Reminder how you hit someone with a jump in or cross up can determine whether you win or lose

You sometimes may have noticed when you connected with a jump in or cross up how you couldn't then combo. or perhaps your attack was blocked, but you cannot press buttons for pressure as you lack advantage.

like, i once had a crossup blocked and i was immediately thrown while i was hitting my lights.

in the above video my jump in connected so hit my lights as per usual, but bam i was hit with an invincible reversal. it wasn't a matter of spacing as i was right point blank. but you can see i connected quite high, on the head of the opponent. and that was the prob really i suppose.

it's also like if you're trying to combo a heavy jump in into a heavy, how that might seem finicky. truth is you're supposed to hit your attack more in the stomach/crotch area than the head.

this all can be a key thing because it means a lost combo, lost pressure etc, and the opponent actually can gain advantage or momentum in the fight even tho they by all accounts failed.

because COTW is practically speaking so much on aggression, offense and rushdown, mixed with two touch gameplay, this again shows how such an interaction can be costly.

in the flurry of things you may not be keeping track of something so minute, so for many players it will feel like rolling dice. but it's something to remember.

u/TheGaxkang — 3 days ago

Lowdown on Smart Style Kenshiro

this all is without considering braking or feinting in gameplay.

So as per usual he loses his command normals, including his unique overhead (which can at times combo).

i still believe they could let Smart use unique overheads by using some input. but i dunno if they ever will. until then Smart is often like playing Terry, who has no unique overhead anyways!

so you just got the universal overhead which isn't super useful. if you're feeling dicey you can use it just for vibes/pressure on someone, since hitting with it has minimal value.

his standing heavy punch while it advances him some, is stubby and generally dangerous to use except up close.

the move you will instead use a lot of is his crouching heavy punch.

standing heavy kick can be used in neutral as a neutral keep away button or hopeful counter or whiff punish. you can also try that with crouching heavy punch.

but careful in neutral since if you get counter or whiff comboed instead, you lose.

his Smart combo does standard enough damage and also will leave opponent in the starry state, or the Activated Channel Points debuff. however at no portion can be a super be tacked onto the Smart combo it seems.

a custom combo in smart you can do is heavy punch, EX Celestial Destruction/followup, EX DP, EX Seven Stars and air REV blow if available, and then Super 2 or Super 3.

this can net you like 484 or 602 damage, with REV blow in it.

with this combo depending on how EX Seven Star hits, using Super 2 will leave opponent in the stunned state and you can get additional damage then. just depends!

you can actually use more EX moves, like the finger snap, but it hurts the scaling it seems.

his Super 1 doesn't hit airborne opponents.

the rest of his supers do not have great anti-air ability unless it's a really square hit.

his gimmicks include heavy or EX finger snap due to its cross up, and his hundred kick special can be used at a distance in neutral to harass or annoy, and the spacing negating how punishable it is.

he's not as gimmicky as some in the game, really.

his projectile reflect is trickier to use than Mr Karate's. and Karate can easily just nullify projectiles.

you can use heavy or EX Celestial Destruction to be +2 on block.

hitting an opponent in starry state with like a REV blow will cause a wall bounce effect, tho i haven't found much use for it beyond landing a DP on it sometimes, if they are not in the corner. it's an odd wall bounce effect because not much seems to connect with it and i tried all sorts of moves.

overall how i feel about Kenshiro is he is a two touch character with stubbiness and some limited gimmicks, tho the damage will come out all the more in Arcade style. 601 was the most i could get with him in damage in Smart, but perhaps more advanced offense would bring more out, but i am not sure.

so generally since everybody else does two touch stuff, and the game is very aggressive and on offense a lot, Kenshiro wants to aim for the same and getting those two touches, and mostly winning a round or simply winning off that. if you can make it happen.

mixups are limited in general in the game, and damage mainly will come from counter or whiff combos. if you cannot get those, you will have a hard time winning. and if opponent get a couple instead, you can put the controller down while waiting.

here was one combo i saw in Smart on Youtube right now:

Smart Style Kenshiro Combos Are FIRE! #fatalfury #cotw

u/TheGaxkang — 4 days ago

One thing the Supergirl film does confirm....

