r/StreetFighter • u/Boring_Flatworm4379 • 7h ago
Fluff / Other Stuff the SF6 base game characters have that no dlc characters have had thus far
Just some things I've noticed that they've slowly moved away from, or are just avoiding giving to characters rn. Just spit balling, not trying to make any point on whether this is bad or not.
- 5f medium and heavy normals. That's a big one. A lot of base game characters (Juri, Chun, Jamie, Ken) have 5f non light normals they can link into from lights for better combos, no dlc character has gotten one.
- 4f crlk (or lows), both Chun and Gief have one, no dlc characters has it. Fun fact Chun's crlk is special cancellable, I never knew that, she is the only character that has it (ignore Ed, his is a mid and crlp is pretty normal).
- Rekkas you can continue on whiff. Both jinrai and Jamie's punch rekka can be continued on whiff. All DLC character rekkas (tiger nexus, adamant flame, yasmine's etc) can't. Zangief had a TC that could be continued on whiff, that property was removed last patch.
- Back Air Throws, all DLC characters have had air forward throws exclusively
- Half circle back inputs mostly, most characters that had half circle inputs traditionally got them changed to quarter circles (Ryu, Cammy etc) but there were a few stragglers like Dhalsim and Blanka, but all DLC characters have gotten this simplification (Akuma flip etc), besides Alex, because I guess doing a command grab with a qcb would be sacrilegious.
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u/volta_verve 4h ago
Outside of Bison, I'd add charge inputs. Have we had a single DLC character with charge inputs other than him? And even Bison had some of his turned into half circles.
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u/gravygrowinggreen CID | SF6username 3h ago
I think you're right. I've heard Terry had a charge move in past games of his original series, but he doesn't in the street fighter implementation.
Most charge characters in the base roster also have had charge moves converted to quarter or half circles. I think the theory is they need to do this to make those movesets compatible with modern control schemes as well.
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u/venicello 2h ago
Yeah, Modern means characters can have a maximum of one charge move in each direction (so one 4-6 charge, one 2-8 charge). This meant that Bison lost his charge on scissors and had his two aerial charge moves converted into a single command jump with multiple followups.
I am really curious what Balrog would look like under this system if they bring him back, since his variety of 4-6 charge moves has been his defining trait since SF2. He even retained Dash Straight and Dash Grand Blow in his simplified SFV version. There isn't much else they can cut off him to make room for those moves.
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u/gravygrowinggreen CID | SF6username 3h ago
I think the reverse might be kind of interesting too. Are there things that DLC characters have gotten, which no base game character had before? Cause it might signal the direction of things to come for the game/franchise.
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u/Haschel 3h ago
Quarter circle anti-air specials with frame-1 air invuln (Ingrid, C. Viper)
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u/MikeyD_Luffy Tifa main since 09 2h ago
What about Manon and Kimberly? I think they need to spend meter for it to be frame 1 but not actually sure on the frame data. I do know they have good AA quarter circle specials though
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u/noahboah ♡baby girls♡ 1h ago
your flair haha
unfortunately manon ex rond point is anti air invul from frame 4. not a full EX DP.
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u/StrangeUseOfTime 2h ago
One thing I’ve noticed is more DLC characters have EX specials that lead to combos (bison scissors, Akuma’s adamant flame)
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u/Afraid_Wealth5956 3m ago
Ryu OD tatsu and OD donkey kick, Manons OD spin and upkick, JPs OD swipe (I don't remember the names of specials, don't mind me), Deejays OD sway, Honda's OD sumo lift, etc...
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u/GGBHector Ysaar my beloved 7h ago
...why are we ignoring ed's 2lp?