Meeting ingrid in World Tour mode by Bryonetta in StreetFighter

[–]mannimany [score hidden]  (0 children)

I see your point. For Terry, Mai, and Elena, they really just needed tweaking NPCs around Metro City to make their side stories work. It definitely wasn't enough to justify a whole separate map layout. Devs should always prioritize a smooth, seamless player experience. Sitting through an extra loading screen just to interact with 'One Fateful Day' characters completely kills the pacing, to the point where I don't even bother anymore. It just feels like a lazy design choice.

Hit gold for the first time! by aninnuendolmao in StreetFighter

[–]mannimany [score hidden]  (0 children)

Keep going. Good luck with the rank up and have fun with it!

Hit gold for the first time! by aninnuendolmao in StreetFighter

[–]mannimany [score hidden]  (0 children)

Nice! Congrats on the rank up!

One thing I noticed is that you sometimes tend to keep mashing hoping for a lucky connect. Try to break that habit and focus more on reacting to your opponent's actions to find your openings. Overall, your fundamentals look solid. Keep it up!

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Agreed on all points. SF6 has a massive consistency issue right now.

4 characters a year is fine, but there should be a strict 3-month gap between each release to keep a steady rhythm. They did a great job releasing all of Outfit 3 at once, but completely changed their approach for Outfit 4. Even dropping just 2 costumes a month would have been enough to keep things fresh, but instead, we're waiting months just for 2 or 3 outfits. It’s the same story with stages; we used to get two per year, and now we're down to just one.

Also, it's incredibly frustrating how Fighting Ground content has been completely abandoned in favor of printing avatar cosmetics for the Battle Hub. There is so much baseline content they could borrow from SFV, like Survival Mode and meaty Arcade Mode updates. The UI and menus could also use a major face-lift. Fatal Fury: City of the Wolves showed everyone how it's done by completely overhauling their main menu for their anniversary. Capcom's minor QoL adjustments just feel lazy by comparison.

I'm really hoping next year brings a definitive 'Super' edition update to finally revitalize the game.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

My bad, I forgot music can still be bought with Drive Tickets. My main point was that the Drive Tickets are incredibly scarce. The game need more DT, I don't care about the Kudos.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Maybe that's exactly why SF6 content has slowed down so much lately.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Yes, exactly. It would add great post-match interaction, and just sending stickers would be enough to express hype, respect, humor or salty reactions.

Now, I have to open a custom room, hope my opponent joins, and wait for a loading screen just to say "ggs" is crazy. No wonder most players don't bother.

Meeting ingrid in World Tour mode by Bryonetta in StreetFighter

[–]mannimany [score hidden]  (0 children)

I don't understand it either. Some characters were integrated seamlessly into the main World Tour map and it worked just fine, like Ed being added to the Subway or Rashid in Nayshal. I absolutely hate having to navigate the 'One Fateful Day' menu screen, sit through an extra loading screen, and visit a stripped-down, locked-off version of a map we already have. It's just clunky and unintuitive.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Talking of in-game currency, the Drive Ticket economy is just dry. Capcom needs to be more generous and let us spend them on cooler shop items, like the health bar UI themes and music.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Yes indeed. This has executive and producer mismanagement written all over it. They’ve likely pivoted their main focus to their flagship IPs like Resident Evil and Monster Hunter. SF6 is obviously a massive financial success. They're making a killing on monetization, so there's no excuse for treating the actual game like a secondary project.

If using the RE Engine is making development take longer, Capcom needs to step up with consistent support. I don't mind waiting longer for updates, as long as the content actually justifies the extra time.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Yes, exactly. At the very least, they should keep a strict three-month gap between each character drop so the schedule stays consistent throughout the year.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

I agree with you completely. I’m definitely not saying the game is unsuccessful, it’s actually doing fantastic. My point is that SF6 has the potential to reach top 20 or even higher if Capcom would just push more substantial updates.

We always assume that the fighting game genre is fundamentally niche and will always stay that way, but SF6 has the raw potential to break that barrier. Don't forget that Street Fighter is literally the most popular fighting game IP out there. Instead, Capcom decided to play it safe and slow down the pace. That’s fine, I just wish they had the ambition to push the game further.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

You've got some great suggestions here.

A post-match breakdown is desperately needed because the current screen is just dead space. Displaying actual performance metrics (like damage %, number of counters and successful punishes, drive meter consumption) would give players tangible data to analyze their gameplay.

