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#streetfighter6 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #streetfighter6, aggregated by home.social.

  1. I'm gonna discuss my thoughts and findings on one specific buff my character got in the latest Street Fighter patch. I was curious what difference it made. I'm just sharing my findings here as i sliiiide back into the game. I should have recorded some footage to illustrate my points. I still might.

    In season 3.5 of #StreetFighter6 Capcom made Marisa's superman punch (Phalanx) +3 on block (L, M, H only. They were +2 previously since launch. OD version is still +4 on block like always) and the different versions have very different pushback.

    In all three cases I'm looking at situations after the opponent BLOCKS phalanx. Marisa is +3 but pushback differences require nuanced frame trap setups.

    TLDR: whatever strength of phalanx you use? If it's blocked, use the OPPOSITE strength button to frame trap.

    L Phalanx has the furthest push away. Using it at any other range than point blank leaves the opponent too far to contest with any short normals (this is good for Marisa). If they try and clip you with 2MK then 5HK whiff punishes them for a big combo. If you use L Phalanx too close their 2MK beats your 5HK and that's awful, but you can try and beat that with her 2MP. I need to see if get 5HP or 6MP reach for enough to be noteworthy

    M phalanx is the tricky one to me. at most ranges followingup with Mar's 2MP trades with their 2LP but beats any other button clean for an easy DRC combo.If you space M Phalanx further out then you have to contend with opponent's 2MKs potentially clipping you if you don't put 2MP out immediately.

    H phalanx is easy again. It leaves you point blank, and her 6 frame 5LP, 5LP target combo beats any button they press and is a true combo on counter hit. you can also go for 2LP if you want the low. the light starters makes the combos less rewarding here

    Non-OD phalanxes still lose to DI, which makes me sad. Any frame trap attempt loses Invincible reversals but what else is new?

    I need to investigate if she can bait Drive Reversals after any Phalanx or if the opponent should always Drive Reversal to reset Mar back to neutral (bad for Mar) I also wanna play around with strike throw possibility after phalanx, particularly into her command throw, but it's so slow out of her stance that I worry about 2MKs or 2LKs blowing up any pressure I can generate.

    5HK counter hit is still rewarding AF and very very Drive efficient (two raw drive rushes gets you most of the damage, two DRs gets you you almost all of it, no DRCs needed unless you want absolutely max dmg).

    5HK (ch), DR 6HK 6HK, DR 5LK 214HP, 6HP still gets the ground bounce into whatever combo ender you want, including another phalanx (safe jump setup) or any super.

    The character had like one good answer for 2MKs: 5HK whiff punishes. They explicitly made 5HK worse (bigger hurtbox) and then made Phalanx better (ignores lows earlier/longer, regular versions now +3 instead of +2) but trying to predict 2MKs and stuff them with a special move is still dumb.

    The character still has awful mobility and a clear weakness to long lows and a slow command throw and awkward answers to she kicks and I'm just not sure why they are afraid to make her actually really good for once. Let this big bitch be an actual fucking menace for like a season and half. Please.

    #FGC #StreetFighter

  2. I'm gonna discuss my thoughts and findings on one specific buff my character got in the latest Street Fighter patch. I was curious what difference it made. I'm just sharing my findings here as i sliiiide back into the game. I should have recorded some footage to illustrate my points. I still might.

    In season 3.5 of #StreetFighter6 Capcom made Marisa's superman punch (Phalanx) +3 on block (L, M, H only. They were +2 previously since launch. OD version is still +4 on block like always) and the different versions have very different pushback.

    In all three cases I'm looking at situations after the opponent BLOCKS phalanx. Marisa is +3 but pushback differences require nuanced frame trap setups.

    TLDR: whatever strength of phalanx you use? If it's blocked, use the OPPOSITE strength button to frame trap.

    L Phalanx has the furthest push away. Using it at any other range than point blank leaves the opponent too far to contest with any short normals (this is good for Marisa). If they try and clip you with 2MK then 5HK whiff punishes them for a big combo. If you use L Phalanx too close their 2MK beats your 5HK and that's awful, but you can try and beat that with her 2MP. I need to see if get 5HP or 6MP reach for enough to be noteworthy

    M phalanx is the tricky one to me. at most ranges followingup with Mar's 2MP trades with their 2LP but beats any other button clean for an easy DRC combo.If you space M Phalanx further out then you have to contend with opponent's 2MKs potentially clipping you if you don't put 2MP out immediately.

