My hands say that is all I'm gonna play of the Street Fighter 6 beta. I will surely write a piece on the newsletter, but key points:
When you land the first hit of a combo in SF6 you look at the meters and ask yourself "how much damage do I need to do right now?" Damage distribution is a skill in this game.
The frame data is still important-- you need to understand frame data for all your moves in four different situations-- but it's not SFV where you have frame-perfect unbeatable offense. There will be a very high knowledge wall to being a pro player in this game.
Players loving this game who said "SFV had all this frame data, screw that!" are in for a rude awakening.
Hub badly needs a button to move the camera for arcade stick users, like "hold R2 to spin" in Arc games. It's quite annoying to have to switch my arcade stick to "right analog stick" mode every single time I want to move the camera.
Love the rotating arcade games. Did Capcom Stadium beget this or did SF6 beget Capcom Stadium? Someone in Brazil had the high score for Magic Sword by an order of magnitude.
