
Haha, sorry!
😎🤜💥👵
I think they’re as good as a pro in Street Fighter 6 when it comes to countering.
>>3
The weak counterattack is already in a fully prepared state before the tournament.
The strength of CPUs in the Heisei era has a different kind of charm.
>>4
It’s a super reaction system, so there’s no doubt it’s right in the heart of the Heisei era!
It’s irritating that even at low levels, they poke at you for a guaranteed hit just by not releasing their gauge!
Let’s immerse ourselves in the era when strategies for CPU battles were written with one page dedicated to each character in Neo Geo Freak.
It’s already suspicious from 3!
There might be something like being able to trigger a jump with a specific action.
I know a lot.
>>13
In the previous work, there was definitely a move that would come after this action, which made it great for aiming for a Just Defense.
Does SNK think of this game as a game of placing and returning?
>>15
Looking at the adjustments of the strong attacks that have no problem confirming hits and the ridiculously high returns of Wild Punish, I think that’s probably the case.
Already strong from level 3.
I’m no longer human from 4.
5 is an idiot.
The hardest difficulty CPU in KOF15 was actually pretty weak.
I think SNK-kun believes that high-difficulty CPUs have super reactions…
This is probably the only place making such a super-responsive CPU.
Is the CPU really that strong?
Level 3 was clearable even for me, who is bad at this…
In this game, there isn’t even a continue option like in KOF where you can have 1/3 health left…
Level 4 feels about as strong as rank B.
You can defeat someone like Marco if they’re an ordinary usable character.
Garnatch was impossible…
Precise interrupts for weak attack just guard and feints, you know…
Kill the SNK CPU with a trap.
It was probably something that was understood in Re:Sam and KOF15.
The current SNK isn’t very good at making games.
>>28
Both are super interesting as fighting games, but…
It seems like they might use a special attack if provoked.
I’m troubled about what to do when there are characters that don’t have cancellation even if I take a punish with long-range D.
I won’t make it in time even if I try to attack the boss…
>>32
If we’re really running out of time, we might have to hit them directly with a finishing move or something, I don’t know.
It may be one thing if it’s too far and therefore not possible, but it seems like there aren’t any characters who definitely can’t make it in time.
Oil tycoon: “When it comes to SNK’s CPU, this is it!”
>>33
Well, I guess it can’t be helped…
In the end, I think we will have to do our best in ground warfare.
Even if the differentiation from KOF fades, let’s all run without stepping this time.
I feel that my jump is weak at this point.
It’s not just that; simply replacing the position is also normally important.
Depending on the character, avoiding attacks from above can indeed become a part of that element.
I don’t think jumping attacks are that strong, considering that even if you hit them, there are few advantageous frames and it’s difficult to land high combos.
Nemo found something crazy.
>>41
You’ve already been found by others earlier, and you’re on the receiving end, aren’t you?
>>41
What was found was much earlier, and Nemo-san is on the receiving end, so everything is wrong…
The anti-air return is too high.
>>42
Even if I hit with Ganache, the return is too low…
There are also some methods to stop approaching on the ground, and throwing is important in both offense and defense, so there are situations where jumping becomes necessary. It feels like the balance of movement is better than I expected.
Nemo, you were someone who would scratch things like this, what happened?
>>47
Of course, no one likes to be used.
I mean, considering the times, isn’t it crazy how eternal it is?
Nemo is aiming for the EWC of EVOJ…
Is Rock strong this time?
>>50
Please provide the Japanese text you would like me to translate.
>>50
I generally have the skills.
Isn’t Rock’s little foot too long?
A fighting game pro trying to do an infinite loop is too risky to even attempt.
>>54
Kishida, laughing heartily with a permanent combo.
>>54
Hameko will do it.
>>61
On the contrary, it’s amazing that you’re able to do even just a little.
>>54
For a simple and easy everlasting job, it’s better to have a professional handle it quickly.
If it’s an extremely difficult perpetual motion technique that seems practically impossible, it would be really exciting if it were executed in a match, so it’s better to have a pro attempt it.
Rock has been torn too much from β… I don’t think it’s weak.
Is the tropics bustling?
>>58
I think there are quite a few for an early time.
>>58
Sometimes there are times when I just can’t match at all during late-night hours!
Basically, I’m matching up so quickly that I don’t have the time to do waiting room training.
For now, just turn off Hotaru regarding the lock.
The matchmaking is ridiculously fast, isn’t it?
It feels strange to wait a bit after matching on Tremor and pressing OK.
>>64
I think it probably takes a while for the other person to press ok.
The first MOW might have had the most subtle performance, perhaps even more than Hotaru.
