
A great politician born in the Nordic region.
Broski’s icon is too cute.
Huh? Are you saying that Ken is weak because I haven’t seen him, so I should make him a little stronger?
It was interesting to ask various people about their top 5 characters.
Broski: “(Sighs deeply) … Is there anything else?”
Tier list by Phenomenon
By the way, in the video…
– Do something about judo.
– The dry brush is too strong, so make the hit detection bigger during the rush.
– SA3 damage is too high.
– A little more improvement on Perfect Parry.
– The dry brush is too strong.
– The game is good, but let’s stick to the best of three.
– Judo and dry brushing are too strong.
If we’re going to change Judo, we need to change the parry as well. I think the system is good, but we need to strengthen a few characters.
– If you parry and throw, it will loop, but if it’s not a parry, you’ll distance yourself.
– The dry brush is too strong.
It had that feeling.
>>7
This might be good.
It’s someone who seriously hates dry brushing!
Well, even if I know it’s coming, I can’t stop the rush…
Dry brush is fundamentally advantageous even when guarded, and it can lead to huge returns with low risk when you stop after seeing it.
If things stay as they are, I think it’s fine to increase the gauge consumption for live rush.
I can generally agree with the content.
I can agree with the recommendation for three steps ahead.
There are actually people who seriously hate dry brushing and parrying (jasp). It’s really a problem.
Thanks to judo and dry brushing, there’s a chance to win against a higher-ranked opponent…
In the end, I wonder if I really want to do 5.
I don’t know if it’s politics or if he really thinks so, and that’s scary, this Nordic jerk.
The upper part is a ground battle game, but the lower part is a stupid trigger game.
Such V
Everyone can’t stop since they saw dry brushing, which is why the current game balance is maintained, but…
If the skilled guys can stop the rush, it seems like the game will be divided between those who can react and those who can’t.
It would be nice if those who have the technique to turn dry brush stops into a game of luck could make the hitbox bigger, as it seems like it would work out well.
I understand that you want to say that in tournaments, a best-of-two feels like a game of chance.
>>21
Shall we do it… first to 10…
Games of chance are more forgiving for beginners.
The popularity of battle royale is also because it has a strong element of chance.
>>22
The more factors there are that can cause upheaval, the better the chances of defeating higher-ranked opponents.
It’s amazing that the usual lineup always ends up in the Street Fighter 6 tournament, no matter what.
Parry and rush make me want to say that it’s already a game mechanic of 6, but I want something done about judo.
>>24
Understood, I will distribute judo to everyone.
>>32
It’s really just Haru and Honda, isn’t it?
If you make it too easy to stop the rush, won’t the nightmare of S1 Luke’s crouching medium punch come back?
>>26
Isn’t it just that Luke’s crouching Medium Punch was silly, not a rush?
Parry is good, but Jasper is crap.
I wonder how many days a large-scale tournament with the current number of participants will take if it’s a best-of-three… Maybe it would be fine starting from around TOP 64.
Jasper’s back throw is really bad.
Without the backward throw of Jasper, Ken can still swap and carry, so there is no doubt that the gap will widen.
Difficult
Allowing the side getting up to arbitrarily shift the timing of standing up might indeed pose some problems, right?
>>33
Do you want to go back to the past? It’s so damn boring.
>>33
There will be guys who aim for a time-up while lying down, taking advantage of their stamina lead.
>>35
If you really think such an extreme specification will come, you’re being foolish.
To be honest, I feel like this is good enough for the system side for now.
It’s really frustrating that wake-up pressure isn’t stable.
Many people have things to say about Jasper, but it really gets exciting…
>>40
The excitement in the gallery and the players thinking it’s crap can coexist…
Ryuu’s nipples becoming more plump.
There are many games where you can shift the timing of getting up, but in the end, you still have to work hard to stack them up.
Then it might be better not to do it since it can be confusing.
Since it’s the 3rd uncle, Jasper doesn’t have much resistance to judo either.
Well, I can understand how those who want to complain feel.
I don’t think it’s as strong of a game for wake-up pressure as people say, since it was a prehistoric game.
It’s clear that games without any element of luck don’t become popular in Japan when you look at Rocket League.
Introducing preemptive parries and extending the parry timing, but in exchange, having just parries with normal ones without just parries, means that unintentional just parries won’t happen. However, I think this system is likely designed with the consideration that beginners may unintentionally get just parries, but it’s still not easy to implement.
It’s not that Jasp is bad, it’s just that Jasp’s back throw is too ridiculous.
There are also times when you switch with a Jasper back throw and then return to the original position with another Jasper back throw.
I understand that factors allowing someone of lower rank to disrupt someone of higher rank are disliked.
But because of that, there’s a chance for beginners and intermediate players to get lucky, so it’s a tricky situation.
