’s friend. [[spoiler:F.A.N.G. himself also appears, but as TheUnfought, again Cammy and Rashid have no relevance to him]].
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** Played straight by [[spoiler: F.A.N.G.]] in the A.K.I. [=DLC=], who cannot be challenged to a fight at all.
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! All spoilers for all preceding ''Franchise/StreetFighter'' games are unmarked. Administrivia/YouHaveBeenWarned!

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! All spoilers for all preceding ''Franchise/StreetFighter'' games are previous installments in the franchise up to ''VideoGame/StreetFighterV'' may have been left unmarked. Administrivia/YouHaveBeenWarned!
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Fighting Ground is the mode focusing on traditional 1-on-1 matches in both local and online play, which showcases the newly refined fighting gameplay. The biggest new addition is the Drive Gauge, a refilling meter that allows players to use special Drive abilities in exchange for the gauge, but will leave them in a drastically weakened "Burnout" state if it's emptied out. Other additions include the return of the multi-level super bar from the ''VideoGame/StreetFighter
Alpha'' trilogy, with each character having three different Super Arts, an Extreme mode that allows players to set up matches with special conditions and gimmicks, and the addition of two new control types; in addition to the classic six-button control scheme, ''6'' adds Modern, a four-button scheme that allows players to pull off moves with simple button presses and directional inputs similar to ''VideoGame/SuperSmashBros'' in exchange for less specific control, and Dynamic, a scheme exclusive to local play that simplifies attacking to a few buttons, which change what they do depending on the character's position. Fighting Ground also features a traditional Arcade mode, letting players select a fighter and see them in their own mini-arc as they battle through a series of opponents and bonus games, and new character-specific tutorials that give a quick rundown of each character's basic playstyle and how to use their special moves.

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Fighting Ground is the mode focusing on traditional 1-on-1 matches in both local and online play, which showcases the newly refined fighting gameplay. The biggest new addition is the Drive Gauge, a refilling meter that allows players to use special Drive abilities in exchange for the gauge, but will leave them in a drastically weakened "Burnout" state if it's emptied out. Other additions include the return of the multi-level super bar from the ''VideoGame/StreetFighter
Alpha''
''VideoGame/StreetFighterAlpha'' trilogy, with each character having three different Super Arts, an Extreme mode that allows players to set up matches with special conditions and gimmicks, and the addition of two new control types; in addition to the classic six-button control scheme, ''6'' adds Modern, a four-button scheme that allows players to pull off moves with simple button presses and directional inputs similar to ''VideoGame/SuperSmashBros'' in exchange for less specific control, and Dynamic, a scheme exclusive to local play that simplifies attacking to a few buttons, which change what they do depending on the character's position. Fighting Ground also features a traditional Arcade mode, letting players select a fighter and see them in their own mini-arc as they battle through a series of opponents and bonus games, and new character-specific tutorials that give a quick rundown of each character's basic playstyle and how to use their special moves.
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Fighting Ground is the mode focusing on traditional 1-on-1 matches in both local and online play, which showcases the newly refined fighting gameplay. The biggest new addition is the Drive Gauge, a refilling meter that allows players to use special Drive abilities in exchange for the gauge, but will leave them in a drastically weakened "Burnout" state if it's emptied out. Other additions include the return of ''Alpha'''s multi-level super bar, with each character having three different Super Arts, an Extreme mode that allows players to set up matches with special conditions and gimmicks, and the addition of two new control types; in addition to the classic six-button control scheme, ''6'' adds Modern, a four-button scheme that allows players to pull off moves with simple button presses and directional inputs similar to ''VideoGame/SuperSmashBros'' in exchange for less specific control, and Dynamic, a scheme exclusive to local play that simplifies attacking to a few buttons, which change what they do depending on the character's position. Fighting Ground also features a traditional Arcade mode, letting players select a fighter and see them in their own mini-arc as they battle through a series of opponents and bonus games, and new character-specific tutorials that give a quick rundown of each character's basic playstyle and how to use their special moves.

