
You won’t truly understand unless you actually do it.
>>1
I also want to touch it at least once in my life, but it’s not available nearby.
Well, it’s about doing it at home, but my original PS2 has been broken for a long time and I don’t have an arcade stick for PS2 either.
Very painful.
Rei needed some skill for the downward J attack after Uriya, and it’s needless to say that Judah had to consider the position of the komaku.
The thread image was easy to do since there weren’t particularly any issues with the basic movements.
If you haven’t played, you might think this character is strange, right?
Once you try using this character, you might think it’s not that difficult, and you’ll somehow come to understand its strength.
When used face-to-face, this character is ridiculous!!! Damn!!!!
Can’t it be done with Nesica?
>>7
I can’t do it…
It was at an arcade near the university I used to attend, but it was somehow more difficult than I expected.
I can’t fly in the air at all.
Playing against friends and getting matches from other titles, I find matches against the character Ray in the thread image to be really boring.
The difficulty and freedom of the basic controls and rigidity are so different from others that it makes me want to scream, “Is this a terrible game?!”
>>10
It’s not a game you play with a proper measuring stick, so if you approach it with an apocalyptic mindset, you can go wild!
The game is quite heavy in terms of basic operations, but the boost is just weird.
I think the low end is quite fast because it’s low.
If it’s Raoh, I can’t stand it due to the specifications.
From just watching the video, it looks like Yukuzou’s warp seems pretty insane, and that 2B or 2C or some kind of uppercut-like normal move seems strong as an anti-air or as a combo piece, and Sekkakko’s invincible reversal seems strong, but that’s about all I can tell.
If you practice, you’ll gradually be able to do combos, but I seriously think that improvising is really amazing.
I’m just randomly being treated like this, and it’s really tough.
It’s strange that you can cancel a super strong Kancho with Nagi.
I feel like it’s harder to pull off special moves compared to other fighting games.
>>18
Unlike other games, you have to input the lever correctly because it’s not lenient.
If you’re a messy person with input, you’ll never be able to perform techniques, so you’ll end up in corrective braces.
Rei has that kind of thing too, but it’s strange that the hardening and combo are the same parts…
Moreover, it’s something that can be done for a lifetime without difficulty.
I’m a video person, but…
– NAGI’s flexible breaking in all directions
– It is clearly a small issue that seems to be arising and being judged incorrectly.
I feel like there’s one person whose firepower stands out.
It feels like there’s one person who stands out with star-taking ability.
– A single strike that reaches from edge to edge of the screen.
– Just let it out, Secco!
I thought the surroundings looked dangerous.
I wonder why this guy is just guarding against the attacks while watching the video.
A game that feels really heavy when you touch it yourself…
I wonder why everyone other than Toki looks so agile in the tournament.
I think the Toki player’s hands look busy because they are continuously executing the Shoryuken command with Nagid.
>>24
It’s basically just a standard technique cancel, so it’s not that difficult.
I think it’s hard to understand the small size of the hitbox unless you actually play it.
Once you can move it, it suddenly becomes interesting, so it’s good to just focus on practicing in training mode.
For now, 2C and 2D are so long that the range in which they will forgive a rough combo recipe is amazing.
The confusion in the Naginagi battle, which is not a skill cancel but rather a form of interference, can make it so that even tournament winners might not be able to tell which is which.
Don’t take it as a reference.
I don’t understand why Judah is treated as theoretically the strongest.
I haven’t seen a video with crazy movements that’s different from the thread image.
>>30
If Dagger Cancel goes well, you can generally counter most attacks and achieve high damage and star collection.
Since accumulation is not possible, it’s hard to get pecked and also hard to build up the gauge.
>>30
The practicality of the gauge efficiency, the number of routes based on necessary gauge amounts, and things like that.
I think having situations like dagger cancel and rising momentum is strong too.
The options are broad.
I think even experienced fighting game players can only start off doing something apocalyptic with Toki Rei.
The movements of the other characters are surprisingly normal, and their strengths lie in combos and set plays, which are quite difficult.