I’ve seen opinions saying to let us choose with parry break attacks.
Is there any room to increase the system from now on, in a button-like sense?
>>50
I personally think it’s valid to make an impact a parry break attack.
The impact parry just doesn’t look well-composed visually.
>>54
Are you planning to make the game even harsher for my uncle, you young man?
>>54
Aren’t there too many situations where you get stuck if you can’t parry the impact?
>>57
If the situation allows for a parry of the impact, it should be possible to counter with an impact.
>>64
Has anyone never experienced a guaranteed impact when they have low stamina?
>>65
It might be possible to checkmate at that point.
>>64
If you have low stamina, you can’t take it.
Also, regarding whether to hit with a dirty impact or not, parrying it and then immediately rushing is a countermeasure, but if you can’t parry it, it becomes a real 50/50 situation.
>>57
If I can respond with OD invincibility at a time when I won’t be taken out by the armor, can I do it…?
>>54
If I swing with low stamina on the edge, it’ll be over…
It is often said that it would be good to make it impossible for Jasper to throw.
A strong Ken for swapping can just be individually adjusted.
The idea of parries breaking makes the exchange complicated, and I don’t really get the feeling it will be very interesting…
I don’t really understand the idea that everything around Jasper is trivial.
I remember how they kept increasing the techniques that could break through defenses and penetrate Sevii.
If you do things like that, you’ll lose the strength of that system before you know it.
I think Jasper’s benefits are appropriate in terms of the reward for pressing the button with all one’s might.
Well, it’s true that there are differences in characters when it comes to that benefit…
>>58
Ultimately, it is a matter of how to make character differences appear more favorable.
I feel that I don’t want to make the parry mechanics too complicated.
Sonic managed to fly at a pretty good timing! I’m not sure if the J attack will connect during the freeze, but the charge for the summer move is gone, and the regular anti-air won’t be in time!
Please provide the Japanese text you would like me to translate.
For some reason, Guile is significantly advantaged in the anti-air matchup against Jasper.
Damn
>>60
Isn’t it okay to do an anti-air Jasper reading and throw? Isn’t that part of the read?
>>91
As expected, the reading is too distorted.
>>91
Why did Sonic have to read into it even further when he was able to jump at a decent timing?
They might make it certain, so they’re probably going to unleash the J attack.
Honestly accept your disadvantages.
Too crazy.
If the parry breaks with an impact, it’s too strong.
The 26F wake-up attack impact will require a precise return…
If it’s just about not letting the throw from Jasper go through, then there will be a disparity depending on whether there are replacement techniques or not.
>>66
I think that can be managed through individual adjustments.
Well, it’s easy to reduce or eliminate damage when returning impact…
Even if Jasper is saying it was just a benefit, isn’t it too big of a reward for an action that has no risk since you can normally parry it with a long press?
Parrying is not an action without risk.
>>72
It’s too much of an exaggeration to say there’s none, but I do think the risk doesn’t match the return.
It seemed like everyone’s mid-level guard rate was so abnormal that mids didn’t even function as mids anymore.
Why can you guard?
I feel like the limit on shaving allowed 5 to oddly live longer, so I think dying without being able to make an impact is quite a good resolution.
It’s definitely a problem when the impact can’t be parried because the impact is too strong.
Since the tutorial teaches that impacts can be blocked with a parry, it’s a bit hard to overturn that.
Aren’t you going to erase the impact of Jasper?
It’s fine if it just resets like when you break out of a throw after getting the Jasper.
It feels like the issue of Jasper being too strong has little to do with impact or anything like that in the first place.
“Street Fighter 6 as a ‘competition'”
Street Fighter 6 as “entertainment” feels different, huh?
Impact doesn’t quite respond to pre-input, so holding down for parry is left as a compromise option.
Don’t you dare be that spoiled.
It’s a story about how games like Jasp and judo are too much of a game of chance.
Would it have been forgiven if it was just the Eye of Insight that Ryu had?
>>85
That’s definitely too weak.
Various issues have been raised in the pro scene, but
That aside, Street Fighter 6 is really gaining momentum right now, isn’t it?
>>86
Having a certain level of luck-based gameplay makes it more exciting overall.
In the pro scene, being stoic is probably better.
Is Jasper really that lucky?
Then let’s make it so that Jasper won’t depend on luck and give it a grace period of about 7F.
How about splitting the parry into two different inputs, so that it can be activated with the lever forward and down, since that alone is too strong?
I guess I don’t really need anti-air Jasper.
Pikagure is about luck, isn’t it?
But when Jasper and Impact hit, it gets really exciting…
I’m fine with the current situation, but I can understand the desire for players active in the pro scene to improve.
If we’re going to do judo, let’s make dry brushing essential.
