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I thought everyone would be less caught off guard by the weak flower butterfly fan after charging the big P, but they actually fall for it more than expected.
I learned that there are quite a few important people who press buttons in a fuzzy way, but without a certain level of audacity, it’s hard to assert strength.
Whether to save or not is a game of reading the other side, and it’s fun.
When you hook a small flower on a branch, the damage is low, but it makes a bad face.
Unexpectedly, if you throw away the ordinary flowers and butterflies you don’t accumulate, good things will happen.
But when I shoot just one bullet and it goes through for a guaranteed hit, reducing my health by about 40%, I start to wonder if I did something wrong.
>>3
I’m doing it.
>>4
Oh no~
Fighting games are all about doing bad things or getting done bad to.
You can make the opponent guard the second hit after using a fan guard, but before that, you can’t.
If you stack after a guard, the timing is quite strict and you can’t throw.
It’ll end up being like you sandwich a small bread.
Well, it’s a rip-off period right now, isn’t it?
The measures have come out, and the counterattacks have increased considerably.
Using SA1 to dry fire, then performing a D Reversal to go for a rush, is a luxurious way to use OD, but I can feel the intention to strike no matter how you do it.
I’m using it without really understanding it, but don’t people usually not use “Kachou”?
I didn’t even think about using a slight pause, but does it change performance?
>>8
Generally, it’s strong to shoot characters that don’t have bullets.
For opponents with good ammo, charging or OD is the safe play, so there are times when you can shoot normally instead.
If you have a slight charge, you can win against aggressive attacks.
>>9
I see, a slight accumulation can win against a strike.
I’m at the stage where I’m just repeating the same combo and shooting birds and flowers based on my mood, so it was helpful.
What makes you feel exhausted when using a dance?
>>11
When a bullet curtain is set up, it just becomes annoying.
>>11
OD bullets, impact, and flight.
>>11
Little Dabney
>>11
Honda
>>11
When you mix Hachou while firing wave attacks with Ryu, it becomes overwhelming.
Headbutt
The big P manager battle is undoubtedly strong, but if he can’t come, he might end up being a character that’s not much use…
>>14
So after landing OD butterfly or the big P charge butterfly, I’m having fun making my opponent choose between a throw and a shimmy during the recovery time after jumping in with a big kick.
Other than that, dilute the situation and replace it with a mid kick and a heavy kick to suppress the opponent, and if you can land the heavy kick Panic Cancel, go for the rush combo with heavy punch and the Dragon Flame Dance.
There are still those who are not used to getting hit by regular bullets penetrating the section chief, even though the section chief is used to being penetrated by regular bullets.
When I’m aware of being just outside the strong punch range, they come at me hard with a strong kick, and it’s annoying!
Speaking of which, it’s impossible to check the standing small P counter, but is it okay to input up to medium kick?
>>21
Any collaboration is mostly free for up to one time.
>>21
Isn’t that something you do when a standing small punch is guaranteed to hit back?
I think it’s more stable to use a weak ninja wasp with rapid small punches since middle kicks can be easily guarded.
Momochi is saying that Mai can go to Vega! So I think I’ll try a little harder.
Isn’t Honda the strongest character after all?
Originally, throws are a part of breaking in fighting games, and I always think that Honda, Lily, and Zangief should disappear.
OD bullet > OD flower butterfly > regular bullet = charged flower butterfly > regular flower butterfly
The complex bullet damage settings add depth to the gunfights with bullet characters, making it interesting.
If the side with the bullets can combine the dance with jumping or OD flower butterflies, it can be tough, so it’s not just about shooting randomly.
>>28
So, Dalsim Yoga.
OD flower bird is a float!
>>32
Flying squirrel dance! Flying squirrel dance! Flying squirrel dance!
Please give Lily a target combo that allows her to distance with her standing weak kick.
It’s the same knee kick, so it’s fine, right?
>>29
Say that after you abandon the trajectory change from Pokamogan and the vertical.
>>29
I wish they would at least make the small kick and crouching low kick 4 frames!
When there’s extra line, I’m getting hit by the rebounds of the OD butterfly.
“Is it that showing it multiple times seems like a waste of the gauge?”
You won’t come running to match the fan much anymore.
The fan’s judgment is not strong.
>>35
What are you talking about?
It’s understandable that the flying squirrel doesn’t fall in front, but if it’s going to have the same strength, I wish it would have pushed forward unnecessarily into the back.
I’m not using it, but it really looks tough against characters with projectiles, right, Mai?
>>38
As expected, Honda… Mai is Honda…
I often get hit by big P and wondered why, then realized it was because my low stance is short, so I’m being pushed back more.
I see, a shorter midfoot comes into play here… Is reason kicking in?
Since the forward hitbox of Rising Dragon is short, I want to jump in a way that just barely misses so I can land a painful hit.
When M Lily comes, you just know you’ve lost.
Isn’t the dance from Rashid’s perspective a bit intense?
Even though it’s a war.
Thinking about being attacked with a sudden motion in a dance is hard for anyone…
It’s my fault for getting hit, but when I get carried away by the big P’s strong Dragon Flame Dance and the weak Ninja Bee, it really pisses me off!!
Mai is incredible for being able to trample on Zangie.
>>47
I can’t do it…
It’s unfortunate that you’re being hit by the startup move.
In which situation did you get hit…?
I could concede that Zangi has a lot of health, but he should get rid of his armor on the heavy punch.
It’s effectively increasing my stamina even more because of that.
I wish the big characters would either stop rampaging on the 4th floor or be weak at long range.