Isn’t Toki difficult? Just swinging around with Flow Dance is strong, but to use it for inserting attacks, you have to time your moves perfectly after Flow Dance. It’s common for beginner Toki players to get into a habit of just hitting with weak punches and end up getting stuck and dying.
Rei is easier for beginners.
Ray has an image of being orthodox in appearance but at an incredibly high level.
Also, the minimum guaranteed damage of Kirisake is unusually high.
>>36
In short, after doing a combo, when you properly layer your attacks during the wake-up pressure, for some reason, it becomes easier to fill the gauge.
Since both the Piyori value and the Gakutora value can increase, combinations with Gakutora will come to an end.
This game doesn’t allow me to use my skills at all!
It’s nice, right? I tried to do something and ended up being a bit of a show-off (myself).
>>41
It’s the opponent’s version that leaks, right?
Using the gauge feels wasteful and doesn’t seem worthwhile, but since it’s advantageous even when guarded, I will continue the pressure…
While the other characters are occasionally using 2A and 2B a few times to stir things up, at most they are just muddling through with their special moves.
It’s strange that characters like Rei and Toki can go from small or big foot to low D and cancel it with Nagi to reset their pressure.
That’s just some abnormal human performance, but what is it with Toki catching someone trying to retaliate with a solid guard cancel using a counter?
>>43
People who come in with a certain but not guaranteed move with Toki.
It’s the ability cultivated in actual combat, so that person is just amazing.
Well, in this game, it tends to be that any character becomes strong simply because the player is strong.
>>43
If you consciously try, you can surprisingly do it.
>>43
Even if Toki’s 2a is somewhat lax in its chain cancel, it can still be easily pressured.
The person who’s trained in grappling techniques is seriously troublesome.
When you do a guard cancel, it stops for a moment.
People keep talking about Nagi, but honestly, just spamming Toukei randomly is actually strong.
Reversing the wave during guard recovery and occasionally rotating back to a crouch might yield some benefits.
But it’s pretty tough for beginners in fighting games, right?
Judas and Rey are roughly strong.
>>51
Just by taking a down and following up with a down attack, it decreases like crazy…
Accumulation is a hidden value that increases by +1 when performing chain attacks, rapid-fire cancellations, or special move cancellations.
When this number increases, for some reason the gauge recovery amount, stun value, and guard crush value increase proportionally.
“Cutting accumulation is a special technique to set this accumulation value to zero in order to reduce the gauge given, since we’ve already finished collecting gauges on our side during basketball.”
I disliked Rey more.
That guy has about a 30% increase in base specs.
It looks like Kenshiro from the PS version.
Sora Rey is a strong character that was intentionally made strong with the staff’s approval.
First of all, everything is strange right from the point of the triple jump.
The operability of this game is always somewhat aquarium-like…
I have a memory that the CPU’s Judas was really strong.
>>58
The champion of the fighting game was losing.
Rei can really do anything too well.
Share it a little with Shin.
The voice actors in this game are too extravagant.
Isn’t this game’s combos really difficult…?
>>62
It’s difficult.
Getting a ☆3 with Judah’s 10-hit combo is something even beginners can do.
>>62
The input lag has strange issues, the low down specifications, and the vacuum wave command comes out with 3623—there are too many troublesome features.
After that, they come in and ruin the timing with lag.
The little feet of the tokimeki are a bit weak for a tokimeki.
The movement is jerky and it feels heavy, so there’s a huge sense of discomfort when I try to operate this.
All games before the basic network update have terrible balance.
I like that the collection of best bouts is called Best Bound.
I don’t really get it since I’m just a casual player, but the guard cancels are slow in this game, right?
>>68
The occurrence frame itself is quite fast.
The characteristic is that it stops the screen, making it easy to deal with after watching.
Even if you say “combo,” I don’t know which line you’re referring to.
Ground combos and grenade finish combos should be easy, right?
The wall-breaking combo for chasing Bunny is a unique feature of this game, so it’s difficult until you get used to it, yeah.
The basic specs and Nagi tend to overshadow it, but having counter attacks and projectile reflection is actually a pretty good ability.
>>70
When compared to characters like Hakumen, who were created as grab characters, it’s seriously crazy.