>>95
I think this is good for everyone, isn’t it?
After throwing the koma, it’s making it difficult to throw the koma again.
Honestly, I think judo has no issues other than appearance.
After a Just Parry, it can be followed up with a Just Parry Attack, and nothing else can be executed.
>>97
It appeared… V Shift Break.
Phenom is always making fun of Ken for life!
I feel like someone said that if you throw and miss, the throwing judgment should be made larger.
>>102
The air Jasper problem and the issue of being able to get an impact with parry have been well articulated by Puge, who really understands it.
Jaspar itself is one thing, but the fact that Street 6 is too much gaming in the first place is also contributing to it.
I think it creates a gaming experience where you get surprised by how much health you lose and end up dead when you’re thrown from behind by Jasper.
When I see someone who dies without being able to parry against a throw,
It’s fun to feel that we are all the same as human beings.
Judo simply looks bad.
Doesn’t it seem like Jasper has strong correction but the return is too big?
Honestly, whether it’s a luck-based game or not doesn’t really matter.
Pros will definitely say it should be based on skill, so the conclusion is…
After throwing, it seems that rushing is essential, and by watching the rush, it feels like delaying the grab could stabilize things.
If you throw three times in a row, the edge of the screen will explode and send you to a different stage or push you back to the center, like in DoA.
It’s fun when the spectators are excited.
“Isn’t it unreasonable for those who are doing it to not improve?” can coexist.
Let’s make the damage of the panic throw to parry 3000.
I wonder why skilled players always end up on top, even though people say it’s a luck-based game.
The ideal for professionals is to become Street Fighter V.
>>114
I have a memory that V Shift was very unpopular among professionals…
I cornered them at the edge of the screen! I went in to land a hit because I had the advantage!
What was the purpose of pushing the line when the opponent is down at the edge of the screen in a Jasper back throw?
Even watching Street Fighter 4 was really fun.
>>116
It was really fun when I was doing wake-up pressure.
V was quite a good game in a professional sense, wasn’t it?
In the sense of measuring one’s ability.
The idea that judo looks bad is quite ambiguous.
Doesn’t it mean that if the production is flashy, it’s okay?
>>118
It seems like there are a lot of times, huh!? Just look at the virtual, it ends in three times! That came up.
Regardless of judo itself, I hope something can be done about the disparity in judo.
Why is the topic of judo being revived again?
Is it because of the match between PUNK and Kawano?
>>120
Did you watch the first video?
If you do judo, it should be fine to consume D-gauge…
>>121
This is it.
It’s more like it never really disappeared than a resurgence.
If you can deal a lot of damage from the rush attack, then that’s not good, right? That is true.
If anything, last year the overseas pros were saying to get rid of dry brush, so we’ve made progress since then.
If judo disappears, Ken’s tier will likely drop significantly.
The most important thing is to keep piling on the hits, and even if you continue to do so, it won’t be called a hitting game, so there must be something else to it.
Eliminating the disparity in judo means that we might end up being involved with groups that cannot practice judo…
Professionals and those at a similar level probably dislike judo, but if regular folks who casually mention it say it’s unnecessary, they will seriously struggle to win against stronger opponents if judo disappears.
But there is also a sense of excitement that comes from the current system…
It seems that Capcom might also have a feeling that they don’t want to tamper with that…
But if that’s the case, while customers might be fine, it seems professionals might drift away.
>>133
If judo were really so dull that professionals were leaving, it would have been a wasteland long ago.
>>139
As for Ume-chan and Kodogura, the excitement is essential, so I don’t personally find it very favorable, but if it makes the viewers happy, I want to cherish that, which I often talk about in my videos.
Do you apply corrections every time you throw consecutively?
I believe that judo is about engaging in a reading of the situation without escaping from risks, neither more nor less.
Dry brushing can still lose the judgment even if you properly match the attack.
I think it would be really frustrating to try to stop a rush while seriously looking at the opponent, only to get hit with a huge return.
I don’t know because I can’t react like that before that.
I’m a novice at fighting games, but…
Is there a precedent where Capcom has listened to and improved based on such requests from professionals?
I really don’t want to hear someone who is weaker than Phenom saying that Ken is strong.
It’s the phenom who’s mastered it saying that, you know?
>>141
Indeed…
>>141
Tokido said that Ken is strong!
>>141
Well then, I think it would be good to change to a character that I believe is stronger now.
Is this what it means to borrow the power of the tiger?
It’s only natural that a professional whose livelihood depends on it would dislike judo…
>>145
I guess I’ll think even more about it if I lose in a tournament with a high prize.
It’s only natural that those who make the easy choice of throwing things away would get judo’d.
Losing in judo means that I have been read and outmaneuvered many times, so I think it’s only natural to lose.
