
The bullets are the strongest, invincible, good at anti-air, and also strong in judo and transport.
The flame stock makes the character unexpectedly stronger with a reinforcement element that is even more powerful.
It’s not the strongest bullet, right?
>>3
No matter how you think about it, it’s the strongest, isn’t it…?
The middle tier is also the strongest.
It’s just tough against bullet-type characters.
It’s tough without two gauges.
It gets a bit tough when you get hit by Hadoukens from someone like Akuma.
I think I’ll practice Blanka.
Isn’t it crazy to be stronger than a pro using a different character at this point?
>>9
That’s right, Vega.
>>9
There are aspects where measures are not progressing, so it can’t be said definitively.
You can surprisingly manage even without stock.
A fan that is incredibly strong thanks to the excuse that it can be dropped with a regular technique.
Is there no counter against the close double knee guard?
What’s done is done, and since it’s a DLC character, it probably won’t be too weak.
Is it a bad move to release it before CC?
>>14
Well, he’s weak against Gouki, so he probably won’t fit into the meta.
It looks like it will end with a strong character.
Inherently, paid characters are only valuable if they are strong.
Even with the same projectile usage, it’s hard to shoot projectiles against characters like Gouki or Guile, and it’s just generally frustrating.
>>16
Isn’t Honda going through a tough time too? Vega is tough as well.
>>23
Since there was a conversation about bullets, it was limited to those who carry bullets, but I think those two are also having a hard time.
Personally, Ed Blanka Dhalsim is also a hassle.
It seems that punk is doing a lot of checking in the middle P.
Maybe it’s been said dozens of times already, but when Mai is feeling good as DLC, it makes you wonder what Terry was supposed to be.
>>18
You don’t have to say it every time after being told hundreds of times.
>>18
Isn’t it a good feeling…? Terry is too weak and Mai is too strong.
What a hassle.
Sometimes the judgment for the Rising Dragon is annoyingly thin.
Characters with low projectile performance or lacking rush techniques are quite strong against them.
The characters that are leveled up are on a different level compared to the other characters.
Basically strong
I’ve been told thousands of times, but I want DLC characters to have a certain level of strength.
If the strength is delicate, the exciting element will be dampened.
It’s difficult because if you go too far, it becomes a big issue, but I have the impression that there are quite a few cases where it can be controlled with early corrections.
I think it’s a character that can be strong if you can play around with the bullets as the axis, but if you can’t do that, it quickly becomes difficult to breathe, so you have to choose your opponents fairly carefully.
If the OD bullet happens to hit successfully, there’s potential to push through, so it’s still better than nothing.
Terry’s visuals and strength give off that vibe of “What even is this guy?”
The Mai I know should have been more of a hardcore aerial combat character…
>>34
If you do that with the game’s mechanics, it’ll lead to the resurgence of Hyoval’s hate.
It’s hard to shoot at Luke too.
In the first place, Terry has never really been that strong, so his moveset is probably weak.
>>36
Even if the character composition is subtle, hasn’t it ended up being a bit strange as a result of trying to make Street Fighter 6 do oddly technical things…?
>>40
It’s true that despite being difficult, there aren’t many advantages to overcoming that difficulty…
I wonder if Blanka can easily dodge after seeing Mai’s projectile.
It seems likely to be very active in this year’s league.
>>39
Don’t worry, first focus on excelling in CC.
You can slide after seeing Blanka’s projectile.
The slow activation of mid-range attacks makes the heavy punch weak Hadou seem like it’s about to vomit.
I thought it was a character specialized in speed, but surprisingly it was quite a traditional martial arts type.
It feels a bit unreasonable that the fan is shot down quickly, and the projectiles are fast, making it hard to react in time after seeing them.
The 8P colored black gal is nice! I was thinking, could this possibly be Minako Makagami’s color?
