The Hashogeki is a new fireball that has an area of effect at the end of Ryu’s hands which is mainly used as a high damage combo ender. Some combo setups or extensions also depend on where you are on the screen. The former is a power up based move, when inputting Down Down and any punch button, it will power up your next Hadouken or Hashogeki, leading to more damage. Whilst he feels very familiar to how he was in Street Fighter 5, they have made him somewhat different by giving him 2 new special moves The Denjin Charge and Hashogeki. Whilst I saw enough people playing each of these characters, I only spent a small amount of time with one of the returning characters and that is the series poster boy, Ryu.Īs I had played Ryu in previous games, I figured that there wouldn’t be much that had changed in his playstyle. The beta had 8 characters available to use: Ryu, Ken, Chun Li, Juri, Guile are the returning characters, with Luke, Jamie and Kimberly rounding out the cast as the new fighters. It truly is a testament to how good the R.E Engine is, in terms of visual quality and performance. This is in stark contrast to something like EA’s own engine Frostbite, which has had numerous troubles being able to adapt to games that aren’t shooters. Whilst it hasn’t been used before with a fighting game, it shows how robust the engine is, feeling like it can be moulded to whatever the teams at Capcom want to utilise it for. This has been used for the vast majority of recent Capcom titles, such as Resident Evil Village and Monster Hunter Rise. This time, Capcom have decided to use their own engine, the R.E Engine (Reach for the Moon). The contrast of colours in the games logo and open screen are very different to the somewhat duller and more muted colour palette of Street Fighter 5. The character models, menu screens and a lot of the visual flair is taking a lot of inspiration from street art, specifically graffiti. Straight off the bat, the visuals in Street Fighter 6 are incredibly striking.
0 Comments
Leave a Reply. |