A regular special move’s counter has the same activation and duration as the super special move Yukikaze.
It sounds good to say it’s difficult, but simply put, the operability is bad.
I have finally managed to do the probably easiest Rei’s 2B2D to Nanto Sukogiwami 2B basketball after practicing a lot.
Characters like Raoh and Kenshiro have relatively simple basic combos.
The CPU also goes through a series of processes.
After ten years of extensive research, it has been said that the results merely reaffirmed that Toki is the strongest, while the other two characters’ evaluations have fallen.
However, K.I ended up winning EVO with Ray, who is the weakest in Tier Top, almost shutting out all matches.
Such a 2024.
>>76
It’s not about the character; it’s that the AI is strong.
>>80
I was seriously shocked at how well Rei was finished, it was at a peak level.
Since I got sick from COVID, I’ve been saying it’s impossible all this time.
I was able to achieve about 20 consecutive wins in the early days of operation just with the mysterious mid-range grave of Jaggi and the mysterious shooting ability of aerial A.
When you try it, you’ll find that Rei is easier and stronger.
And the vacuum that can be achieved is many times less than what you might think.
It would be good to watch the tournament on the 22nd.
The striking technique is strange, the barrier is strange, and even my own performance is strange regarding its capabilities.
The problem is that there are stronger moves than that.
I want to see a regular match, not just basketball.
>>83
You were even a 2D Hakan fist in the early days of the fighting games.
Ray has high raw power when swinging and kicking randomly…
I kept trying a little here and there, but I could only manage up to a one-hit level of 3 stars.
>>86
If you can consistently achieve a one-hit kill with Toki at level 3 without the Sekkatsu Counter, aren’t you quite an advanced player?
A game where the difference in human performance is too large.
Judas can be done with basic combos.
Last year’s K.I was seriously cool.
There were almost no mistakes, and the few mistakes that did occur were perfectly recovered.
Isn’t Danzin performing quite well?
>>92
The only character that has performance similar to what Toki does is around 2B.
>>94
Isn’t it quite delicate around Stand C and Stand D?
I use it to incorporate into combos, but…
If Rei can touch it once and then finish, being able to win just like that doesn’t change no matter how much research progresses…
When I was doing it, one-shot leaks with Bani were really common.
It’s rare to hear about a situation close to infinite checkmate in five minutes outside of this game.
>>96
It’s a different one…!
>>102
Hokuto too
BASARA X too
Let’s go together.
You can use it firmly…
I don’t think I’ll fall into such situations very often, but the lack of invincible reversal without gauge can sometimes be a disadvantage.
In this game, if you look at it from the standard of ordinary fighting games, characters like Heart, Shin, and Jagi have strange abilities.
The damage from just dropping an Ace of Hearts is ridiculous.
>>100
If we’re not careful, it could easily do more damage than Zangief’s SA3 in Street Fighter 6.
It’s the same in any fighting game, but no-gauge invincibility creates disparity, doesn’t it…?
I really dislike Judah’s vanishing move, which is both a finishing technique and a means of disruption.
What was that decision?
>>103
If you’re going to talk about judgment, it’s better to also properly study the video where cheat codes are used to make the judgment visible.
The attack hitboxes are strange, but the size of the damage hitboxes for each character is also odd.
The farmers in Basara can’t play the game as well as the weak characters over here…
The judgment and endurance are both messed up, Yudabani…!
Some arcade somewhere was holding a tournament with a setting of about 300 yen per credit, and the screams were incredible.
It was extremely interesting as a gallery.
Farmers think Phantom Dive is cool…
Yukuzottu, yukuzottu.
The key to Hokuto’s combos often lies in how the delays are applied.
Without basketball or anything, the gap will just widen, right?
Rei and the raw firepower are insane.
>>113
Maybe Toki would be the strongest even without basketball.
Star-taking move → A wide smile is the standard pattern.
>>113
Thanks to the boost system and the bound bug, all characters have a miraculous chance of being viable.
Due to this, the Kansai region, where taking 3 rounds first is the mainstream, has no rights for low-tier characters (even if they survive the 2nd round with a boost and a single hit, they get killed in the 3rd round).
