10-06-2022, 09:12 PM
details we didn’t know that we do now after seeing today’s flood of gameplay footage
parry is active frame 1, does not require high/low guess
blocking fb reduces drive meter
blocking strikes reduces drive meter
parrying a fb costs more drive meter than it fills
burnout takes a long ass time to get out of when you run out of drive meter, leaving you super vulnerable to being hit by drive impact and stunned
drive impact in corner juggles the opponent up in the air for big dookie damage
crossplay is vaguely confirmed but we don’t know what platforms will have crossplay between them
rollback is confirmed
the comeback mechanic is your *stocked* level 3 turning into Critical Art when you are very low on health. if you do not save 3 stocks of super you do not get access to the blatant comeback mechanic (nice)
PUNISH COUNTER is applied to any attack hit during its *recovery* frames (whiff punishes and block punishes)
PUNISH COUNTER reduces the opponent drive meter when they’re hit by it
regular counter (stuffing a move’s startup) does not reduce drive meter
taking regular damage does not reduce drive meter
perfect parry does not trigger on projectiles
back roll and quick rise are both in the game
hard knockdown is not the traditional definition. hard knockdown just means you cannot back roll.
sweeps are always hard knockdown
punish counter throws are hard knockdown
~~modern control scheme (simplified controls) use drive meter to use one button specials~~ *this is actually incorrect, they do not require meter, it was a misinterpretation of the move list screen that was corrected recently*
—more info on modern controls related to drive meter usage. using **auto combos** requires drive bar, not one button specials
special attack **chip kills** are confirmed in the game, BUT your opponent must be in burnout to be chipped out. when they are in burnout, blocking a special does a pretty significant amount of chip
https://www.reddit.com/r/StreetFighter/c...er_seeing/
parry is active frame 1, does not require high/low guess
blocking fb reduces drive meter
blocking strikes reduces drive meter
parrying a fb costs more drive meter than it fills
burnout takes a long ass time to get out of when you run out of drive meter, leaving you super vulnerable to being hit by drive impact and stunned
drive impact in corner juggles the opponent up in the air for big dookie damage
crossplay is vaguely confirmed but we don’t know what platforms will have crossplay between them
rollback is confirmed
the comeback mechanic is your *stocked* level 3 turning into Critical Art when you are very low on health. if you do not save 3 stocks of super you do not get access to the blatant comeback mechanic (nice)
PUNISH COUNTER is applied to any attack hit during its *recovery* frames (whiff punishes and block punishes)
PUNISH COUNTER reduces the opponent drive meter when they’re hit by it
regular counter (stuffing a move’s startup) does not reduce drive meter
taking regular damage does not reduce drive meter
perfect parry does not trigger on projectiles
back roll and quick rise are both in the game
hard knockdown is not the traditional definition. hard knockdown just means you cannot back roll.
sweeps are always hard knockdown
punish counter throws are hard knockdown
~~modern control scheme (simplified controls) use drive meter to use one button specials~~ *this is actually incorrect, they do not require meter, it was a misinterpretation of the move list screen that was corrected recently*
—more info on modern controls related to drive meter usage. using **auto combos** requires drive bar, not one button specials
special attack **chip kills** are confirmed in the game, BUT your opponent must be in burnout to be chipped out. when they are in burnout, blocking a special does a pretty significant amount of chip
https://www.reddit.com/r/StreetFighter/c...er_seeing/