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Fighting Ground is the mode focusing on traditional 1-on-1 matches in both local and online play, which showcases the newly refined fighting gameplay. The biggest new addition is the Drive Gauge, a refilling meter that allows players to use special Drive abilities in exchange for the gauge, but will leave them in a drastically weakened "Burnout" state if it's emptied out. Other additions include the return of ''Alpha'''s the multi-level super bar, bar from the ''VideoGame/StreetFighter
Alpha'' trilogy,
with each character having three different Super Arts, an Extreme mode that allows players to set up matches with special conditions and gimmicks, and the addition of two new control types; in addition to the classic six-button control scheme, ''6'' adds Modern, a four-button scheme that allows players to pull off moves with simple button presses and directional inputs similar to ''VideoGame/SuperSmashBros'' in exchange for less specific control, and Dynamic, a scheme exclusive to local play that simplifies attacking to a few buttons, which change what they do depending on the character's position. Fighting Ground also features a traditional Arcade mode, letting players select a fighter and see them in their own mini-arc as they battle through a series of opponents and bonus games, and new character-specific tutorials that give a quick rundown of each character's basic playstyle and how to use their special moves.
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* EiffelTowerEffect: The three European stages prominently feature the most iconic building associated with the nation depicted; the Eiffel Tower (France), the Colosseum (Italy), and the Elizabeth Tower aka Big Ben (United Kingdom).
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* [[https://youtu.be/_871izU8Fpg?feature=shared A.K.I. Gameplay Trailer]]
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** A.K.I.: Fall 2023

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** A.K.I.: Fall September 27th, 2023
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The Hub Goods Shop updated with some limited time avatar gear. The gear includes jewellery by ‘Marisa Rossetti’.


* New to '''''Street Fighter 6''''': [[DrunkenBoxing Jamie Siu]], [[McNinja Kimberly Jackson]], [[ActionFashionista Manon Legrand]], [[AmazonianBeauty Marisa]], [[ManOfWealthAndTaste JP]], [[BadassNative Lily Hawk]], ''[[PoisonousPerson A.K.I.]]''

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* New to '''''Street Fighter 6''''': [[DrunkenBoxing Jamie Siu]], [[McNinja Kimberly Jackson]], [[ActionFashionista Manon Legrand]], [[AmazonianBeauty Marisa]], Marisa Rossetti]], [[ManOfWealthAndTaste JP]], [[BadassNative Lily Hawk]], ''[[PoisonousPerson A.K.I.]]''
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* UselessUsefulSkill: The Haggler and Traveler skills in World Tour mode, which give discounts from vendors and increase the amount of Miles earned, respectively. World Tour mode throws money and Miles at you with abandon, so there's very little chance that you'll ever run short on either. The only reason to ever unlock them is if you've already acquired every other skill.

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* AIBreaker: Against most foes but the actually skilled combatants, Throw spam is highly abusable in World Tour. ''Command'' Throws can't even be broken out of, making them even more efficient. So naturally the AI starts doing frame-perfect [[SecretAIMoves dodge rolls]] or jumping out of the grab hitboxes the first frame they get sometimes, but it still doesn't save them from their vulnerability to it. Those skilled combatants, usually the Masters and boss fights that have 3-round matches proper, will often [[NoFairCheating frame-one react with a vengeance on you]] if you try to chain throws back-to-back on them.

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* AIBreaker: AIBreaker:
**
Against most foes but the actually skilled combatants, Throw spam is highly abusable in World Tour. ''Command'' Throws can't even be broken out of, making them even more efficient. So naturally the AI starts doing frame-perfect [[SecretAIMoves dodge rolls]] or jumping out of the grab hitboxes the first frame they get sometimes, but it still doesn't save them from their vulnerability to it. Those skilled combatants, usually the Masters and boss fights that have 3-round matches proper, will often [[NoFairCheating frame-one react with a vengeance on you]] if you try to chain throws back-to-back on them.them.
** Dhalsim's Yoga Comet, an aerial fireball fired down at an angle, really breaks the AI's ability to react. Most characters will simply walk repeatedly into it, failing to block or avoid it at all. It's quite easy to simply spam it an entire match for an easy victory against an otherwise superior foe.
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Not a subversion.


* DarkerAndEdgier: The prequel comics are this to the main game, subverting BloodlessCarnage with characters getting shot, stabbed and wounded, several mild swears thrown around, and people actually dying compared to World Tour's relatively family-friendly beatdowns. Not to mention going into full depth on Ken's FrameUp combined with his HeroicBSOD.

