



Hawk, but she is imbued with mobility and reach that was not afforded her chunky-sized ancestor. The Thunderfoot Tribe member has learned many Specials of her predecessor, T. But while Zangief is about smothering the opponent with ground-gaining strikes and singular, devastating throws, (many of which have way more armor than should be legal), Marisa’s gameplay revolves around charging her buttons, (with all of her standing normals able to be held for alternate effect), with the Roman giant locking her opponents down with unpredictable striking rhythms that leave her hapless foes scared to press buttons. With a roster of zoners, rushdown champs, grapplers, and hybrid fighters, SF6 has a highly varied pack of pugilists, each character built around one (or more) personal mechanics that offer them distinct personalities among their peers.įor example, Zangief and Marisa are both incredibly dangerous and dominant grapplers. The sequel’s fast, aggressive playstyle and incredibly flexible mechanics allow for all 18 World Warriors to feel solid and practical, while also owning their bespoke playstyles. While I hardly had the time to get neck-deep into the entire roster, the key element of the SF6 lineup that stands out to me is the perceived viability of almost every character, at least on first impressions.
