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It was a worse bug than I thought.
I thought so.
I don’t understand the reasoning behind this at all; could it just be a simple bug?
Gouki’s charged Hadouken will become like this too.
Is this what it means to burn out so much?
Momochi said that the gauge reduction performance is strange, though I’m not sure about the specifications.
Is it a specification? No, but…
Let’s do a little investigation.
This is the DLC character.
>>9
Haha!
Accepting the large fan-shaped flower butterfly, let’s endure.
I wonder if the insane damage I’m taking is because of the attack involving OD flower butterfly and getting hit by a bullet Jasper.
Originally, facing ninjutsu head-on is a high-risk act.
What is the difference between all the specifications working in Terry’s favor?
Gouki’s charged Hadou doesn’t seem to do much damage at first, but then it recovers afterwards.
This is true in its own way.
The multi-shot bullets have a feature where you need to parry all shots to finally recover the amount of D-gauge equivalent to one bullet.
So, when parrying only the first stage of the fan and then blocking the descending part normally, the gauge balance gets really bad.
Even though I manage to parry the attack, I burn out immediately.
In normal multi-hit strikes, there aren’t situations where only the first hit is parried, but with Mai’s fan, it happens often due to its behavior.
All multi-stage projectile weapons should have the same specifications.
What do you think, DJ?
I wonder if this happens because the bullets don’t disappear even when parried…?
Whether it is acceptable depends on whether it is part of the specifications.
>>18
It’s not about whether to forgive or not, but if we’re going to change it, it means all characters, right?
Is this the difference between throwing a single bullet or throwing a lot of them?
There have never been so many slow bullets flying at me before.
Is there no video of me doing full-on Jasper?
The basic principle is that the usage amount of parries equals the recovery amount of parries.
Multi-hit projectiles like the charged wave can be received in multiple hits with a single parry, resulting in a break-even situation.
The gathering of flower birds should allow for both the shot and the bouncing shot to be parried in one go, but in reality, there is a long pause, so it requires more time to extend the parry, and after slicing, one has to parry again to deal with the bouncing shot, resulting in a negative outcome.
Maybe something like this.
>>24
I’m being flown.
Since it’s a reinforced bullet in the first place, I don’t think it will be adjusted.
Jaspa is originally someone who relies on striking.
>>26
That’s why you have to parry, because you weaken the bullet removal while saying that.
Is it strange to say “bullet”?
A folding fan.
Even if I try to tweak this, it seems like a complete review of the multi-stage bullets will take time, so it will probably remain strong for a while.
If the behavior is different from the CPU, isn’t it a bug?
>>29
In the first place, since it’s not capable of perfect execution like a CPU, it wouldn’t be able to process in the same way as a CPU if possible.
>>35
In the video, it seems that the gauge is decreasing from the first Jasper, so it doesn’t appear to be the same processing.
Jasper flew in later to a situation with negative earnings.
Furthermore, with two more shots coming from above and the main body as well, it’s tough to dodge all of them in a match…
I feel like I might get caught up in a DJ’s continuous shots, but oh well…
The other OD rounds have no gaps, but there are gaps in Mai’s, so that’s also a factor.
I’ve heard that in other cases, even after two Jaspers, the ammo for JP’s OD Amnesia was still decreasing.
Use multi-hit attacks to fully recover the D gauge with parries.
If the hit sensation is short and you take it continuously without re-releasing, wouldn’t the profit end up close to zero?
This will soon receive some kind of response from the Imperial General Headquarters, right?
Apart from this, there is a system where regular parries can also get significantly reduced.
Are you saying there is unnecessary input between Jasper and Jasper?
The one that is posted above has less motion from the CPU during the initial Jasper spamming.
It’s not just a fan, so it’s a specification.
Isn’t it not a bug?
>>43
I don’t think this is a bug.
Still, it’s tough.
The specifications of the multiple layers of bullets are only negatively affecting the Hanachōsen, so it will probably be adjusted.
I wonder if there is a difference in CPU performance due to releasing the button late after pressing it.
As mentioned above, it’s in line with the specifications.
It’s treated as a single multi-step technique, including the folding fan that comes down.
It’s really tough when you’re being targeted like this.
I want you to adjust it quickly so that Vega’s OD Psycho Guard throw range is set.
If the fan stops falling, that would solve the problem.
It should not be a bug, just to be sure.
It seems that there is a damage amount equivalent to one hit for each one that is bouncing and falling, and since it is being absorbed by two parries, the gauge decreases.