>>119
I didn’t see Shin Souther at Shibu-kan at all.
Even so, if it’s between farmers of intermediate level, it can still be a proper match…
Toki’s small foot is slow, so it’s relatively weak… This is relatively well-known, but according to Shura, it’s too slow to perform fuzzy guard, so it seems that it’s actually a crappy move.
It depends on what you compare it to, but characters like Shin or Jaggy don’t seem that special in Arc games.
Mr. Heart is quite amazing.
I don’t really care, but I can’t hear you crying.
>>118
It’s just a mishearing based on the ambient sounds of the arcade…
>>118
Because it’s the sound of a game center from that time…
The concept of Mamiya being backed against the edge of the screen.
Last month? I was watching because Mint Mamiya was there, but those movements are definitely strange.
The Hokuto Three Brothers, burdened by the edge of the screen, are quite troublesome…
Of course, if you’re not crazy, there’s no way you could achieve results in the world championship with someone like Mamiya.
In Hokuto, there is also a mysterious feature where increasing the rounds makes the later matches stricter.
>>128
I thought the adjustment would apply to both the number of rounds obtained and the total number of rounds.
When I think about Mamiya now, doesn’t it honestly have insane performance?
>>129
If you can ignore that low touch performance and low reception performance, then it would be strong, but…
>>129
The defense is so weak that it can be quite tough against Souther.
I wonder if it was originally designed as an extreme-style fighting game like this from the beginning.
Using weak characters in this game is like a declaration that you can face off against Tokirei without breaking, even after fighting for a lifetime.
To rise to the top in a competition, one must have an extraordinary level of strength, it’s just not possible otherwise.
I feel like the character that can’t be played the most in the world of Street Fighter 6, after considering boost and accumulation, is Shin.
>>133
But I think Shin’s flipping will definitely attract hate in Street Fighter 6.
>>133
But that guy is the kind of uncle who can break anyone.
I want to punch myself for believing the opinions that early in the game Shin is strong and using him all this time.
Is Souther made of paper?
>>136
As for paper…
But Shin and Souther, who won at EVO, were really cool after all.
In other words, if a weak character user uses a strong character, they become super strong…?
In theory, Mamiya can instantly kill with just one Aura, but in the first place, it’s tough to go for a hit without using a boost due to her touch performance.
At this point, it really comes down to the individual’s sense, so there probably isn’t much common strategy for those who use Mamiya.
If we talk about being able to die instantly in theory, then do Raoh’s tremo.
And suffer from the subtle differences in lag for each stage.
>>143
Since what I have to do is the Small Pants King, it’s hard to convey the difficulty…!!
>>143
Isn’t the Toki Stage tough?
>>143
The lag between the home version and the arcade version is quite different, you know…
The arcade version of the Toki stage is terrible.
I think that if they removed Shin’s White Swallow Sky and increased the jump-cancelable moves, he would have become quite strong.
>>148
That character seems like it would generate a lot of hate for constantly using jump cancels and forcing guard cancels…
>>151
If you receive a jc from Lake Class, it should almost certainly break if you touch it first.
Maybe in about 10 years the foundation will deteriorate.
What do I have?
It’s tough because there’s a possibility that a match against Toki could turn into a Toki stage.
First of all, it’s ridiculous that Rei can perform JC with all ground normal moves except for distant D.
Give me half of Shin.
I hated him at a level where it wasn’t just that I was bad at using Souther.
I thought I was done for when I was interrupted by Toki.
>>154
It should be 70:30 in favor of Souther…
>>157
No, not at all.
It’s commonly said that when Toki is at 7 and Souther is on the offensive, it’s about even, but it really only becomes even when he’s attacking.
Recently, there are theories that say it’s around 7.5 to 8 Tokis.
In the first place, there aren’t any characters that have an advantage over Toki.
The reduction of the dungeon is strange, but the reduction of the seikimouha is even stranger.
No matter how many high-damage combos you take, the scary part of this game is that “as long as you don’t die, it’s cheap.”
>>156
Additionally, due to the specifications of this game making it difficult to execute moves and complete combos, even seasoned players have the potential to fail, which makes it easier for mistakes to occur.