Is that Lex Luthor did not alter the message of Superman's Krypton parents nor was there any other mishap or mistake about it.

when Mr Terrific said it was the stone cold truth, it was.

so yes, in DCU Jor-El and Lara are bad people. they did send Superman to Earth with the intention of him conquering it and spreading his seed amongst harems, and killing anyone who opposed him.

Supergirl's parents Zor-El and Alura did not share their views and warn her not to follow that path but to protect those who cannot protect themselves, do good, etc.

So Superman's parents may or may not have been outliers on Krypton.

and so Lex was correct, as far the message was concerned.

reddit.com
u/TheGaxkang — 9 days ago

Anna Noguerira explains her process of cutting material from Supergirl comic book source material, and adding original material for the film

basically says she watched True Grit and Unforgiven when writing her story, to have that Western vibe etc.

how Krem was drastically changed from the comic, and yes she acknowledges Mad Max Fury Road inspiring her. and the trafficking thing mostly just coming from a brainstorm that he and his guys are just guys with no women where they are from.

and also making sure it was Supergirl who killed Krem, and not Ruthye doing it (much less far in the future as in the comic). with her saying Gunn and Safran absolutely signed on Supergirl doing it as part of a way of differentiating her from Superman. (altho Hawkgirl already did that bit in 2025 film).

she also explains why Comet the Super-Horse is not in the film. too difficult, too much, it was decided, the explanation is given.

ew.com
u/TheGaxkang — 10 days ago

New Interview with Yosuke Hayashi

'Dead or Alive 6: Last Round' Producer Yosuke Hayashi Reveals Process for Adding 'Ninja Gaiden' Characters, Future of the Series, and More. - Men's Journal

from the interview with Hayashi yah it's like a slightly updated game, with more planned for the future. but yah, same features, same menus, etc. but a photo mode added.

the online will be the same, he said.

core balance is the same.

they do plan on adding a new character called Minato.

when he speaks of stages, he only refers to stages being updated with Oboro. so right now i wouldn't expect actual new stages.

but there will be more characters.

and new costumes. but question is...what kinda costumes?

overall it can still feel like they started work on this when it was announced.

LR would have been better if releasing with Oboro on all stages, and with Minato. they shoulda also included some degree of DLC packs too i suppose.

u/TheGaxkang — 12 days ago

The Recent Thread that Said that Geese is weak in this (He isn't)

Some days back i saw a thread on here saying that but it disappeared before i could reply to it.

for most people Geese is plenty strong. maybe if you're at the tippy top of players in the world, maybe there's some difference with someone else that makes them more preferable.

but for most everybody Geese is plenty strong.

  1. this is essentially a two touch or two guess game. get two touches, or two guesses right and thus two touches, and you will likely win the round. Geese does this as well as others. so, go get'em!

  2. very fast (fastest?) projectile in EX.

  3. has air projectiles.

  4. has a command grab he can also combo off of (thus huge damage)

  5. has high and low parry. upper body parry can EX and combo.

  6. has a true anti-air super.

  7. has safe advancing cancellable normals into a mixup special, one option of which is safe. people fighting Geese will see this a million times.

  8. his universal anti-air, i seen people hit with it every time, so that is fine enough.

so yah overall, Geese is not weak for at least most people playing the game really.

reddit.com
u/TheGaxkang — 26 days ago

The Illusion of Someone Blocking a Sweep with a Standing Block

The above is at .25 speed.

here is the normal speed version:

https://imgur.com/a/2JTmjRr

mechanically it's impossible of course, a standing block cannot block a low, but visually what ended up here is what it looked like.

you see the Ken make a very very brief crouch before transitioning to standing. the interaction looks better at the slow speed, tho still not beautiful. while the normal speed version is more illusionary.

so one way or another the game processed the sweep being blocked by that blink of an eye crouch, but visually ended up with a standing block animation blocking a low.

either purely game mechanic related, or online related, i couldn't say myself.

but of course in the thick of a fight the visual isn't heartening to see. XD

u/TheGaxkang — 28 days ago

Having seen One Last Kill...

