How it feels when SF6 is your first street fighter game and youβre not constantly stuck comparing it to previous titles so new seasons and characters genuinely feel exciting and fun and youβre happy to boot up the game and play
Year 4 of #StreetFighter6 welcomes Tifa from the FINAL FANTASY VII Remake Series!
π‘οΈ Yasmine - August 3, 2026
π¨ Arjun - Autumn 2026
βοΈ Tifa - Early 2027
π Bosch - Spring 2027
Brand new characters, a guest character, and the second protagonist from World Tour are ready!
Kefka has been in my Top 3 Final Fantasy villains.
Imagine you beat him but he be like "Nah, you all are trash!" and he peaces out. If he was a FGC Ranked Demon, he'd probably 1-and-done everyone.
Man, the Ultimate streams have been wild and the fake ending is chef's kiss.
I had this weird vision/daydream where SF6's Ingrid appears in FFXIV as a Trial boss.
During the raid, you could see Sun Crests and Super meters above her character model (just like the boss in Seat of Sacrifice) and the fight would have multiple phases, including Dark Ingrid.
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Phase 1 would begin with normal Ingrid in costume 2. She would have her standard affair of abilities and mechanics that the raid needs to resolve.
Battle initially begins on a circular platform, just like Ingrid's World Tour stage.
* Sun Shot would be a projectile aimed at a random party member. Healer should heal them back up. Meanwhile, the one targeted by Sun Shot should move away from the party, or the projectile will bounce to close party members like chain lightning.
* L-Sun Flare would increase her Sun Crests stock, as intended. This will telegraph which follow up she will do (either immediately or delayed with other mechanics before it).
* 1-Sun Flare would be eight short beams that need to be mitigated by clock positions.
* 2-Sun Flare would be a single huge beam that requires a Full Party soak. The OD version would induce a knock-back.
* Sun Rise is a light party attack with a knock-up, and will target the four closest members. Knock-up distance is based on strength of attack. Those who are hit by this attack will gain a Vulnerability debuff and cannot bait this attack when she does this again moments later. This is similar to abilities possessed by the Black Cat in LHW Arcadion M1, or Prishe in The First Walk.
* Shining Sun is similar to Sun Rise but will either require Light Parties or a Full Party to soak damage, depending on Sun Crest count.
* Sun Veil is a parry with a raid-wide follow up. Stop DPS to minimize damage reflection. All damage taken will be absorbed and reflected back as Magical raid-wide damage.
* Vanishing Sun is a teleport. This can but not always follow up with an attack, but the attack can be evaded by simply moving out of the telegraphed location.
* Twinkle Kick is a tank buster with a knock-back. Mitigate with cooldowns.
Phase 2 begins after roughly two and a half minutes into the fight.
Ingrid will become un-targetable and a meter displays showing how much Sun Energy has been accumulated during this phase.
This phase comprises Monoid adds which performs a variety of abilities, including a point-blank AoE, a donut AoE, and a rotating cleave. Killing an add will cause the Monoid to explode and do raid-wide damage. If party does not kill all the Monoids in time, Ingrid will cast Sun Octopus and wipe the raid.
Otherwise, she will cast Order of the Sun (Level 2). Healers should heal up and prepare for the next phase.
Phase 3 is the Dark Ingrid phase where she gains new abilities:
* Light of the Heavens (22+PPP) is a huge beam that requires both tanks to be in the front of the full party to take the brunt of the damage.
* Burnout Kick (214214+K) is a tank buster with a vulnerability debuff. She will do this twice in a short window, requiring tanks to coordinate on who should mitigate the kick first. Invulnerability skills like Hallowed Ground or Holmgang will NOT work. Ingrid does not like tank-cheese tactics.
Two Monoid adds will appear, which will perform the same abilities as the adds in Phase 2. DPS should prioritize these since killing them will grant a bar of Limit Break gauge. Monoids will disappear after a while if not killed.
After about four minutes, Ingrid will cast Critical Cosmic Ray (Ingrid's CA). Tanks should activate Tank LB3 to prevent wipe.
Phase 4 begins and Ingrid becomes a wall-boss in her enlarged God form using costume 1. She'll start at the north wall but will occasionally teleport to another wall throughout this phase. The raid should treat God Ingrid's position as boss-relative for most mechanics.
The Arena turns into a 4x4 square grid. Patterns on the floor can assist in judging knock-back distance of some of her abilities.
At this point, Ingrid will perform the OD versions of most of her abilities. OD Sunrise WILL knock back players to the wall, so using Arm's Reach or Surecast is a must!
Monoid adds will appear periodically, which will grant Limit Break gauge if killed fast enough. Just like the add-phase, killing Monoid will explode and cause raid-wide damage.
After four minutes, if Ingrid has not been defeated, she will enrage and cast Critical Cosmic Ray, which will wipe the raid.
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Okay, I'm done daydreaming. I think that's how that could play out -- well, the Extreme version of that fight anyway.
The Normal version would be much simpler but still requires some awareness of knock-backs so you don't get yeeted out of the arena.
Tomorrow in FFXIV, Dancing Mad Ultimate (or UMAD) comes out.
UMAD is such a quirky abbreviation -- definitely something Kefka would approve because clown things.
While I won't be able to participate as a raider, I'll enjoy the world race streams. They can be fun to spectate.
New Disciples of Magic Glamour!
-*-* From One of Many Parallel Worlds *-*-
"Books break the shackles of time. A book is proof that humans are capable of working magic."
-- Carl Sagan
#FFXIVGlamour#Elezen#GPOSE#Reshade
@NovaSpec I've been playing Modern Viper since her release and she seems quite viable. She's missing 5HK and 5MP, which means I have to improvise on other aspects to make her work, but she's still requires moderate execution to make her tricks work.