I thought that the Dance’s OD charging Hanachōsen only recovers 1/6 compared to a projectile that does 1 hit for 6 hits, so if you keep getting Just timing, it would fall behind in D gauge consumption and become a big problem, but is that not the case?
Well, if this is allowed, then AKI’s OD bullet should also be able to bounce after being guarded and come down from above.
On the CPU side, it hasn’t decreased from the initial just, but it’s decreased with manual effort.
Is there something wrong with the processing?
So, does that mean we can do drive-free Jasper like what the CPU is doing?
It may not be a bug; it could be intentional strength.
It’s not a bug, but a loophole in the system.
It’s not a bug, right?
OD Flower Butterfly is an overpowered technique, but…
Well, it seems like it would be good to slow down the bullet’s speed.
When trying to target Jasper, I can’t see the drive gauge, so I don’t really understand.
Multi-hit techniques are kind of a hassle, huh?
It’s just that I don’t remember, so it’s my fault, but there are times when it’s like, “This isn’t really a combo.”
I think it’s clearly a bug that the behavior is different when the CPU has just burst…
>>62
There is a possibility that the behavior on the CPU side is buggy.
In any case, one of them is strange, right?
I don’t understand the reasoning behind why the CPU doesn’t decrease… I think it’s probably a bug limited to training mode.
If that’s the case, let the Hadouken come down too!
If it’s not a bug, would reducing the hit interval of the charged flower butterfly solve the issue?
>>65
Well, I feel like if I can’t throw it halfway, I should just keep pushing, which would resolve things for now, but that might be a bit weak in its own way…
If it’s not a bug, then it would mean that it’s Mai’s strength…
>>66
Personality
>>66
The crappy burnout combo at the edge of the screen is super strong, I gotta say.
>>66
It’s undoubtedly one of your strengths.
The dance makes it advantageous by forcing a guard.
>>92
Ken seems to be the same way.
>>97
Ken has an advantage if there is no counter.
If you parry from start to finish, you’ll get back what you used.
But it can be thrown.
If there’s a gap, it’s fine not to have a multi-stage technique that has no gaps.
Does the same thing happen if you parry just one level of Dhalsim’s OD arch?
If you can’t do all the jasper, you’ll have to hold the parry.
If you can parry both the straight shot and the bouncing one in a single parry, then you can maintain your position.
In the first place, the side that is shot at maintains it with a parry (though it actually decreases a little).
There is some concern about whether the attacking side’s natural recovery is okay.
The first hit on Jasper should be under the same conditions.
In that case, it seems strange that there is a difference between being decreased and not being decreased in terms of behavior.
The nerf is worse than the thunder, hurry up!
>>74
Disappear.
Indeed, when looking at it in slow motion, it appears to do a double jasper before jumping up…?
There has been a difference between myself and the CPU regarding the Jasper for a while, but it hasn’t been talked about much.
Wasn’t it the specification for multi-stage bullets?
It’s a bug exclusive to Tremor, so it shouldn’t interfere with battles.
>>79
If it’s a bug that it’s not decreasing and it’s normal for it to be decreasing steadily, wouldn’t that have a huge impact on battles?!
The one that’s bugging is the CPU.
It’s worse that Thunder doesn’t have to use OD.
We need to fix the CPU bug soon.
Is Capcom okay with that? Other characters are strong? Terry is really watching closely.
I’ve been saying this since the beginning, but I wish they would also make Thunderbolt risk-free by doing a Jasper.
The process that only becomes Jasper when it’s taken out, even though Jasper is continuously running on the CPU.
It’s just that I’m not consuming the OD gauge by re-parrying each time.
>>89
At least during the game, you can’t tell that.
The Blanka doll should run out of stock already.
How much did you make and how much didn’t sell?
>>90
Even though it’s a limited-time offer in WT, you can get as many as you want just by talking to them, so it’s infinite.
It seems there may be a specification bug even if it’s not a software bug.
As expected, the developers wouldn’t call this what they had envisioned.
Since this is the specification, even if we proceed with it, it will require a special modification.
I feel like it was said around the second day of implementation that whether you parry, just guard, or guard, your D gauge gets taken away.
I work at a game company, but I definitely don’t want to work for a company that makes fighting games.
It’s possible to treat the bouncing one as a different type of projectile.
Ken has thunder, so he can handle anything.
Even if it’s not a bug, things that can be fixed can be fixed, said the goon squad that was erased from the game.
>>102
I was quite impressed by that… I thought it was a flaw that couldn’t be erased.
