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@Merisama_
๐๐ผ๐ป๐ป๐ฎ ๐ฏ๐ฒ ๐ฎ ๐๐๐ฝ๐ฒ๐ฟ๐ฏ๐ผ๐บ๐ฏ ๐๐ถ๐ป๐ฑ๐ฎ ๐ฆ๐ฝ๐ฟ๐ถ๐ป๐ด๐๐ถ๐บ๐ฒ. โญ๏ธ #๐๐น๐ฒ๐ ๐๐ฟ๐บ๐ #๐๐ฎ๐ฟ๐ถ๐ฎ๐๐๐ผ๐๐ฒ๐ฟ Leon Kennedy is my Kryptonite.
Alexโs Beanie. Katฤฑlฤฑm Eylรผl 2021
176 Takip Edilen78 Takipรงiler
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I just want Killswitch Engage when your coming out just once @CMPunk ill ugly cry.
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Happy 30 years you fucking legends. @RE_Games
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Finished Requiem. Thank you @capcom โค๏ธ
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NO SPOILERS!๐งโโ๏ธ๐ช ..(my Leon S. Kennedy Cosplay)
:3 SO SOON..!๐ฅ #ResidentEvilRequiem
@RE_Games
#REBHFun #LeonKennedy #ResidentEvil


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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
โข Health: Est. 10,500 (Visual estimation based on Zangief's health bar).
โข Movement:
โข Normals have increased range and large animations.
โข Dash/Backdash (66/44) performance feels poor.
โข Universal Mechanics:
โข 6MP: Universal Overhead (Block: -2).
โข 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?)
โข Properties:
โข Invincibility: Stance appears to be upper-body invuln. (Heard it ducks Alex's own HK, but untested).
โข Defense: Cannot Block, Parry, or DI while in stance.
โข Movement: Can sway back/forth. Backward movement feels like a sway, evasion capabilities (like Dee Jay's) are unconfirmed.
โข Cancel: Manual exit requires pressing Up, otherwise you remain in stance.
โข Run: The run transition from 2PP is short.
โข Stance Follow-ups:
โข 6P: Launch on Counter Hit (CH). Cancels into SA1. No OD version.
โข MP: Ground Hit = German Suplex. Air Hit = Launch/Float.
โข HP: Chargeable with Armor. (Follow-up 214P untested).
โข LK: A hop/jump (similar to a "monster hop").
โข MK: Stomp. Seems plus (+) on block.
โข HK: Low attack? (Untested).
โข 2-Throw (DDT): Whiffs on crouching opponents.
โข 5-Throw (Power Bomb-like):
โข Similar to Zangief's 3-input throw.
โข Corner Oki: Can loop into itself (Normal Throw for Oki pressure), but startup is slowโopponents can likely jump out.
Special Moves
โข Flash Chop (236P)
โข 236LP:
โข Spacing trap? Blocked point-blank, opponent's 4f buttons whiff (out of range).
โข Combos from Light attacks.
โข No knockdown on ground hit (maintains pressure).
โข Neutral: 5LK > 236LP is a strong poke string.
โข Frame Data: -3 on block.
โข 236MP:
โข Links from 5MP / 2MP.
โข Causes knockdown.
โข Frame Data: -4 to -6 on block.
โข 236HP:
โข Links only from DR 2HP or Fully Charged 5HP.
โข Frame Data: +2 on block.
โข 236PP (OD):
โข Great combo filler. Cancels from any cancellable normal.
โข Knockdown on hit.
โข Can cancel into Normal or OD Command Grab.
โข Air Knee / Smash (623K)
โข Properties: Rising hitbox hits grounded opponents (unlike SFV).
โข 623LK: Fast, good for combos, but short range (whiff danger).
โข 623HK: Slow startup, seems designed for combos rather than anti-air. Best reward after Light x3 string.
โข OD Version: No reversal invincibility on wake-up (gets stuffed).
โข Anti-Air properties: Light/Medium seem air-invuln; Heavy seems ground-only? (Needs verification).
Frame Data Estimates & Normals
โข Startup:
โข 2LP / 5LP: 4F
โข 2LK: 5F
โข 5LK: 6F
โข Command Grab (Light/OD): 5F
โข On Block:
โข 5MP: +0
โข 2MP: -2
โข 2PP > HP (Stance HP): +4
โข Other Notes:
โข 5HP: Cannot special cancel (raw). Rumors say it can, but I couldn't do it.
โข Charged 5HP: Cancellable into 2PP or 236HP.
โข Punish Counter: Causes Blowback/Crumple.
โข 5HK: Not cancellable. PC crumple (like Jamie HK). Can hold to enter 2PP.
โข 2HP (Anti-Air): Strong hitbox above/front. PC on ground launches upwards.
โข OD Throw Range: Approx. 2.8 range visually. Damage ~1600.
Combos & Tech
โข Whiff Punish:
โข 2MK (PC) > 2MP...
โข BnB Routes:
โข 2MP > DR > 2MK > 5MP > 5LK > 623HK
โข 2MP (PC) > DR > 2HP > 236HP > 214P follow-up
โข Max Damage / Cash Out:
โข Charged 5HP > 236HP > 214PP > PP (Cinematic SA2 extension) -> Min Dmg 4800.
โข Oki (Okizeme):
โข Knockdown > Drive Rush pressure.
โข Command grab allows for Oki setups on opponents who don't backrise.
Super Arts
โข SA1 / SA2: Invincibility untested.
โข SA2 (Cinematic): Special follow-up available from 236HP > 214PP (as seen in trailer).
โข SA3:
โข Stationary horizontal chop (short range).
โข CA (Critical Art): Cinematic grab (Back choke/sleeper hold).
#Alex #StreetFighter6

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