Well, the ninja from the Strider series regularly comes to break the game…
I was thinking that if you charge it up, it would have similar performance to a normal shot, so it might get faster as a trade-off for not being the no-charge version.
It feels a bit tough for Ed to excel in this tournament since Akuma is hard to handle.
Day 4 compatibility is not very reliable.
Will it become a character born to torment regular users without damaging the tournament scene?
I want the DLC characters to have enough power to win even if they’re not fully optimized, since I bought them after all.
So ideally, after everyone gets used to the strategies and improves their performance, we adjust and reduce the power.
Personally, I thought the firepower without a flame stock would be even worse, so I’m very grateful that there is at least some firepower.
When Terry is strong, it’s usually because his jump attack hitbox is broken or because Crack is unusually strong, but both have come with kind of subdued performance this time.
>>54
The only images I have of Terry as a top-tier character are from Garou 3, MI2, and early KOF 15…
I’m often wandering in uncertainty.
It’s a lie that Ed had it tough because Momo was able to win normally.
I am astonished that it’s said to be strong, but there isn’t a single normal move that has an advantage when it hits.
If we had that, we’d be unbeatable, so why?!
Still, I think Terry feels pretty good without doing anything weird, right?
It may just be the strong impression that MOW leaves.
I thought it was a weak rising dragon, but even when I tried to shorten it horizontally, it still seemed short horizontally.
A fan without flames can be dropped with a rapid series of little punches, and it’s fine if everything disappears with a Hadouken.
Isn’t this the Capcom Cup turning into the SNK Cup?
There probably isn’t another half of SNK.
>>61
Compared to the Akuma that Capcom sent out elsewhere, it’s more subdued, so I don’t think it will go that far…
>>65
Oni did something terrible to Tekken…
>>70
Since 18 did something terrible in Smash Bros…
>>70
Even though I was given the role of killing some crazy old man.
It’s a bit amusing that even though they made a quick comeback recently, they’re part of a collaboration and won’t be showing up anymore!
>>61
It will just end up being a tasty snack for Akuma and Vega users.
>>67
I think they will be used with two characters normally.
Isn’t it that we’re starting to see Capcom vs. SNK 3 normally?
>>62
On the contrary, I think there won’t be a serious crossover like Capcom vs. SNK 3 because it’s like this, with guest characters participating in the main franchise!
Both Ken and Chun-Li are suffering on the side of the Hungry Wolf.
There is definitely a higher level of strength.
Moreover, it’s not about becoming subtle through research, but rather becoming stronger through research.
If it grows, it could be the strongest, right?
Terry is unnecessarily difficult in some aspects.
Don’t raise the difficulty unnecessarily, like Luke does.
>>66
I think that while the dance may be difficult for combo judgments, it feels like it is chosen because it is easier to use.
>>76
Is the set play feeling simple?
I feel that no matter how much research progresses, the tough situation regarding Vega won’t change.
I thought that Guile and Dhalsim seemed tough.
If you don’t have 5F, you probably don’t have anything else either.
If it hits, it goes up, goes up, and then weirdly follows with more shots, right?
At the pro level, there will likely be characters that can deal with fans and won’t be as overwhelming.
It seems strong up to Diamond level.
>>74
I wonder if there is any evidence for this.
In the end, I’ve seen quite a few comments saying that even professionals can’t do it, huh…
>>83
Wall can be stopped…
Since you can chase from SA2 that carries half the screen, as soon as you have 2 gauges, various panic cancels are guaranteed to deal around 5000.
Are you testing the weak wave of Big P?
I wonder if there will be adjustments to the fan soon; if it’s too weak, it’ll be boring, so I hope they handle it well.
When you shoot an OD shot, something happens, and while that’s true for AKI, it’s also quite strong that you can create turns with a normal charge fan as well.
I wonder what they were thinking when they implemented Akuma in Tekken…
>>82
Harada said that Akuma also serves as a touchstone for Tekken vs. Street Fighter.
And then several years passed.