No matter what the specifications of the CPU Jasper are, it’s certainly true that the performance drastically decreases with people…
It’s not a bug outside of CPU behavior; it’s as per the specifications of the multi-stage projectile.
The misaligned two tiers finally balance out the income and expenses, but it’s just a seriously bad design.
This bug is with the CPU, right? It’s been like this for a while, but the CPU’s behavior in training mode is weird.
>>105
I don’t think it’s strange that the Tremolo’s Jasper settings are off because they seem to be specially processed.
If the CPU successfully parries in a CPU battle, it will probably behave the same way.
Each character just has at least one strong move, right?
It’s not a bug, so don’t worry!
It’s a feature that the D gauge decreases when you parry individually, seriously.
There has never been a multi-hit technique with such a wide guard gap until now.
So if every character has at least one strong move, then which one is Vega’s?
>>109
Vega has all weak moves, but he’s strong because Vega players are putting in the effort.
>>109
…Huh!?
>>109
It’s faster to look for weak points in Vega.
>>115
There’s hardly anything that’s clearly lacking, except for the absence of OD invincibility…
The multi-stage bullet is as specified, with all rounds JASPA and D gauge Tonton.
In the example video, it’s strange that just messing up the two-stage jasper reduces it by 1.5 bars.
>>110
It’s only natural that the parry activation amount is subtracted.
The request to bring something that is functioning according to specifications closer to the one that is buggy is completely nonsensical.
Honestly, if the CPU is nerfed as a specification and we can gain an advantage with normal moves, I would be happier with that.
>>112
In the end, what they’re making a fuss about is just what they want.
Claiming specifications are a bug, is that politics?
The only strong technique in Mai’s movements is something like the Flower Bird Fan, so this much is to be expected.
The dancer is working hard, not paying any attention to the shaking breasts.
In terms of bugs, the CPU that hasn’t decreased at all is doing something strange.
That aside, I need the D-gauge reduction for Mai’s bullet to be adjusted.
I think the dance department manager will become even more dangerous if strengthened normally with a nerf.
>>126
Don’t try to get a replacement just because you “fixed” the gauge!
Even if I guard this without using Jasper or parry it…
You can use moves like Big P Flower Butterfly Fan to reduce the D gauge effectively.
Whether it’s due to a specification or a bug, what’s certain is that it’s incredibly strong.
Hurry up and nerf this guy.
It’s such a bad game that I can’t stand playing it.
>>129
You’ve been able to do it until now?
I understand that you dislike Vega, but it’s not the time for that now.
They say it’s according to the specifications, but I think the probability of it being corrected is higher.
>>131
It’s being said that it’s according to the current specifications, and that the Kancho fan is extremely tough at the same time.
If this specification is fixed, it’s not Mai that would be troubled, but JP or thereabouts.
Is it already time to become Terry?
That was surprisingly quick.
If you take all the multi-stage bullets, you’ll recover more accordingly.
This time, it might turn into a technique that gives the opponent gauge by summarizing other OD bullets with something like a two-step Jasper, resulting in a nerf for OD bullets.
It’s difficult, isn’t it?
>>135
If all bullet characters become weaker, I would be happy!
>>135
If you can get a two-stage Jaspa with OD bullets, then that’s a great bonus, so you can go ahead and pass the gauge.
>>135
The problem is that the intervals of the dance notes are excessively spaced, so if we individually adjust just the dance notes, that should solve it.
>>151
There’s currently no reason to do that…
Since there is a clear weakness of losing to other bullets, some kind of special feature is necessary.
>>160
It’s unusual to bounce back after guarding, isn’t it!!!!
>>160
I don’t want people who don’t feel any uniqueness in the element that the projectile they fired falls with a time lag and restricts our actions to join the conversation.
>>135
It’s just that the dance fan can be made with a special design.
If there’s someone who says there’s no precedent for special handling of only one character, I want them to get 100 round waves taken by Jasper.
>>157
Ryu and Rashid also stop!
The fact that there hasn’t been any commotion with other characters means that the issue lies only with Mai, so it should be sufficient to tweak just Mai without altering the whole.
>>137
We are not developers, so we really don’t know if we can easily manipulate it without affecting other multi-stage bullets.
Honestly, it’s been so tough dealing with the manager that I said goodbye to ranked matches, so I’d be happy if it gets fixed.
Being able to be chosen with OD bullets is strong.
In the first place, the fan behaves quite differently from other multi-stage systems, so the result of making it exactly the same specifications has led to strange outcomes.