Well, it’s because it has been modified extensively in other works…
The test is just a test, so there’s nothing we can do about it, but I was filled with anxiety when I saw the beta matching.
You did well to handle it properly.
I wondered if Mr. BIG was a DLC character for this appearance.
Could it be that resources were taken away by a forced Cristiano Ronaldo?
>>69
The suspicion that Donfan was DLC.
>>69
Even so, there are characters you can send off before BIG!
>>69
Ronaldo and Ganachi should not be made into DLC.
I was surprised because I had given up on the idea of online play being possible right after the release at least.
Excuse me.
Which character in this game seems to be usable even by a chimpanzee like me who uses Zangief in Street Fighter 6?
I am currently using Kevin.
>>71
Don’t run away from the children.
Do you like throwing characters? Then you’ll like Hotaru even more!
>>75
Not really fond of ugly people…
If you land an attack, there’s a child who will cheer for you.
>>75
Since I touched it with β, it is a candidate.
As a fighting game of the Reiwa era, there are parts that make you think, “Are you kidding me?”
As a sequel to Fatal Fury, it deserves a perfect score.
>>77
The information overload of the single-player mode is amazing.
Everything that has been discussed so far has been settled.
I’m also a Zangief player and use Gryphon, but I really miss the suction of the screw; it’s seriously short.
Hey! Let’s rock with Tensho Ranhime!
It seems like there will be many EVOJ fireflies.
Somehow… I think it’s a better game than I expected…
“What is it that you can’t do?” says Hotaru.
If we ignore single-hit damage, could it be that there are many characters with better throw options than Gryphon…?
>>85
Hotaru goes from a coin throw to a full combo, but…?
Why is the evoj entry closed before the release?
I thought that based on the feeling of the test, the match would be worse, and there was a possibility that the people gathered for Ronaldo and Gnabry might disband and it would end.
Just being able to compete normally is quite an achievement.
Please do your best to fix the UI and replay bugs.
Give Ganatch more firepower.
This won’t save the animals.
>>89
Starting with a close C can yield good results, but other characters seem to be able to do it more easily.
Is Hotaru that ugly?
Isn’t it cute?
>>91
Jenny has some issues with certain expressions too.
Cris is funny…
Ganache clearly seems to have many dead techniques, but it also feels like there is just a lack of development, hmm.
Isn’t Ganatch the frame that’s the most finished?
When I miss from a handstand, it has a rigidity of 30 or so…
The floating of Ganach is overly influenced by reason.
It’s quite tough to be powerless against bullets except for OD Earth.
>>97
It seems like it was written in the character guide that it can be countered with a strong version.
>>97
There are some Tekken players who can only jump or perform a just guard against projectiles.
As a whole trend, the facial features are really small.
The male characters look cool because of that, though.
>>102
Some characters have really big heads, which makes it even more mysterious that the Puri-Char is normal.
As I get used to the firefly’s face, which is both cute and not cute, I am surprised at how much the illustration of the firefly looks like a beautiful girl.
It is wrong to complain to SNK about Ganatch being a reproduction.
I should have just made the MV stronger.
>>104
You didn’t recreate the scene where I muscle up and power up!!!!
>>104
Please give me the muscular version of the MV!
>>104
There were plenty of strong motions in the anime, but…
>>104
Then, recreate Fight Dirty a little more for me.
Ganatch has a proper story, and there is also footage in the anime PV.
It seems like Cristiano Ronaldo was added later as a development decision.
>>105
It’s descending, right?
Although he has an aspect of being a fighter, it is not his main profession.
I want a bow for the ganache too.
>>111
Speak out loud.
It’s nice that if you’re conscious of doing a just guard, you can do it properly.
So stop the multi-hit Shoryuken, you stupid woman.
There’s a feeling that Maruko’s eternal patch will probably disappear with the day 1 patch…
I don’t understand Ganache.
It’s fine for female characters to have a manga-like modeling style like in ED!
>>115
I can’t do it.
If you don’t permanently press the ganache, it transforms and the difficulty is insane, so it’s the type that gets exciting when decided during events or something.
>>117
Well, it’s neither interesting to look at nor does it save time, so it’s not great.
Hotaru can go from a projectile throw to a full combo, and reduce half health from an anti-air; that’s a bit too much like a gorilla, don’t you think?
Please stop, it’s funny that strong PVs keep coming out one after another.
Modeling in a cartoonish style is quite difficult.
>>122
It was nice with Isla, right?
Do it!
>>124
Well, if someone says it’s good in 15 ways, I can’t really respond to that.
There are probably reasons why some things aren’t used; it’s just normal to think that way, right, Ganatchi?