The flame of passion has been extinguished.
>>91
Well… I wonder if the first released Steel Titan isn’t to blame… Seriously…
>>82
Tekken is a game that often tends to go overboard with added characters, so isn’t that the kind of development it is?
If the OD fan gets a guard, there is a possibility that aspects like reducing the D gauge too much with continuous attacks may be weakened based on past adjustment trends.
As a stage of skill evaluation for something incredible.
It’s common to have something that works for amateurs but doesn’t hold up against professionals.
And after that, even the professionals say it’s no good, so fix it, otherwise it will become like this.
I can’t be punished for landing after a weak K mash!
>>88
I felt a little sympathy when Dhalsim extended his arms and started gliding like a flying squirrel.
Ban Zang was easily handled by Maik Higuchi at the China tournament.
Higuchi won just like that.
>>89
Higuchi, are you going from here to breasts…?
If you aim to counter with a standing heavy kick, you’ll get hit by another standing heavy kick and die.
How should I deal with that technique?
There is nothing in fighting games that won’t work against advanced players.
Mai is a bit stronger… because Terry is stronger…
Since there are self-strengthening, rapid-fire projectiles, and somersaults, in essence, Mai is like Guile.
I want Sonic, who isn’t Just Sonic, to disappear with a wave.
The super headbutt is weak because you can just Jasper after you see it coming.
It’s a good deal to win at a markup even though it’s not a rare character.
Well, DLCs tend to have problems everywhere, don’t they…
An exchange where an OD fan is destroyed by OD waves.
It’s too special, so I don’t know what kind of interaction will occur.
AKI was weak at the time of release, but considering she is a completely new character, her usage rate is pretty good.
The additional characters other than Terry seem to be pretty good so far.
I think the character compatibility is intense.
AKI was weak from the beginning, but it was incredibly interesting.
The attacking in the edges and during BO is too much fun.
The current sentiment of “This is fine for DLC characters, haha” may only last for now, and there’s a possibility that soon there will be voices of resentment towards Mai coming from everywhere.
It’s just impossible to attack together with the OD flower butterfly fan.
I don’t like being thrown, but it would hurt even more if I were to be shimied.
There are too many mirrors, and I can’t understand anything.
I’m a Platinum Manon user, but I might be able to do pretty well with Mai.
I want to go to Master while I still can.
Is it possible that Dhalsim, a character who can deal with Mai, who is supposed to have everything and be strong, is really insane?
>>111
Having a disadvantageous character means that you don’t have anything, right…?
>>120
Dalsim is the character that has the potential to have it all.
I can’t say it well, but I think it’s seriously the strongest bullet against an opponent with no bullets.
If the opponent has bullets or skills to dodge them, it suddenly becomes one of the weakest classes of bullets.
Well, even Akuma’s Zankuu was quickly adjusted, so it’s likely that weak target combos and the department head will receive some kind of nerf soon.
Let’s set aside whether the current Mai is really a character that messes things up.
>>113
Is weak target control a technique that can be nerfed?
>>152
It goes against the rules of target control that the performer can continue to hit until the end without any counterattack.
>>161
This is Vega’s target combo.
As a result of talking about political correctness, a character was created who is Japanese, has a beautiful face, big breasts, a lot of exposure, and is highly capable.
But there’s no doubt that sales will increase.
>>114
I don’t think it’s the result you were told.
Zangi, extend your arms too.
Even the Thunderbolt that has been around since the beginning is still wreaking havoc.
If the section chief doesn’t move downward, they’ll end up in that position.
Even when using it or interacting with it, it’s definitely strong, but it feels like the character’s compatibility becomes very apparent.
I would rather have it filled with dances.
I don’t think it feels like the strongest when it has a tough time against Akuma and Vega.
I don’t think they’ll appear much in the competitive scene if characters like Akuma, Vega, and Ed are tough opponents.
>>121
I think it will be used normally with two characters.
