years ago : i told you sf6 : is not being 'designed' correctly...
it wasnt coz the game lacked anything..
it was simply a flawed design of mixed intents..
too much of 'visual glamor'..
than substance..
it shows : at different layers..
characters..
illogical : overpowered..
balance : is to overpower chars ...and then overpower others..
it is just frame rate muggary : for the pros..
with all the crapiola of metaverse and bleh blah..
character design : stereotypical..yet illogical..
eg rashido : absolutely illogical impossible unrelatable hack.
many are good : most of dem : aged badly..
eg akuma...he doesnt look good...
just aged and weak.
maybe that was the hole plan...
keep selling dlc : with page 3 compete..
while the normies buy and 'win' a bit..
seems 'success'...but not 'memorable'.
i think COTW : has it 'balanced'..
it is not like the game and elements : cant be improved..
but the core : solid, mechanical : has needs for 'skill' and timing..
not a cope for every1..
games are supposed to make us better..
fighting games : are a genre of it..
difficult : not for every 1..
but page 3 muggers and mba's dont really care about that..
it is just after 2 listless series..
the 'brand' is the cow..
the attitude : improve a legacy or exploit it..
it think the 'theme' is there..
and all characters : adhere to it..
sounds nice..
further thoughts...
the 'intent' of starting 'full gauges'- matches are short..
30-40 secs of it..
and that hardly leaves time for any 'strat'...
2 knock down wins : common : player lacks skill/plan if it doesnt happen..
too much of too many : tomato of sf.