To be honest, from the first beta, Hotaru had quite a strong scent, but why wasn’t it nerfed like a rock in the second beta or the final version?
Well, is this really what happened?
>>125
I can only say it was not being talked about.
It was the same with Mr. Kilimanjaro from Dengeki, and it’s a common occurrence.
>>134
Hotaru was making noise along with Cain too!
I understand that Nightmare Salvatore is going to charge in with shoes.
I don’t think it’s the Reiwa era where a game that assumes feints relies on timing from those feints.
>>127
It’s because it’s the Legend of Hungry Wolves.
>>132
That’s not needed.
>>137
Then become an oil king.
I considered the possibility that the facial features became more realistic due to being influenced by a real person.
It seems that Ganatch’s loud voice will likely be reduced to a lower volume in about three months.
>>130
I think it’s common for a crouch or kick to be of a lower level.
Ganatch will become a bike in the next update.
The shoes are still before the MV because they’re being mentioned in the dialogue.
Is that back kick considered a high kick!?
Fix Donfan’s 2C being an upper attack as well.
Please fix the upper section of the hell trap as well.
If a soccer ball comes falling from above and it flies to your feet in the middle tier, let’s move to the lower tier.
A ranking like this.
What, is it a top-level hell trap?
Isn’t the firefly’s head too big?
That guy Cain again!
Geese’s face was big, wasn’t it? Why?
The dance production might be good, but there might be multiple people in charge of the animation.
>>152
It may indeed be understandable that the modeling responsibility is different.
The front face of the female character has a narrowed appearance, but it’s strange that Mai and Puricha are not like that at all.
Is the abundance of locks because they are experienced users since beta, I wonder?
>>154
Actually, the protagonist is not Ganatch, but Lock.
>>159
I didn’t know that…
I feel like Jenny simply has a jawline.
It’s not bad when you change the angle.
I want to mention that throwing characters tend to have a smaller population before even considering their strength or weakness!
>>157
No…
>>157
There are two types of throwing characters…
There are types that are super strong in striking and can also throw, and types that have all-around performance below average but have a huge return in throws.
The former has a lot of people.
Rock’s abnormal decrease in health due to the low hit of Rage Run has been fixed, and the Gale Fist is strong, so he seems generally strong.
It simply feels like a rock and Kevin in the middle.
Well then, should I throw back that weird β part that sucks?
Somehow, there are many people who touch the protagonist and Terry.
If it’s not super easy to use, it’s understandable that characters with throwing moves are less preferred.
We should return the down chase throw to the poor griffon…
>>168
I always want to say, “If you’re going to erase it, give me a new toy!”
>>177
That is a bug.
Give up.
I just thought, isn’t this game’s projectile surprisingly strong?
>>169
So, shall we make the butterfly dance?
I think while playing, maybe it’s better not to use weak moves at all?
“Shall we regain some of the dinosaur’s power, Griffin?”
>>171
King of Dinosaur is not Griffin Mask.
>>176
What… then Big Bear and Raiden…!?
There are fewer than I thought.
>>172
Maybe there’s no character power…
>>172
Honestly weak.
It seems that being able to do a legal tremo with one person during the first beta had a negative effect.
Isn’t it crazy that only one person made progress in development? I got immediate corrections, but the others were even worse.
I saw this flow in Year 1’s Zangi too.
Kevin, who was even referred to as a god in the previous work, looks incredibly downcast.
>>179
Let me charge the gauge like the previous work.
>>182
It was a performance that would not have been tolerated even in the Heisei era.
>>184
It’s strange that only one person has a 3-gauge combo…
Amai who was punished beyond the company boundaries.
It’s probably because Freeman isn’t here that they’re lacking motivation.
I really feel like I’m experiencing a sequel to MOW, but I think the breaking feint should be simplified even more.
>>183
I turned off the REV guard, faked the special move with REV, and it was good to brake with REV.
Also, the TOP, or rather SPG, isn’t such an amazing invention, so I think it would be better to make the limited elements regularly available to enhance both the appearance and enjoyment.
>>186
There is a sense that there are fewer things to do when the opening is blown away.
It seems like there are many people who are using Mai in SF6, so there might be people who are sealing her away to avoid mixing.
I think the distance increase with REV guard was unnecessary in this game.
>>191
If there’s nothing, then some characters will only have the option of spamming invincibility while praying, so it won’t disappear…
Cain feels like he was deliberately made strong.
There’s a strange addictive quality to building up the gauge with Kevin from MOW… I even bought a home console just to do that.
Kevin’s offensive power and ability to break through are considerable, but his defense is too weak.
The fact that Ganatchi breaking only has REV Earth Level 1 stop is crazy.
>>196
There may be players who are not good at braking.