>>121
There are already fewer characters that are advantageous for them.
We have no choice but to wait for them to weaken.
I think characters with enhancement elements should be reasonably strong even before enhancement, right?
Is it okay if Honda just headbutts if he’s saving up?
I’m using Mai, but the Blanca match is seriously boring.
If you can escape after seeing all the bullets, you will be destroyed and returned.
It’s just that when Gouki and Vega do their usual pinball from above, the fan ends.
The bad thing about this character is that it’s extremely fun to use.
>>126
It’s just like Akuma and Vega together.
When you engage in modern anti-air with a jury sense, it feels quite empty.
>>128
Of all things, it’s the one with the shortest horizontal judgement.
Dhalsim is always at the top of the MR rankings and performing well in the league, yet professionals unanimously rate him as a weak character, and the matchup differences are too severe.
Dhalsim practices yoga and has a wife and children who look up to him.
I’ve heard that stretching my body is considered creepy.
The medium punch in the middle position is difficult to use, but why wasn’t a medium punch in the third position okay?
I was impressed that I could pass through the OD bullet with Ryu’s tornado.
Dhalsim and JP are among the best in both official and upper diamonds.
There is a theory that they have become just an all-purpose character.
Even if I weak target guard, I’m too far away!
I’m using Cammy, but is it easy to switch?
>>138
You can flip it, wear a small panty, and become a ninja bee.
>>138
I don’t quite understand the intention behind the transition, but I don’t think the operations will get too mixed up, and I think it’s not a bad choice for character selection either.
Isn’t Carapa about the same as Cammy, to be honest?
>>138
I’m also a Cammy user, and I think she’s quite easy to use.
The actual moveset is mainly big punches, so it’s quite different.
They say that Vega’s matchups are good, but it’s just that Vega is strong.
Is the basic Shoryuken good for anti-air?
Shall I check if it reaches 5F with Thunderbolt?
Isn’t it too easy to just carry it to the edge?
I wonder why I was so desperate to practice with such an ugly, unnecessarily complicated character that isn’t really that strong… while I’m throwing a tantrum.
>>145
Don’t play the victim by choosing Kimberly yourself.
I’m using Zangi, but seriously, I’m just getting beaten one-sidedly.
>>147
Rather, why are you so strong compared to the other projectile characters?
Recently, I’ve been playing at a level where I’m just battling CPUs, but after guarding the first hit of the OD fan throw, I realized that when I do a big punch with Jamie, I can dodge the falling fan and counterattack Mai who charges in. It was pretty interesting!
I can’t help but feel overwhelmed and like my spirit is breaking when I think that people who go to tournaments like Master probably remember so many of these for all the characters.
If you try to guard against an OD bullet, your D gauge will be forcefully taken away, and the opponent will recover their D gauge.
If possible, I’d like to handle it without using a guard.
I’m only looking at the strength of the characters, so right now I have Cammy, Juri, and Mai.
>>151
Add “ero” to the end.
>>166
I use Zangief, Vega, and Honda, and I’m into erotic stuff.
I look forward to our match.
>>171
Erase ero
Is there that target combo nerf element…?
The bullet power is the weakest, but…
In the first place, it’s rare for bullets to collide.
If you go through pachinko with great physical strength like Zangi,
It’s a coin flip rock-paper-scissors, right?
Blanca has a hard time as a typical projectile character, so it’s okay for her to be as strong as Mai.
>>157
Well, I think it’s interesting because it has a different compatibility distribution compared to other characters.
If even Mai’s target combo is nerfed, then Luke’s target combo could end up being deleted.
I feel like it’s better not to consider it as a shot since it can be erased with a strike.
>>159
It may be one aspect of performance, but I can’t believe you could actually knock someone down with strikes in a real fight…
>>163
It’s normal to be able to drop it, and there are plenty of people who do it regularly.
I think it’s difficult to tell at a glance whether it’s for the sake of something or not.