It’s not about Jasper, it’s all solved with a continuous parry.
It’s been Mai’s turn all along, but…
>>144
It won’t let me throw because there’s a gap.
>>146
If you read the throw, you have to escape properly, okay?
>>154
Did you throw away the Panic Cannon throw!?
>>163
If you’re getting hit by a throw after guarding against a projectile, then you can escape the throw.
>>185
Holding it down?!
>>185
Please properly check the citations and don’t change the premise.
>>185
Why are you quoting so lazily and not using the hold parry anymore?
I wonder if the DJ’s air slashes are the same specifications?
I’ll try it when I get back.
Since you added something with a greater impact than small skill adjustments due to the overall correction, I think if you change this as well, it will affect everything.
>>147
Marisa, who is suffering as a result of changes to the overall system, has a sad past.
When I changed the multi-stage jasper in the previous adjustment, there were some issues, right?
I’m curious about the reasoning behind this.
I think it’s pretty crazy that strong elements are coming out even though we haven’t excavated much yet.
It’s a technique according to the rules.
>>156
Is it that the rule is bad!?
Don’t treat the setting of multi-hit bullets the same for an initial hit that hits all and a fan that only hits the first hit normally.
First of all, there seem to be many people who can’t get that much Jasper, so it looks like there are quite a few dancers who want to sacrifice this to get through.
>>161
Rather, this is something that also troubles those who can’t get Jasper, so it doesn’t really matter much.
>>161
Actually, I can’t do it either, but I wonder how many people can aim for all shots of OD Manager during a match, let alone in training mode.
If only one character has a unique specification, it would become a breeding ground for bugs.
Momochi says she’s strong, so I guess she’s strong, right Mai?
Manager Tame doesn’t do Jasper, but I guess that’s the correct answer for now.
First, I don’t know if it will be adjusted.
Just bouncing back after a guard and falling down is special enough, right?
Well, but charging is quite vulnerable to being interrupted, so there might be some value in spending your gauge to also reduce the opponent’s gauge…
>>171
If the specifications being talked about right now are really the cause, then the OD section chief, who is unrelated to the accumulation, would be facing the same problem… right?
Whether this is a feature or a bug will not be known until Capcom makes a determination, so there’s no point in discussing it.
All I know is that the OD section chief is incredibly strong.
>>173
There’s no doubt that this technique is ridiculously strong, but…
The only really strong move of Mai’s is this one, so if it gets fixed, she might genuinely end up like Terry.
The small adjustments were originally negative for Jamie Kimberly, but they were further reduced, resulting in the foolish adjustment being affected.
It looks like it’s going to be a Capcom mashup.
>>175
The viewers are happy at the breast festival.
>>175
The measures may be insufficient in terms of duration, and if that happens, it will be too cold.
The character that Momochi said looked strong right after being implemented.
Rashid, Akuma, Ed, Vega, Mai.
>>176
“Insight”
Because there are no other means to attack besides bullets.
>>177
Rush is really fast, right?
But if the specifications change and it becomes possible to continuously parry and recover even more, that would be crazy.
It’s already a losing battle in reading, and now the D gauge is going to recover by 0.5 more than before.
It depends on how many professionals will use it.
Well, putting aside whether it can be done or not, I think it’s fine to treat it as a different bounce if it bounces.
Is this not just a jasper, but is the healing amount for parry even half of the OD bullet?
>>184
That’s right.
Whether it’s Jasper or not, to be honest, it doesn’t matter.
>>184
It’s disadvantageous if you only parry the first hit.
I guess people complaining about Capcom’s adjustments are just like that, huh?
Even though they became a commercial, they must be really angry that the topic has been stolen by Street Fighter 6, those fans of that game.
>>188
I’m a Street Fighter 6 player, but…
What is it that you can’t read the very first thing written despite quoting everything together?
Isn’t it good that if a multi-hit attack is parried, it adds to the gauge balance?
Well, it’s become a topic of discussion, so maybe Capcom will look into it… right?
Isn’t it the case that when you think you should throw while holding down the button, you actually have to release it?
>>198
If there’s no stiffness at all in the parry, that’s fine, right?
Isn’t it correct to go directly to the boss who jumped?
I think one interesting point about this character’s use is that it allows for a bit of a high-level view; even if it’s adjusted, it won’t become too weak, but if the multi-hit projectile mechanic actually changes, it could even become advantageous.
Whether it’s a bug or a feature, there will surely be an announcement from Capcom.