In my blunt opinion it's pretty awful.

I hadn't seen a lot of the Bernthal Disney stuff before since I didn't have + but now I do so I checked this recent outing.

It seemed concocted after binging John Wick films twice just perhaps with a bit less God Mode.

Aside from that seeing more of this Punisher version doesn't make me want to see more like in the series or other appearances. Just doesn't draw me in.

Bernthal is a good actor but the material is just bad .

I myself have never been a fan of the Punisher as a psychotic tho I know that got more popularized in the comic realm and this draws from that to degrees.

Where especially in some versions Castle was already a psycho and his family's death was more incidental in just letting that side out, albeit focused on criminals.

The Disney version being in a near constant state of over the top PTSD just feels overhanded. And that was my impression of the character version just from hearing about the series in the past too.

Pretty bad one can go back to the 1980s for a better version of a more hollowed out man in terms of live action. If going for that kind of version.

I suppose they will try to shoehorn this character into the MCU which already has issues, but an odd fit for sure.

So that's my opinion anyways 😜

reddit.com
u/TheGaxkang — 29 days ago

Periodic Observations/Tips

So I fight Platinum's, Diamonds, the occasional Legendary Wolf, and of course have fought Golds that were clearly of a higher rank.

but these are observations and tips i could offer (some of which is my opinion).

  1. a big thing to remember is that in this game unless you are busting out guard cancels, it basically is all rushdown and offense. it is extremely aggressive. and can get so aggressive it can even look mindless, even tho it has some thought behind it. but nevertheless it works for people.

everybody plays rushdown. i've even seen rushdown Tizoc.

on defense not much is punishable on block and even getting a turn back can be an uncommon thing.

blockstrings are long and are either safe, plus, or set up plus situations due to spacing. you as the defender could end up in overheat while the attacker probably won't. and unless you REV guarding, you taking some chip damage too.

i consider the most dangerous times in the game is being on defense, and then when you try to go on offense afterwards.

and you have to visualize how to win 2-3 rounds without ever punishing anything on block. because those kind of fights will happen. and then do it again!

  1. the game flow.

with some exceptions of course a lot of what you will see is people doing safe or plus on block moves or blockstrings etc back and forth until someone gets a counter hit or whiff punish combo. then they will do a quarter or half life combo. combos will almost always be cash out's, lots of moves, and capped with a super.

the high damage of combos mean people don't have to do much to win. and you don't have to make big mistakes...a small one or a bad guess and you will take heavy damage. you'll watch the big combo much like say, this:

[DDR 3rdMIX] BUTTERFLY(UPSWING MIX)(EDP) 97995xx 305-16-0-0-0-2 206 A 2016.06.14 - YouTube

(tho i suppose this takes more doing XD )

but yeah you take a couple of them and the round is probably over. unless you manage to swing it all the way back.

one combo also will typically take you to the corner or close to. while much of the time you can roll, this doesn't mean you are out of danger.

because so little is punishable on block, most damage comes from counter hits or whiffs. if you cannot get those, you likely will not win.

  1. neutral.

IMO i increasingly think there isn't really a neutral in COTW. or not much of one. it's skipped so much and often with so little risk but big reward. and a game where you have to be in an almost permanent delay tech when on defense doesn't seem like much neutral.

people can win fights off of blind neutral skip and getting a counter hit combo.

that said there can be times where you can check say, running rushdown with say a low light kick. it won't scare them tho, they will keep trying since they only have to connect once or twice.

you could try a heavy punch too, but...i'm wary of creating a possible whiff or counter. it could be more touchy.