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* DarkerAndEdgier: The prequel comics are this to the main game, subverting eschewing BloodlessCarnage with characters getting shot, stabbed and wounded, several mild swears thrown around, and people actually dying compared to World Tour's relatively family-friendly beatdowns. Not to mention going into full depth on Ken's FrameUp combined with his HeroicBSOD.
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! All spoilers for all preceding ''Franchise/StreetFighter'' games are unmarked. Administrivia/YouHaveBeenWarned!
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* TheRemnant: During Rashid's second master mission in World Tour, you run into a couple of former Shadaloo soldiers seeking to revive their organization. They wear ragtag versions of the blue uniforms they wore in the ''A Shadow Falls'' story mode in [[VideoGame/StreetFighterV the previous game]], in addition to an identical naming scheme ('AS' followed by a letter and a number) and even have a unique special move where they attempt to copy M. Bison's Double Knee Press but fall flat on their ass in the process, as a CallBack to the 'Fake Psycho Crusher'.


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** The former Shadaloo soldiers encountered in Rashid's second master mission have access to a unique special move (resembling a failed attempt at M. Bison's Double Knee Press) that - as of this update - no other enemies in the game have.
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** Several characters from ''VideoGame/BreathOfFireIV'' make appearances as cameos in World Tour.

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** Several characters from ''VideoGame/BreathOfFireIV'' the ''VideoGame/BreathOfFire'' series make appearances as cameos in World Tour. Tour.
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* [[https://youtu.be/n77nLTyHNsM A.K.I. Teaser Trailer]]
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** The description of an extremely spicy curry in World Tour mode says that no matter how your mouth feels, you won't actually be able to breathe fire after eating it, a reference to the original explanation for Dhalsim's fire attacks being due to him eating super-spicy curry before each match.
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Describe the icons for rage quitters.


* AntiRageQuitting: In two improved ways compared to the previous game. Not only will rage quitting result in a loss on the culprit's record but there is also now a "No Contest" option for games with poor connections that allows players to instead call off the match without the need for quitting as a mutual agreement that match conditions are unplayable. In addition, players who repeatedly ragequit will have an icon displayed next to their username in online matches that indicates they have been segregated from non-quitters into a queue specifically for ragequitters.

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* AntiRageQuitting: In two improved ways compared to the previous game. Not only will rage quitting result in a loss on the culprit's record but there is also now a "No Contest" option for games with poor connections that allows players to instead call off the match without the need for quitting as a mutual agreement that match conditions are unplayable. In addition, players who repeatedly ragequit rage quit will have an either a yellow card or red card icon displayed next to their username in online matches that indicates they have been segregated from non-quitters into a queue specifically for ragequitters.rage quitters.
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Makoto first showed up in 3rd Strike, which takes place after the tournament and therefore the fights in that game are unsanctioned street fights. In that game, you pick your opponent out of two options in the single player mode. What tournament would let you do that?


* ContinuityNod: One NPC in World Tour Mode mentions a thriving martial arts school known as Rindo-kan, which is run by an unnamed young woman. This refers to Makoto from ''Street Fighter III'', who had entered the tournament with the goal of reviving her family's failing dojo.

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* ContinuityNod: One NPC in World Tour Mode mentions a thriving martial arts school known as Rindo-kan, which is run by an unnamed young woman. This refers to Makoto from ''Street Fighter III'', III: 3rd Strike'', who had entered the tournament challenged several other fighters with the goal of reviving her family's failing dojo.
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** Merchant Mello, a shopkeeper found in the Nayshalli Resistance hideout at the very end of the game, is the only fightable NPC in the game who uses JP's style. This also makes him the only reliable source of EXP for that style, meaning you'll be challenging him a lot if you've taken JP as a master after beating the story.