    H phalanx is easy again. It leaves you point blank, and her 6 frame 5LP, 5LP target combo beats any button they press and is a true combo on counter hit. you can also go for 2LP if you want the low. the light starters makes the combos less rewarding here

    Non-OD phalanxes still lose to DI, which makes me sad. Any frame trap attempt loses Invincible reversals but what else is new?

    I need to investigate if she can bait Drive Reversals after any Phalanx or if the opponent should always Drive Reversal to reset Mar back to neutral (bad for Mar) I also wanna play around with strike throw possibility after phalanx, particularly into her command throw, but it's so slow out of her stance that I worry about 2MKs or 2LKs blowing up any pressure I can generate.

    5HK counter hit is still rewarding AF and very very Drive efficient (two raw drive rushes gets you most of the damage, two DRs gets you you almost all of it, no DRCs needed unless you want absolutely max dmg).

    5HK (ch), DR 6HK 6HK, DR 5LK 214HP, 6HP still gets the ground bounce into whatever combo ender you want, including another phalanx (safe jump setup) or any super.

    The character had like one good answer for 2MKs: 5HK whiff punishes. They explicitly made 5HK worse (bigger hurtbox) and then made Phalanx better (ignores lows earlier/longer, regular versions now +3 instead of +2) but trying to predict 2MKs and stuff them with a special move is still dumb.

    The character still has awful mobility and a clear weakness to long lows and a slow command throw and awkward answers to she kicks and I'm just not sure why they are afraid to make her actually really good for once. Let this big bitch be an actual fucking menace for like a season and half. Please.

    #FGC #StreetFighter

  3. Hay un nuevo tráiler de #StreetFighter6 para #NintendoSwitch2 y otras plataformas con contenido del Fighting Pass de Ingrid. Como en otras ocasiones incluye diversos extras e incluso otro título clásico de las arcades :3. universo-nintendo.com.mx/2026/

  4. CW: Spit Fantasy

    "Are you gonna be a good girl Juri? Or this will go on and on forever." -- Tfa & Aerith playing a little game with Juri. This is the full views of the "Dutch Angle" version. I hope you enjoy!

    #hentai #rule34 #イラスト #TifaLockhart #ティファ #格ゲーキャラ描こうぜ #StreetFighter6 #JuriHan

  5. El #anime Tai Ari deshita (Young Ladies Don’t Play Fighting Games) no solo tiene un nuevo tráiler sino fecha de estreno y tema de #opening. Esta serie donde chicas fans de los juegos de pelea saldrá este año, y competirán con #StreetFighter6 de #Capcom :3. universo-nintendo.com.mx/2026/

  6. Antes de que Ingrid regrese a la acción con #StreetFighter6 una bella cosplayer la recrea con éxito y a través de un #cosplay disponible en dos versiones, su nueva apariencia (Outfit 1) y la clásica (Outfit 2) :3. universo-nintendo.com.mx/2026/

  7. Fighting Games Friday: Magical Dimensional Witch Ingrid
    Ingrid will be one of the most unique characters to grace Street Fighter 6, in terms of design and gameplay. (Also: Tifa Lockhart!?)
    dcgameblog.com/2026/04/fightin
    #Capcom #FightingGamesFriday #StreetFighter6 #VideoGames

  8. Ingrid is 100% what I expected. I hope she attracts  people who wouldn't otherwise play ⁨#StreetFighter6⁩. Who look at her vibe and think "yes, i am willing to deal with 1 million grumpy Akumas and bearded Ryus and 100 million Drive Rush blockstrings if i get to play Ingrid and do Ingrid things and see that vibe on screen."

    If you like it I love that for y'all.

    Now personally? For ME?

    Gahdam; the last time I saw a character this antithetical to my vibe, this explicitly "not for NaClKnight" I was still playing Guilty Gear. Sheesh. ⁨#FGC

    youtube.com/watch?v=MNZrv-_ZF58

  9. #Capcom publicó un nuevo tráiler dedicado a Ingrid, que no solo revela sus técnicas en combate en #StreetFighter6 sino su fecha de salida. Conoce sus movimientos y técnicas de batalla, además de otra información relacionada a ella :3. universo-nintendo.com.mx/2026/

  10. Aparece el rumor de que #TifaLockhart será la siguiente invitada a #StreetFighter6, y comienzan los comentarios acerca de #Tekken7, ya que muchos jugadores querían verla ahí primero :3. universo-nintendo.com.mx/2026/