  1. now you may think you can fall back on mixup's to make up for something else. you could try a character with some more mixup's built into them, and some characters do have a unique overhead.

otherwise there isn't so much mixup to do. people usually crouch block because of a lack of an overhead threat....instead just low or throw.

the universal overhead doesn't have much use. if you hit with it congrats you made a nice read, but then you gotta hold that block button hard. so not much gained for the risk involved.

so with limited mixup's, not much punishable on block...and needing counters or whiffs to get damage, you can see how tough it can be if you don't get those.

  1. i still consider REV blow to be kinda overpowered. your two main solutions is universal anti-air or throw....but you gotta time stuff a lot stricter than the attacker does. hitting anti-air when you see the REV blow flash usually means you aren't getting anything, or worse, you gonna be counter hit comboed.

  2. weirdnesses. i have seen weird things for sure...some may just be game things, or are online things.

crossup's that don't combo, or which don't hit even tho they look like they do. or jump kicks that do the same...almost like they pass thru the opponent.

i was fighting a Dong Hwan and he did his universal overhead. it's -2 on block, so it's safe. he mashed throw however, while i was hitting jab. mechanically the jab should beat it but i suddenly was thrown.

only way that happens is if the spacing is quite far which i don't think it was. if it wasn't that far, i suppose it was an online thing.

but yeah i've also seen blocks just stop, or swear i blocked a crossup or a jump or i've seen invincible reversals refuse to come out sometimes.

weird things that can turn fights for sure!

on a side note, i still usually lose any mid-air interaction.

  1. this relates back to the "neutral" as it were, but it's what i like to call the *Urien heavy punche*. way back when in SFV a running joke was about Urien's heavy punch, as the advice was to "mash it out", as it had little downsides but big upsides as to getting crush counters in that game.

what neutral one might think is in COTW, i think amounts to people throwing heavy punches or kicks out like that, and seeing what happens. since after all, if it combos that means huge damage.

it certainly seems to work for people.

u/TheGaxkang — 1 month ago

Lowdown on Smart Style Mr Karate

so first of all the things he loses:

from what i can tell he loses his wall jump and associated moves.

he loses his command normals.

since Smart style cannot taunt, he loses that taunt that raises opponent REV meter. i could not find a combination to trigger it.

he does lose his standing close heavy kick, which if you're fighting Arcade Karate, you will be seeing that move a million times, especially on your wakeup's. it cannot really be challenged except with an invincible reversal.

does not have close heavy punch, which you will see in some Arcade combo routes. but then you'd have to be doing feint stuff anyways.

going over some of what he has:

he can use the move to lower his REV meter. but it must be used carefully in a rushdown heavy game.

he has his far stand light kick, which you will use as a keep away button. it is not cancellable, and no additional move comes out when pressing Special or Smart Combo on hit or block.

in neutral you wanna throw out his standing heavy punch (make that safer on block with another move if need be), and his standing heavy kick.

his specials are intact except Drago Supremo does not have EX version. and you use motion to do Drago Supremo.

so you gotta work with just 5 frame startup instead of 3. lack of EX also restricts some combo routes.

with Drago Supremo he still has his overhead. can still nullify projectiles or reflect them.

this move (the parry) does take good timing or reads since you aren't gonna just break it out really under rushdown. and if you mess up, you lose the fight.

he does have useful and unique defensive moves that are effective when properly used, but the name of the game is still gonna be rushdown, lots of offense, and two touchy comboing. which Mr. Karate also plays of course.

there is some touchiness when it comes to his Smart Combo and tacking a super onto it.

you need to use Dragon Burst to tack super on, and in Smart Combo it's Ryuuko Rembo versions 1 and 2 that can be used with that.

https://youtu.be/0H-ebdYkULY?t=313

his projectile super will not hit in the sequence.

but the timing of Dragon Burst into super can feel inconsistent. you may sometimes not get the super to happen. doing the level 2 version seems to connect better than level 1.