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** There's a grand total of ''two'' fightable [=NPCs=] who use JP's style: Merchant Mello, a shopkeeper found in the Nayshalli Resistance hideout at the very end of the game, and Ernest, one of the opponents in the post-game Suval'hal Arena gauntlet. Of these two, Merchant Mello is the only fightable NPC in one you can challenge repeatedly, as Ernest only shows up once for the game who uses JP's style. mission and is gone forever afterwards. This also makes him the only reliable source of EXP for that style, meaning you'll be challenging him a lot if you've taken JP as a master after beating the story.
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** The rarest enemy type in World Tour are the Copy Fighters, [[VideoGame/StreetFighterIV Seth]]-esque cyborgs that exclusively fight with the same legendary fighters' styles available to the player. Despite their unique gimmick and being introduced with more fanfare than the usual Mooks, you're only required to fight four: two on the roof of the [=SiRN=] Building as a warm-up before the second fight with [[spoiler: the Cardboard Combatant/Bosch]], and another two while exploring the abandoned factory by Haggar Stadium. Downplayed a bit as the Copy Fighters in the factory respawn if you come back later, and more may rarely appear in the optional Metro City Subway (naturally, they're a great source of Style EXP in the late game), but they still stand out next to the dozens if not hundreds of every other enemy type you blow through.

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** The rarest enemy type in World Tour are the Copy Fighters, [[VideoGame/StreetFighterIV Seth]]-esque cyborgs that exclusively fight with the same legendary fighters' styles available to the player. Despite their unique gimmick and being introduced with more fanfare than the usual Mooks, you're only required to fight four: two on the roof of the [=SiRN=] Building as a warm-up before the second fight with [[spoiler: the Cardboard Combatant/Bosch]], and another two while exploring the abandoned factory by Haggar Stadium. Downplayed a bit as the Copy Fighters in the factory respawn if you come back later, and more may rarely appear in the optional encounters such as among the randomized enemy roster in the Metro City Subway (naturally, they're a great source of Style EXP Subway, in Haggar Arena and the late game), post-game gauntlet at the Suval'hal Arena, but they still stand out next to the dozens if not hundreds of every other enemy type you blow through.

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** Cammy has a cat version of herself as her profile pic in the World Tour mode, which can be seen when she messages the player character. The art originates from an AprilFoolsDay joke game known as ''Neco Drop: Cat Friends Nation'', a short puzzle game that has ''Street Fighter'' characters as ''VideoGame/NekoAtsume''-styled cats, including Cammy, who's called 'Kylie' in that game.

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** Cammy has a cat version of herself as her profile pic in the World Tour mode, which can be seen when she messages the player character. The art originates from an AprilFoolsDay joke game known as ''Neco Drop: Cat Friends Nation'', a short puzzle game that has ''Street Fighter'' characters as ''VideoGame/NekoAtsume''-styled cats, including Cammy, who's called 'Kylie' '[[Music/KylieMinogue Kylie]]' in that game.


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* OddballDoppelganger: Among the [=NPCs=] that can be fought in World Tour mode are people cosplaying as the World Warriors, fighting like them but looking more like shoddy knockoffs.

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* {{Superboss}}: In World Tour, the quest "The Fighty Mighty" unlocks a large amount of optional opponents that are considerably stronger than the civilians and criminals you'd be fighting normally. Defeating all of these opponents unlocks the superbosses in the post-game: [[VideoGame/FinalFight Andore]] and [[VideoGame/BreathOfFireIV Fou-Lu]]. Andore is the strongest enemy in the game at level 99, his moveset just being the generic NPC moveset, but with an AI tailor-made to use it to its fullest potential. Meanwhile, Fou-Lu is the second strongest enemy at level 95, with a moveset taken from [[spoiler:Bosch in his final encounter]], giving him access to an extremely powerful Super Art on top of excellent AI.