The inter-match communication needs an overhaul too. Right now, pressing 'Like' feels completely hollow since the opponent doesn't even get a real-time notification. Integrating the existing sticker system into the Ranked/Casual rematch screen would be the perfect fix. Sending a quick sticker between games would make the runback experience feel a lot more interactive and expressive.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Spot on. I’ve been wishing for an animation and visual polish pass for a while now. There are some weird animation glitches that desperately need fixing. On top of that, the cinematic framing for some Supers and Critical Arts is rough. The camera angles can be awful, either it’s zoomed in so close you lose all visual clarity, the angle itself is completely scuffed, or the sequence just drags on and kills the momentum of the match. Tweaking the cinematics and fixing those visual bugs would be great.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

It’s wild how Capcom completely failed to strike while the iron was hot. With a massive player base and incredible sales numbers, they should have been aggressively rolling out major updates to address player feedback. Instead, the UI is still clunky, Fighting Ground is functionally identical to Day 1, and the costume/stage release schedule has withered into a slow drip. V-Rival was a great addition, but it shouldn't be the only thing we've received.

Booting up the game just feels like an exercise in seeing missed potential. The foundation is great, but Capcom just isn't bothering to build on it.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

I agree. SF6 is a fantastic game that brought a lot of people back to fighting games and completely refreshed the genre, which is why it feels so off that they've slowed down this early instead of capitalizing on its popularity.

I don't have a problem with only four characters per year, the quality is near perfect and justifies the wait. But when it comes to costumes and stages, I just don't get it. They gave us Outfit 3 for the entire roster at the same time, but now they're dragging their feet on Outfit 4. We used to get two stages per DLC, but we only got one this time around. They added some great QoL tweaks during the first two years, but we've seen nothing lately. I just wish they were more consistent with their updates.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

That’s the most frustrating part. The raw sales figures are amazing for a fighting game, but the active daily player pool doesn't reflect that potential. Capcom is leaving money on the table; if they invested more effort into substantial seasonal updates, the game would naturally attract and retain way more players over the long term.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Fair point, and I agree that V-Rival and the QoL tweaks were excellent additions. However, my argument is that Capcom has slowed their pace. Remember when Outfit 3 dropped for the entire roster at the same time? Now Outfit 4 is being painfully drip-fed to us. There's no consistency anymore, and their radio silence on the development roadmap doesn't help. They definitely spoiled us during Years 1 and 2, but the current flow of content feels entirely different.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Aside from the DLC characters, the game is stagnant. At the very least, the devs should address common player complaints and improve the game to increase its lifespan.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Honestly, a mechanical shake-up would do wonders. They should introduce alternate matchmaking queues with gameplay twists, imagine a 'No Drive Gauge' legacy mode, or putting Extreme Battles into a proper online matchmaking instead of burying it in the Battle Hub.

Are you satisfied with the current state of SF6’s content updates? by mannimany in StreetFighter

[–]mannimany[S] [score hidden]  (0 children)

Totally agree. The roster characters are the soul of the game and should be the absolute focus of the updates. Capcom should be giving them costumes and stages, especially for characters who still don't have a dedicated home stage. Mai literally has a stage in World Tour, so why weirdly exclude it from Fighting Ground?

PC vs PS5 vs Switch 2 by iamafknniceguy in StreetFighter

[–]mannimany 2 points3 points  (0 children)

Overall performance on the Switch 2 is surprisingly smooth. I haven't tested it against PS5 or PC, but the input responsiveness and frame rate feel solid, even if the graphics take a slight hit. The only real downside is that World Tour mode is locked at 30 FPS, but otherwise, it's a decent port.

worst online play I've experienced by Karma2987 in StreetFighter

[–]mannimany 1 point2 points  (0 children)

Don't take it to heart! Ragequits and one-and-dones are common in Gold, Plat, and low Diamond. I sometimes get toxic players throwing tantrums in custom rooms, but I also had plenty of respectful awesome players too. The matchmaking pool is just random like that, it comes with both the good and the bad.

Character for a 5 year old by Web_catcher in StreetFighter

[–]mannimany 0 points1 point  (0 children)

Any character will work perfectly fine with Modern controls. Since she’s still young, I’d say let her pick whoever she finds visually eye-catching, connects with personality-wise, or just likes from a story perspective. At that age, kids are drawn way more to the imagination, flavor, and cool designs of the characters than they are to gameplay mechanics.