The 4 strong K target combo is a lifeline for using it shallowly.
If you’re going to use the dance properly, you need to layer your physical sensations; this is a frustrating part since there’s no advantageous frame here.
Ribarun is already at a pro level, using standing small punches as a feint for countermeasures.
It’s just like the Hanachou fan and motion, so it’s really attracting them.
I think it’s a character that is highly divisive in terms of evaluation depending on the user.
It’s just that I don’t really know the target control for other characters.
I feel like the time for the rebound hit of the Hanachōsen will be reduced.
It’s a question of how many layers can actually be brought down with strikes while properly observing the buildup stage every time.
Close distances carry risks, and at long distances, they often tend to build up in the first place.
If we’re hit by a bullet, let’s just disappear…
But if you hit a fan, it will fall, you know~
The buildup is way too fast.
Make it clearer that you are accumulating.
The manager’s throw is simply strong.
As expected, there are too many users, and it’s becoming annoying.
Isn’t it too advantageous for the performance until the OD flower butterfly falls? Without bullets, do you just have to either perform a perfect dodge or maintain a distance where you can fly?
What about the story that the middle section is not visible?
>>181
It’s overwhelmingly difficult to see among all the characters, and it’s fast.
>>181
Look to the side.
>>181
There is still an issue of getting used to it, but the large mid-moves of other characters that I’m accustomed to are still very effective…
>>181
The hit rate of the set play for the sustained middle attack feels like 99%—even against the opponent, it’s as hard to see as Rashid’s middle attack. It’s the strongest!
>>181
When Rush lowers his posture and releases, it becomes quite visible.
It’s really impossible when it’s suddenly used after the Flower Bird Guard.
I still don’t know, but even if it’s a broken character, I’ll forgive it.
Unlike characters like Vega, who are even visually unpleasant, this one is glamorous.
I’m practicing dancing, so can we have a match? After a certain amount of matches, can I ask you to use a different character? If I select Dhalsim, will you get angry?
>>183
I’m not going to get angry, but I hope you can forgive me for leaving the room.
I’ve never been able to see the middle position in this game, so it’s all just a margin of error.
Is Dhalsim tough?
Can you tell if someone is holding back just by their voice? Even if you understand, can’t you react? Yeah…
>>190
It’s easier to understand by just watching the motion normally.
After using the guard or parry against the stored attack from Manager Tame, it might be best to use a technique that knocks them down, like a forward heavy kick.
I can’t see the middle section at all; almost everything is fuzzy.
It’s good for mental health to think you are protecting the atmosphere.
I thought I was in the middle stance, so I pressed parry for now, but my reaction is too slow, so I keep getting punished and it gets a bit awkward.
Reduce the knockback during guard for Vega’s weak knee.
>>196
At the end of yesterday’s stream, Mai concluded that there might not be a CC…
>>201
Even with all that strength, it’s still no good…
>>202
Well, it’s been mentioned a lot above, but the character matchups are intense, so even if they are introduced, they would be a sub-pick. I think the characters used by Kakeychan, who already has Vega and Akuma in the main JP, wouldn’t be the ones he uses as a sub.
I looked at the set play collection.
Isn’t the wake-up pressure quite organized?
I feel like once I remember 2 or 3 types, I can generally land there.
I think it’s amazing how Sho was doing customs with various people and checking character compatibility.
Who is the Japanese person who will appear in CC?
Why is there no LCQ… why…
It’s interesting how, despite having everything, the compatibility really varies.
According to Kake-chan’s compatibility chart, the top 2 tough characters are Zangief and Vega.
It seems like a pretty tough combination.
It seems strong in SFL, though.
I think it can be difficult to use in tournaments because the compatibility comes out strongly.
The ability to bully the opponent after a BO is too high.
A Vega throwing fans with Maki against a tough projectile character…?
Is Kake-chan going to appear in CC?