I thought I had come to the legendary list of terrible characters.
I think there is quite a significant difference in experience between those who are into video content and those who actually played in a competitive environment to some extent.
If you think of it as a rhythm action game rather than a fighting game, it’s just right.
I say there’s a chance for mid-tier and below, but there really is only a small chance, and the opportunities to go for combos and pressure are just too different…
I touched one that was at the arcade once.
This input is so unique that it seriously doesn’t come out as a skill.
You can’t perform the special move unless you finish the lever input completely before pressing the button.
I can’t believe those demons can pull off such combos with that!
>>165
If I continue doing home workouts every day and practicing in the ring 2-3 times a week for about six months to a year, then somehow…
That aside, I have no idea what the hell Kuro Uppa is being released in.
Hokuto is not the gentle command assist from BB, and with the game speed and varying distances, there are many things that you really can’t understand unless you actually play it.
I think there are quite a few people who were casually messing around for the first time and ended up getting defeated by Heart in Arcade Mode.
It feels strangely heavy, like playing a laggy online match, with a unique sluggishness.
I think people who are used to fighting games will be surprised instead.
Could it be that those guys using skills like Madante or Cross Spider in a real battle in such an environment are a bit strange?
Could the sluggish feeling be because of the Atomiswave with its 4F input delay?
>>171
Additionally, there might be frame drops on the stage as well.
I’ve heard that since the stamina value is three digits, even with adjustments, the minimum guaranteed damage based on the number of hits is quite substantial.
>>172
It seems like everyone thinks that the “End of Century Stamina Gauge” (official name) will recover for everyone…
The boost system should be more popular.
Regarding the difficulty of operation and input quirks, we both only have 5 minutes, so we just have to get used to it.
>>176
I feel sorry for the height difference between Raoh and Heart.
>>177
It’s not sad because the crouching Rei is at fault.
By the way, have you finished the pivot con recipe for all characters in the center of Toki’s screen?
Once upon a time, there was a game called “Fighting Princess Legacy” that had a system called Homing Jump, which was a complete superior version of the Boost System…
That’s not a system that should be implemented in fighting games.
>>180
That game starting with a forced pre-J start is insane, isn’t it?
>>183
Moreover, it has a default 4-stage jump, and the initial jump is a separate system element, so it’s essentially a 5-stage jump.
Depending on the character, the round can end without landing.
The reason why there are so many “shinee” (die) comments is because the wall bounce damage is quite significant.
>>181
No matter how you struggle, you won’t be saved!
The moment when we’re both in a no-gauge state is just too strong…
>>185
Even if we have a gauge, the staring contest followed by the “buppacco” looks strong…
Tokisauzer is advantageous for Souzer at a 7:3 ratio; it’s a Shibuya exclusive diamond.
When I try to do it myself, I can’t pull off the techniques, and my movements feel slower than I expected, so I can’t move like in the videos.
Jaggy Souther was often teased regarding diamonds, like Jacky and Shibuya Diamond.
How dangerous is it that they’re saying this guy is being favored?
>>190
While just crouch-guarding and rubbing the reinforcement button, the opponent who is trying to pressure me somehow ends up dying.
>>190
When reinforcements arrive, the spearmen run infinitely.
And arrows fly away in droves.
The main unit isn’t just not bad; it’s actually quite strong.
I think there’s something strange about the boost itself being a common system…
>>191
When I asked if the beard thing was bad during the location test, I was told it’s okay because there’s a guard cancel.
So it’s okay.
>>196
Well, is it okay then…?
A tense battle without any boosts.
The tension of an imminent confrontation as we both start to build up our boosts.
This area has a unique gameplay feel.
If it’s about homing, Arcana Heart 3 is stronger, right?
Tokio Clara is probably about whether the reflection of the Toki can bounce back the installation of Okra and the spear soldiers.
It’s really hard to execute the Rising Dragon on my own, and it’s easy to accidentally perform the Vacuum Wave command move.
Even if I can’t move, there’s a system that sends reinforcements, so compatibility and those kinds of things are completely irrelevant, Okura.
Why is it designed that way? There are really a lot of them.