Improving over SFV’s version, you really get the sense that these combo trials could be used in a match. They felt natural and practical.Īnother great thing about the trials is the natural curve they have in showcasing a character’s potential, slowly introducing things like Drive Rush as you progress into the higher difficulty tiers. Next I got to try Cammy’s combo trials, with this returning feature now broken down into three sub segments: Beginner, Intermediate and Advanced. It’s a fun twist that makes me excited to see what the other characters tutorials will entail. Half way through the tutorial everything gets a bit meta, with JP telling me himself how best his moves were used, commenting that close range fighting was beneath him. Giving you scenarios and then a moment to try each move for yourself before you move on is key for learning. In SF6, each move is broken down into proper segments, teaching you when those moves are best used and their various properties. In SFV, you had a few screens running over the moves, V-Skill and the like, being over after a few short minutes. I got to look at JP’s tutorial – SF6’s big bad – and I was amazed at how detailed it all was. Each character has a very decent interactive tutorial that’s way better than anything seen in previous Street Fighters.
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