
Isn’t this game overall a bit busy with inputs?
If it’s Ganatch, you can comfortably combo into standing B with a 2-hit low kick!
SNK fighting games have a tough input image coming from Street Fighter.
>>2
It had that kind of image since the days of Galospe, but is it still like that now…?
>>2
Just for you! KOF97!!
If there are no unrecoverable low kicks and no misses with far A or far B while crouching, it’s fine to do low kick 236A 236A or something like that.
Moving forward while the Hadouken becomes a Shoryuken…!
>>5
I understand… My box suddenly takes off into the air…
If you keep the button pressed down with pre-input, it will automatically activate the moment the cancellation timing comes.
I don’t remember whether it was an SNK quirk or a specific quirk of KOF anymore…
The movements are so delightful that I feel like laughing even when I’m just doing it normally.
>>7
For now, I tried the Hadouken command to see what would come out, and it floated.
SNK has the image of being difficult due to excessive simplified input.
Isn’t it a game where 97 rotates halfway and goes off explosively at 16?
I was playing with the pad, but my fingers are tired…
I’m struggling with whether to go back to the stick.
I don’t play Fatal Fury, so all I know is that the character in the thread image is a funny-moving old man.
>>16
It’s a traditional movement since the pixel art era, but newcomers might not understand that.
I wonder if the room is standing.
I wasn’t using Eppa or anything, but I was using it as a starting point, so it became really tough, Nacchi-san…
Everyone is using Ganachi, but I rarely see people trying hard with Cristiano Ronaldo.
>>19
Well, I do watch it quite a bit…
I’m troubled by the button layout of the arcade stick.
AC avoidance
BD
R
I’m trying to do it, but it’s really difficult because in the end, the feint doesn’t work unless I press the center back (CB) at the same time.
Aren’t there too few buttons for playback and recording in the practice mode?
Why are you making corrections unrelated to the permanent ban? Why…
The griffon is too tight.
Icarus’ down attack> Just erasing Icarus’ down attack wasn’t enough, huh…
The throwing characters are weak because it’s a recreation of the Heisei era…
I really want them to make it so that I can deal proper damage from the air…
Isn’t it a bug that it hits at just over 20?
>>26
You can get around 120 from a dive after an air swim!
If the hit confirmation is low, then the dive won’t connect and it can lead to a counterattack, and having an anti-air with too narrow of a hitbox is really tough.
I’ve realized over the past two days that this isn’t a game where you can succeed with a weak character.
>>27
I realized that Street Fighter 6 is a well-made game.
>>27
You should feel that from the first day.
I can’t confirm a hit unless I hit it three times or more.
I see that feints can occur even when BC is simultaneous…
It didn’t turn out to be something like Vanessa being neglected.
“I’m feeling just as down from Ganatchi’s unexpected correction.”
I feel like Garou: Mark of the Wolves had pretty lenient input controls.
The fact that there is no overall safety net in place and that those who lack resources really have nothing at all is strangely refreshing and, on the contrary, enjoyable.
I feel like I can win quite often with Billy, but it seems like Billy is just stronger than me.
I’m using Lock, but isn’t Hotaru better? I can hear whispers from the secret book.
>>41
It applies to most characters.
>>41
Honestly, Hotaru has everything, so isn’t Hotarufe really good? I think this applies to almost all characters.
It’s just that Giri Giri Bill Marco Cane does not apply.
>>53
Response from a user of Hokutomaru
>>54
The evaluation of Hokutomaru seems to be extremely high or low, making it confusing…
>>58
Isn’t it low?
It’s a character that is clearly doing things, Hokutomaru.
I’m planning to start soon, but are Jenny, Kevin, Gato, and Kain strong characters in this game too?
I’m doing my best and giving it my all.
Well, being able to do something like just adding 10 “Yeahs!” in response to a post you don’t like is pretty powerless and makes you a pitiful creature.
Hotaru is strong, but from Ganatchi’s perspective, Lock is also strong.
There’s no way that such idiots exist for each title in a closed community like a bulletin board.
When I want to release a Hadou, a Shoryu comes out, and when I want to release a Shoryu, a Hadou comes out.
In fighting games, the 10 crazies go into a frenzy when they praise N-man, right?
It appears in every thread, and I first saw it a few years ago, still saying the same thing, so it’s really insane.
I feel a complex about the fact that Tekken and Smash Bros. are the main targets, right?
Firefly Sword Hokutomaru
It looks a bit like Terry Kevin.
Is it sane to hold a high-stakes tournament in this game? But for the oil tycoons, it must just be pocket change.
>>56
If I were an oil tycoon, I might want to see big money fights in games like this.
I feel like the balance is quite good except that Hotaru is too versatile and Ganatch has nothing to do.
>>57
I think the rock griffon bridle is pretty terrible too.
Well, rock is purely standard, so it’s almost just Hotal, but Brichaganachi is quite purely weak.
But Hotaru can’t keep the beat…
>>59
In the past, the super moves seemed to have a rhythm that could keep up…
I’m so busy with input that my fingers feel like they might cramp.
Yes, it’s so much fun to keep the beat that even when I use another character, I end up coming back.
Salvatore Kubo is not helpful…
Since the Heisei period is relatively long, it feels somewhat off to refer to things as Heisei games.
>>67
Most fighting games are from the Heisei era, after all…
Donphan Kevin has firepower, but if you ask whether it’s strong…
Donfan also has heavy elements that make it systematically tougher than its potential for growth.
I played Ganatch’s Akemo, but I was confused because it was a very serious story, not a gag scenario.
I mean, if you’re not usually strong, it’s clear that the strength of this defense will make things tough later on.
For now, it’s definitely just working out by charging in.
If Ganatch’s anti-air connects, it can lead to a dive that deals around 80 damage, so that’s fine, but it gets dangerous when a just guard is taken.
These two are often placed side by side, but no matter how many times I see it, I momentarily can’t tell the difference between Marco and Caïn.
>>77
Maru
Cocaine
Marco’s weak tiger cannon has no openings at all!
>>80
That guy has strong projectiles, is full of motivation for regular moves, has high damage, and I can’t find any flaws other than that holding him is a hassle and he’s a bit scruffy.
I think that weak characters in Dungeons & Dragons are all really bad.
I can probably handle strong characters with a big P.
Ganatchi is definitely a DJ after all…
It gets a bit strange when I try to cancel during a hit stop or something like that…
>>84
There is a suspicion that command inputs are also rolled back when a rollback occurs.
>>86
It feels strange even in Tremolo, so it’s not the network code.