you can also do your super 3 in this sequence.

if you are connecting then you will be getting 392, 417, and 493.

now if you just do heavy punch, then you can connect with his projectile super, you will do less damage but you will connect every time.

you'll be doing 304, 385, and 471 (super 3).

outside of Smart Combo, longish or longer combos you can experiment with will require feinting or braking really, i think. especially for including a super.

u/TheGaxkang — 1 month ago
▲ 10 r/XFiles

He is just a helpful gentleman!

look how many bottles he gathered up out of his concern about chemically treated hair.

very thoughtful. XD

u/TheGaxkang — 2 months ago
▲ 4 r/XFiles

How I thought "Orison" really went

much was made of Donnie Pfaster seemingly morphing and being a demon, i think some even relating it back to the Millenium episode ""Somehow, Satan Got Behind Me".

way i see it tho is it's just much of the same from "Irresistable"...a stylish flourish of people glimpsing an evil guy.

the supernatural elements in the episode is Orison himself, and the continuing sort of religious vibe of Scully, the omens of approaching danger and evil.

Pfaster himself still gets rocked by the callgirl and is almost rocked into the ground by Scully later, retaining some of his more bumbling qualities from Irresistible. not so hot for a supposed demon. he is also captured by Orison at gunpoint.

i like to imagine Pfaster somehow escaped from Orison in some mundane way. somehow got his hands loose or something else. Orison was taken back by glimpsing the unrepentant evil nature of Pfaster and Pfaster took advantage of Orison's mindset.

of course it made no sense that Mulder and Scully had no expectation of Pfaster coming after her, but the plot needed an easy way for him to get at her again i suppose.

as i read the episode was a combination of two incomplete ideas, and the Orison character provided Pfaster with a way of escaping. i suppose it might be tougher to come up with ways Pfaster on his own would escape, unless an easy opportunity came to him (due to his more general non-confrontational nature except with would be victims).

reddit.com
u/TheGaxkang — 2 months ago

You won't see him often, but you will remember the awkwardness and the off balance feeling of fighting him. Salvatore is also a character a trollish player will make use of.

he has 3 crossups.

his jumping heavy kick move (bicycling looking move) is unorthodox enough, but it's the jumping heavy punch (the spinning move) that they will constantly throw out. visually ambiguous, plus on block, crosses up, and if it hits your lifebar gets deleted.

in my experience universal anti-air is not really useful against it, and it seems to win all mid-air interactions. Krauser's anti-air special does seem to work good on it, if you can use it.

if you end up having to block his stuff, it's going to feel like he is plus everywhere (which he is i suppose), including with his overhead mixup stuff. and any touch, poof goes your lifebar.

he certainly fits to a T the game being about offense and rushdown so much.

on Youtube there isn't like a guide on how to beat him.

one can see on here a while back people complaining about his jumping heavy punch.

How to beat Salvatore's j.C : r/fatalfury

i for one, did not find jab to be useful.

but you can watch the highest rank people...

FF COTW ▰ RINO (#2 Ranked Mr. Big) vs ZATANOTAS (#1 Ranked Salvatore Ganacci) ▰ High Level Gameplay

FF:CotW 🐺 ZATANOTAS (Salvatore Ganacci) vs SCOOBY (Krauser)⭐Replay Match - FATAL FURY: CotW - 5/26

FF COTW ▰ MINILORD (#1 Ranked Salvatore Ganacci) vs DARK ANGEL (Preecha) ▰ High Level Gameplay

but yah even at that rank Salvatores will do jumping heavy punch over and over.

so what's something you could punish on block? his sliding kick out of his stance sometimes is. other than that, i would shrug.

the times i have beaten Salvatore was just brute forcing, and offense and otherwise trying to stay away from him. which in the above videos kinda feels similar, offense/rush him down before he does to you.

which is a strategy that goes beyond dealing with Salvatore.

of course if someone has tips, feel free to share!

u/TheGaxkang — 2 months ago

  1. This game is mainly about aggression and offense. you may have heard of "aggression" in Tekken 8, but this game is also all about da aggression. that's really what people tend to be winning off of.

unless you can do guard cancels a lot. without guard cancels this game basically revolves around rushdown and aggression.