Isn’t the 4 delay standing and 5 V-shift a result of listening to players’ feedback?
Whether that was good or not is another matter.
If the game progresses slowly, strong people will have the advantage.
I really don’t want to play a game where distinguishing between the scene and the back defense while layering techniques is the default.
>>152
Basically, the difference in timing for getting up in a game where the duration of strikes is short is quite noteworthy, isn’t it?
Create it… Air Parry!
I feel that without judo, the corner throws become quite weak.
If I throw it from the edge, will it result in a wall collision like during an impact guard?
>>154
It seems good to just say that instead of increasing the return once, you won’t throw the loop.
How about adding bonus damage if judo continues?
Even so, the winners of the tournament are only those who are convincingly deserving of victory.
It’s natural for strong people to dislike judo in a way.
If it didn’t exist, I could win consistently.
Only a handful of professionals can confidently say that those without judo can win.
I thought the idea that if Menna said to throw Paniccan against a parry, you could layer the throw on the next wake-up was quite good.
When it comes to overseas, not many people say “Ken is strong.”
I’m the type that thinks it’s fine to stay as I am.
If that’s the case, then it’s understandable to make improvements, as it might lead pro players to lose interest and move to other games…
By the way, isn’t a major update coming soon?
>>164
To be frank, there aren’t many other destinations when it comes to fighting games.
>>165
In South Korea, Tekken has more potential to earn, but for everything else, well, Street Fighter 6.
>>164
Is it really okay to quit when there are probably no other games to go to? Just a pointless act of glancing around.
I just need to give invincibility to the throw on impact…
>>166
That’s become too much of a crappy technique.
Because they are overwhelmingly winning players, especially domestically, along with Punk.
Both judo and Jasper have elements that only harm the person involved.
Of course, I hate that.
If the wall is broken, you can end up throwing again after landing a strike combo and then doing an wake-up attack, huh hehehe.
Like Guilty, should I break the wall and return to the center?
But in that case, I want 4000 damage.
I think the conversation would be different if there were a fighting game where you could move back and forth like that.
When Tokido, a strong character enthusiast, doesn’t switch from Ken, Japanese people have no choice but to remain silent.
Let’s make it so that the D gauge of the throwing player decreases by 1 when the throw is successful.
By the way, I don’t really know about the circumstances of other fighting game scenes.
In some countries abroad, 3D-related things are popular, right?
Should I give advantages to throw escapes?
I guess we have no choice but to release DBFZ2…
I think it’s nice to make hit detection bigger during a rush, but at the same time, it seems like it would be even more troublesome to break the modern structure that resembles a turtle, and I dislike that idea.
Well, but “Do this here!” “Please improve this!”
The fact that voices are coming from various places to that degree of energy is probably a very good thing, isn’t it?
Sometimes the really unpleasant people just leave without saying anything…
I don’t want to do v anymore.
Too tight.
Even if you say that you won’t be able to win against someone of a higher rank, isn’t it that the judo-averse dislike it because, before winning or losing, it’s just a pointless game experience?
Well, there are times when I can’t help but smile wryly while doing it.
Would it be bad to add air blocking to Street Fighter 6?
>>185
It seems like Zangi is going to be fun.
Well, as expected from a professional, they didn’t particularly mention the changes in modern, huh…
Even if the wall is damaged, just piling on the throws as a finishing move won’t be enough.
It may look different, but…
It’s so cool to stop the opponent’s forward step with a weak punch in Street Fighter V and hear the cheers from the commentary.
Should we add an advancing guard?
>>189
If we’re going to do an Adga, I’d like everyone to increase their rush speed.
If the system changes as Broski says and Broski can win the championship, that would be good, but…
The plain visuals of 5 didn’t really appeal to anyone other than deep fighting game enthusiasts…
However, this year’s Capcom Cup was quite successful, wasn’t it?
Considering that I want to continue this excitement, I guess I can’t just keep things as they are.
>>184
Originally, the setup play after the forward throw with murderous intent from the forward strong kick can be guarded.
However, no matter which direction I guarded, I couldn’t defend against that set play.
And finally, I realized that it was unblockable.
Politics overseas is quite fun to watch.
Now, how will Capcom respond to this voice…
>>196
In the most exciting game in Japan, it’s unlikely that they’ll pick up voices from overseas…
Rather than balancing things out, I personally have a strong desire for a bold flavor change.
>>197
That’s really true.
I think the idea of using a suppressor-like rush stop strategy is the most ridiculous.
The option to hunt the great action of stopping the rush.
It’s as ridiculous as aerial maneuvering changes.
Even if there are significant system improvements, it will probably be around the end of year 2.
During the time of Ultra Street Fighter IV, professionals were guarding choices that were originally not supposed to be visible.
A game with strong defense can be interesting in its own way.