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* {{Superboss}}: In World Tour, the Tour has a small set of high-level opponents that are tricky to find and far more difficult to beat than any other potential adversary:
** The
quest "The Fighty Mighty" unlocks a large amount of optional opponents that are considerably stronger than the civilians and criminals you'd be fighting normally. Defeating all of these opponents unlocks the superbosses in the post-game: [[VideoGame/FinalFight Andore]] and [[VideoGame/BreathOfFireIV Fou-Lu]]. Andore is one of the strongest enemy enemies in the game at level 99, his moveset just being the generic NPC moveset, but with an AI tailor-made to use it to its fullest potential. Meanwhile, Fou-Lu is the second strongest enemy only slightly weaker at level 95, with a moveset taken from [[spoiler:Bosch in his final encounter]], giving him access to an extremely powerful Super Art on top of excellent AI.AI. Both can be rematched in the Haggar Arena, where they are both level 100 and are among the toughest potential opponents, only matched by masters like Ryu.
** The post-game unlocks a questline in the Nayshall arena, which challenges you to a series of 12 combat gauntlets with increasingly powerful foes, culminating in a one-on-one fight with Luke, the strongest opponent in the game at level 100, with maxed-out stats and the meanest AI the game has to offer.
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** A quality of life change was made with the patch that introduced Rashid, allowing players to press the Parry input to Drive Rush cancel attacks instead of having to rely on a so somewhat finnicky at times forward, forwad input. Given how powerful and reliable the mechanic is already, and a demonstration of a prominent competitive player exploiting it at an event shortly before the patch by spamming light attacks - the fastest, safest option in the game - that he could cancel into Drive Rushes the second they landed even with the harder input, a caveat was added that a Drive Rush would always come out if the input was pressed after a light attack, even if said attack whiffs, at the standard costly 3 out of 6 bars of Drive Gauge.

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** A quality of life change was made with the patch that introduced Rashid, allowing players to press the Parry input to Drive Rush cancel attacks instead of having to rely on a so somewhat finnicky at times forward, forwad forward-forwad input. Given how powerful and reliable the mechanic is already, and a demonstration of a prominent competitive player exploiting it at an event shortly before the patch by spamming light attacks - the fastest, safest option in the game - that he could cancel into Drive Rushes the second they landed even with the harder input, a caveat was added that a Drive Rush would always come out if the input was pressed after a light attack, even if said attack whiffs, at the standard costly 3 out of 6 bars of Drive Gauge.
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* ObviousRulePatch:
** An exploit allowing players to automatically break grabs while blocking - possible thanks to feature designed to help players press multiple inputs more easily - was swiftly patched out of the game.
** A quality of life change was made with the patch that introduced Rashid, allowing players to press the Parry input to Drive Rush cancel attacks instead of having to rely on a so somewhat finnicky at times forward, forwad input. Given how powerful and reliable the mechanic is already, and a demonstration of a prominent competitive player exploiting it at an event shortly before the patch by spamming light attacks - the fastest, safest option in the game - that he could cancel into Drive Rushes the second they landed even with the harder input, a caveat was added that a Drive Rush would always come out if the input was pressed after a light attack, even if said attack whiffs, at the standard costly 3 out of 6 bars of Drive Gauge.
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The game is split between three core modes: World Tour, Fighting Ground, and Battle Hub. World Tour is an expansive single-player story campaign that focuses on an extensively customizable PlayerCharacter who sets out to discover the meaning of true strength in the ''Street Fighter'' universe. The action primarily takes place in a series of explorable WideOpenSandbox locations as well as several smaller spots across the globe, as the player faces many trials as they fight with many NPC fighters in both 1-on-1 and multi-man battles, take part in multiple minigames to earn cash for travel, and train with the legendary World Warriors to learn their special moves that they can add to their moveset to evolve their fighting style and reach new areas in the overworld.

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The game is split between three core modes: World Tour, Fighting Ground, and Battle Hub. World Tour is an expansive single-player story campaign that focuses on an extensively customizable PlayerCharacter who sets out to discover the meaning of true strength in the ''Street Fighter'' universe. The action primarily takes place in a series pair of explorable WideOpenSandbox locations as well as several smaller spots across the globe, as the player faces many trials as they fight with many NPC fighters in both 1-on-1 and multi-man battles, take part in multiple minigames to earn cash for travel, and train with the legendary World Warriors to learn their special moves that they can add to their moveset to evolve their fighting style and reach new areas in the overworld.
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This goes on the specific shout-outs page. (It’s there already)


* NoCelebritiesWereHarmed: Kimberly's uncle bares a certain resemblance to Morgan Freeman, albeit with a beard.
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** And responding to a Drive Impact with one of your one (or using any move with armor frames against an attack) briefly makes your character flash [[red:red]].

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** And responding to a Drive Impact with one of your one own (or using any move with armor frames against an attack) briefly makes your character flash [[red:red]].

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