  1. Practically speaking, in various fights most or even everything you block is not punishable on block. you may not even get a turn back really.

this means you have to win off counter hits, whiffs, or a fortunate jump/hop in or crossup (which actually combos vs. mysteriously not comboing). or if you are handy with command throws, if available.

if you do get a counter hit or whiff punish but not a combo, that's very unfortunate and can make you more likely to lose a round.

without guard cancels, the closest you will come to a defensive game is a whiff punish, an anti-air into a combo (but some anti-airing can be awkward for sure), delay teching, or doing a super on your wake up (as when someone has a super there isn't really any wakeup pressure anymore).

theoretically the high and low dodge attack system should be something you can use too, but it seems tricky for sure. but yah another defense that is attack.

  1. combos are highly damaging. typically they come in quarter life, half life, or in some cases more than half (3 quarters perhaps!).

this means people don't have to do a lot to win in a round. an errant hit somewhere, and bam.

i even believe Preecha can actually combo someone from one end of the stage to the other end. which makes for quite something were you doing the ring out stage.

someone touches you twice and they have a big increased likelihood of winning the round.

at the same time life leads don't matter much, assuming you touch them twice back. if you cannot get those touches you have little chance of winning.

now you can win a fight without doing the whole two touchy thing, it's just you're gonna be working harder than the person who does. you may do well with different interactions, but they touch you once and match or dwarf your damage effort.

  1. REV blow does change the game once it is around, it limits you to two moves to deal with it and REV blows all tend to have different timings with say using the universal anti-air. they also do recover quite fast, perhaps it's an online thing i dunno.

and Final SPG tends to be popular because you get like a 30% defense buff. you can be at 1/3 of a lifebar and a raw super 3 won't take you out, it seems.

  1. generally i do still recommend using a character that has in invincible reversal, projectile (or two), and a true anti-air super. it makes some things easier.

  2. there are moves that you could say are really sweet moves in this. examples are like Geese, Mr Big and Jae Hoon. advancing, cancellable, and safe or even plus type moves. with Jae Hoon's shenanigans you're supposed to use the universal anti-air (high dodge) but ehhh...i'd say good luck with that.

  3. you're gonna see a lot of people in a sort of semi-permanent delay tech and the most common block is crouching block.

in delay tech you can't strike them with a mid or low, or throw them or use strike/throw mixup on them. all you can do is try the shimmy.

for the most part there isn't a big overhead threat in this game so people aren't too fearful of it.

unless you got a unique overhead that combos on hit, like Chun Li does for example. she also can combo her lows from any distance, she doesn't need to be close.

while say with Geese's the dodge attacks do not seem to do anything about it.

you're gonna see these moves thrown out A LOT. and if they get a counter or whiff punish combo, lifebar gets deleted.

really i suppose they are intended to be guard canceled, but like i say, guard cancelling is rare, tough to do. so they just have their way a lot.

but yah these are some practical things to point out, i think!

reddit.com
u/TheGaxkang — 2 months ago

so i been playing Diamond 1-2 these days and largely the gameplay is much the same as getting to Diamond.

things still center around being aggressive, rushdown and two touchy type gameplay off counter hits or whiffs. really that's all it comes down to. that's what people are winning off of.

remember life lead doesn't mean a lot. you can lose most of your lead off a touch.

you block long blockstrings and just hope for a reset of neutral because not much else you can do (unless you can guard cancel!). but watch out for a random super at the end, lest you think you can do something yet.

the opponent gameplan is hoping you think you can do something at some point, and getting an errant hit they can then do a huge combo off of. in most instances, you cannot do anything so just block the whole sequence.

