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@Merisama_

๐—š๐—ผ๐—ป๐—ป๐—ฎ ๐—ฏ๐—ฒ ๐—ฎ ๐—›๐˜†๐—ฝ๐—ฒ๐—ฟ๐—ฏ๐—ผ๐—บ๐—ฏ ๐—ž๐—ถ๐—ป๐—ฑ๐—ฎ ๐—ฆ๐—ฝ๐—ฟ๐—ถ๐—ป๐—ด๐˜๐—ถ๐—บ๐—ฒ. โญ๏ธ #๐—”๐—น๐—ฒ๐˜…๐—”๐—ฟ๐—บ๐˜† #๐—Ÿ๐—ฎ๐—ฟ๐—ถ๐—ฎ๐˜๐—Ÿ๐—ผ๐˜ƒ๐—ฒ๐—ฟ Leon Kennedy is my Kryptonite.

Alexโ€™s Beanie. Katฤฑlฤฑm Eylรผl 2021
176 Takip Edilen78 Takipรงiler
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Street Fighter
Street Fighter@StreetFighterยท
It's Alex's birthday today! ๐ŸŽ‚ Take a break from training for your next big match and celebrate with some cake on your big day! ๐Ÿคผ
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Resident Evil
Resident Evil@RE_Gamesยท
What area in Resident Evil has you like this?
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Vermillion
Vermillion@B_A_D__Vยท
Leon S. Kennedy | Resident Evil Requiem - RE4R
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Street Fighter
Street Fighter@StreetFighterยท
TOMORROW. ALEX. TURNS. HEEL.
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SARDINE
SARDINE@kjr0313ยท
PAYBACK TIME.
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cola321๐ŸฅคSF6ๆ•™ๅญธ่กจๅ–ฎ้–‹ๆ”พไธญ๐Ÿ•น๏ธ
The above notes are a summary based on offline playtesting with friends and community members over the past two days. Please note that all frame data and mechanics are subject to change in the final release version Street Fighter 6 - Alex Early Impressions / Trial Notes (Recommended Hashtags: General & Stats โ€ข Health: Est. 10,500 (Visual estimation based on Zangief's health bar). โ€ข Movement: โ€ข Normals have increased range and large animations. โ€ข Dash/Backdash (66/44) performance feels poor. โ€ข Universal Mechanics: โ€ข 6MP: Universal Overhead (Block: -2). โ€ข Punish Counters: The "special effects" seen in demo videos are just standard Punish Counter cinematics; they trigger automatically on PC. Stance Mechanic: 2PP (Sway/Duck?) โ€ข Properties: โ€ข Invincibility: Stance appears to be upper-body invuln. (Heard it ducks Alex's own HK, but untested). โ€ข Defense: Cannot Block, Parry, or DI while in stance. โ€ข Movement: Can sway back/forth. Backward movement feels like a sway, evasion capabilities (like Dee Jay's) are unconfirmed. โ€ข Cancel: Manual exit requires pressing Up, otherwise you remain in stance. โ€ข Run: The run transition from 2PP is short. โ€ข Stance Follow-ups: โ€ข 6P: Launch on Counter Hit (CH). Cancels into SA1. No OD version. โ€ข MP: Ground Hit = German Suplex. Air Hit = Launch/Float. โ€ข HP: Chargeable with Armor. (Follow-up 214P untested). โ€ข LK: A hop/jump (similar to a "monster hop"). โ€ข MK: Stomp. Seems plus (+) on block. โ€ข HK: Low attack? (Untested). โ€ข 2-Throw (DDT): Whiffs on crouching opponents. โ€ข 5-Throw (Power Bomb-like): โ€ข Similar to Zangief's 3-input throw. โ€ข Corner Oki: Can loop into itself (Normal Throw for Oki pressure), but startup is slowโ€”opponents can likely jump out. Special Moves โ€ข Flash Chop (236P) โ€ข 236LP: โ€ข Spacing trap? Blocked point-blank, opponent's 4f buttons whiff (out of range). โ€ข Combos from Light attacks. โ€ข No knockdown on ground hit (maintains pressure). โ€ข Neutral: 5LK > 236LP is a strong poke string. โ€ข Frame Data: -3 on block. โ€ข 236MP: โ€ข Links from 5MP / 2MP. โ€ข Causes knockdown. โ€ข Frame Data: -4 to -6 on block. โ€ข 236HP: โ€ข Links only from DR 2HP or Fully Charged 5HP. โ€ข Frame Data: +2 on block. โ€ข 236PP (OD): โ€ข Great combo filler. Cancels from any cancellable normal. โ€ข Knockdown on hit. โ€ข Can cancel into Normal or OD Command Grab. โ€ข Air Knee / Smash (623K) โ€ข Properties: Rising hitbox hits grounded opponents (unlike SFV). โ€ข 623LK: Fast, good for combos, but short range (whiff danger). โ€ข 623HK: Slow startup, seems designed for combos rather than anti-air. Best reward after Light x3 string. โ€ข OD Version: No reversal invincibility on wake-up (gets stuffed). โ€ข Anti-Air properties: Light/Medium seem air-invuln; Heavy seems ground-only? (Needs verification). Frame Data Estimates & Normals โ€ข Startup: โ€ข 2LP / 5LP: 4F โ€ข 2LK: 5F โ€ข 5LK: 6F โ€ข Command Grab (Light/OD): 5F โ€ข On Block: โ€ข 5MP: +0 โ€ข 2MP: -2 โ€ข 2PP > HP (Stance HP): +4 โ€ข Other Notes: โ€ข 5HP: Cannot special cancel (raw). Rumors say it can, but I couldn't do it. โ€ข Charged 5HP: Cancellable into 2PP or 236HP. โ€ข Punish Counter: Causes Blowback/Crumple. โ€ข 5HK: Not cancellable. PC crumple (like Jamie HK). Can hold to enter 2PP. โ€ข 2HP (Anti-Air): Strong hitbox above/front. PC on ground launches upwards. โ€ข OD Throw Range: Approx. 2.8 range visually. Damage ~1600. Combos & Tech โ€ข Whiff Punish: โ€ข 2MK (PC) > 2MP... โ€ข BnB Routes: โ€ข 2MP > DR > 2MK > 5MP > 5LK > 623HK โ€ข 2MP (PC) > DR > 2HP > 236HP > 214P follow-up โ€ข Max Damage / Cash Out: โ€ข Charged 5HP > 236HP > 214PP > PP (Cinematic SA2 extension) -> Min Dmg 4800. โ€ข Oki (Okizeme): โ€ข Knockdown > Drive Rush pressure. โ€ข Command grab allows for Oki setups on opponents who don't backrise. Super Arts โ€ข SA1 / SA2: Invincibility untested. โ€ข SA2 (Cinematic): Special follow-up available from 236HP > 214PP (as seen in trailer). โ€ข SA3: โ€ข Stationary horizontal chop (short range). โ€ข CA (Critical Art): Cinematic grab (Back choke/sleeper hold). #Alex #StreetFighter6
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