I think sf6 is a game more about homogenization through lots of options and many shared ones, and sf5 is a game of rigid archetypes with carefully given tools to make sure a character fits their defined "role"
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I was thinking about Kimberly in sf6 today and how despite how strong setplay sounds in a vacuum, the system mechanics really do encourage her to just stick with strike throw and throw loops as high lows and left rights can get nullified from parry
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