but you also wanna make use of delay tech, since they can also just stop and try to throw you too.

if you get stuck in the corner on your feet sometimes there's just not gonna be any way out. either on the ground or in the air (as i lose 90% of midair interactions anyways).

is where an invincible reversal is handy. rolling only helps so much.

in neutral to try to mitigate neutral skip or rushdown, try to use far reaching moves, or advancing advantageous moves or low light kick. if you get counter hit tho, it will hurt a lot.

damage comes from either counter hits or whiff punishes. you can go multiple fights punishing nothing on block. in many instances, not even really getting a turn back.

if you get a counter hit or whiff but don't get a combo, that can hurt.

on your wakeup or if you block a jump or hop in, generally you want to block and get ready for rushdown. but sometimes i get aggressive and press jabs. it's risky but sometimes it works. when it's hard to get anything else going, getting a momentum shift can be a big help.

if a REV blow whiffs right next to you and you are right there you may think you can just punish away. but not really...even then someone could hit the move with their nose and fire another one off. so even then i'd say you're still just limited to universal anti-air or throw. it just recovers too quickly and they could wind up getting a counter hit combo off you from whiffing their REV blow. and f they get that you just lost.

having an anti-air super that covers that is still a real useful thing...people do various awkward jumps or hops where anti-airing them is either a no or risky and while some people may block said super, with how people love to press often times it will get them. so that kind of super still has utility...but if you don't have that you have to just try to weather such things. if you can, maybe just dash away or something from where they will land.

on a side note, you won't run into him often but Salvatore is basically a plus frame machine, and has awkward air attacks that can feel tricky to deal with. they can just keep going and going, and if gets a touch, you lose a ton of life.

reddit.com
u/TheGaxkang — 2 months ago
▲ 9 r/XFiles

Now the season finale of season 5 (The End) i would say is one of the apex episodes of the X-Files. a big time episode. all the stuff with the rebels and the abductees, etc.

then Fight the Future movie happens. so that plot moves forward.

and then season 6 opens with the concept of the Black Oil actually incubating and birthing an alien. as well the return of Gibson Praise.

later in the season is the earth shattering knowledge and events occurring over the upcoming alien colonization, the Syndicate project, the end of the world, and ultimately the destruction of the Syndicate.

however i feel season 6 is where guardrails starting rattling in big ways.

the monster of the week episodes, although good stories in of themselves, start to feel too much like they are in another universe than the mythology ones. this perhaps is because both the mythology events are bigger than ever, and so it's felt even more when in other episodes (monster of the week) it's as if the mythology events did not happen or are not important. so segregated, and that works less well than before.

Mulder/Scully going undercover in suburbia while knowing or seeing all the prior mythology things, is more jarring than before.

also because of the hugeness of mythology episodes, there only really being 3 of them in the lengthy season until the season finale, leaves one wanting more but not getting it. other seasons perhaps did not have much more such episodes, but involved less huge events.

on top of that during the season the series sometimes veered more into self-parody.

Scully was also written as extremely skeptical during the season despite, well, everything that had happened before or even during the season.

perhaps too humorously as well, is Agent Spender is seemingly blown away in the FBI building, and nobody references it during the rest of the season. XD

by the time season 6 gets to the finale and back to mythology, the plot goes in an entirely different direction as to...the aliens having made humanity too and made their religions or something etc. so anybody looking for more about the colonizers, the rebels, the end of the world, etc is left wanting.

there is also no circle back to episode 1 and the alien or Gibson.

speaking of Gibson Scully was correct he is super important but Mulder did not seem to put enough value on him back in episode 1. and he is lost and not spoken of again in the season.

also in the season finale the Smoking Man is only briefly seen, and says and does nothing. which is baffling.

and then there is Diana Fowley who perhaps is operating too freely when different people must know she works for the Smoking Man.

all in all, that's my take on season 6!

reddit.com
u/TheGaxkang — 2 months ago