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[Street Fighter] If you drink Jamie’s alcohol, it will restore the D gauge.


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Japan Otaku Reviews25/05/21(水)12:57Yeahx4

Regarding judo, the increase in D and SA gauge with this throw escape is good.
There are often adjustments that were not anticipated by the public.
I’m impressed that you’re thinking about and adjusting various things, regardless of whether it succeeds or not.

404: Japan Otaku Reviews25/05/21(水)14:33Yeahx6

Wow, I missed the input and couldn’t execute the move!
Wow, the sudden Shoryuken turned into a Super Art—it’s just too ridiculous!
Elements that do not contribute at all to the fun of the game.

420: Japan Otaku Reviews25/05/21(水)14:35

>>404Well, yeah.
But when you’re playing at a shallow level like I am, both me and my opponent often make those mistakes, so it’s really fun when I can perform well and win.

436: Japan Otaku Reviews25/05/21(水)14:36

>>404I remembered Masahiro Sakurai’s theory on the Rising Dragon Punch.
“The damage for executing a Shoryuken in Street Fighter 2 is too low for such a difficult move, so I think it should deal more damage.” (Summary)

1: Japan Otaku Reviews25/05/21(水)13:00

The prophecy of Kichipa has come true.

2: Japan Otaku Reviews25/05/21(水)13:03Yeahx3

It seems like they don’t casually turn it on and off, so it’s Ken’s replacement and placement.

3: Japan Otaku Reviews25/05/21(水)13:05Yeahx1

Even if invincible characters have their gauge increased, it’s just a struggle, and those with invincibility are pressured with the question of whether it’s okay to recover.

4: Japan Otaku Reviews25/05/21(水)13:05

I’m looking forward to seeing what happens since messing with Jasper’s specifications seems like it will have a big impact.

5: Japan Otaku Reviews25/05/21(水)13:06

It seems that the gap will only widen due to the presence or absence of OD invincibility and SA1 invincibility, but is that really the case?

6: Japan Otaku Reviews25/05/21(水)13:06

Isn’t it often said that you can increase your D gauge by escaping throws?
I think it was often seen in a thread where they brought up UNI as a reference and the topic of escape returns was being discussed.

7: Japan Otaku Reviews25/05/21(水)13:07Yeahx5

It seems no one is interested, but I’m looking forward to the modern assist aerial attack.

25: Japan Otaku Reviews25/05/21(水)13:18Yeahx2

>>7The classic players have no idea which aerial attacks are missing right now…

31: Japan Otaku Reviews25/05/21(水)13:20

>>25The modern look can now shoot gunmetal!

49: Japan Otaku Reviews25/05/21(水)13:27

>>31I really didn’t understand what Moke’s aerial blast was supposed to mean until now.

126: Japan Otaku Reviews25/05/21(水)13:42

>>49To receive panic cans when doing a certain initial action.

8: Japan Otaku Reviews25/05/21(水)13:07

What should someone do if they don’t have any invincible techniques or SA invincibility?

9: Japan Otaku Reviews25/05/21(水)13:07

Zangief becomes strong again.

10: Japan Otaku Reviews25/05/21(水)13:09

The increase in D-gauge means that those strong with OD techniques will become even stronger.
If JP starts doing things like throwing and escaping OD Vihat, it would be creepy.

11: Japan Otaku Reviews25/05/21(水)13:11Yeahx5

>>10You’ll definitely make it in time for the rush.

17: Japan Otaku Reviews25/05/21(水)13:14

>>11In a situation where the attacking side has no D gauge, getting hit by a Jasper means death, so there will be more throws than strikes, considering the current offensive and defensive standards.
You can assume that there are situations where you can’t rush…

12: Japan Otaku Reviews25/05/21(水)13:12

Shall we make it so that the D gauge recovers when the Vihato is deployed?

13: Japan Otaku Reviews25/05/21(水)13:13

If only the returns on the uprising D river would increase a bit more.

14: Japan Otaku Reviews25/05/21(水)13:13

If Jasper can also be adapted for a special move, then the era of M will come.

15: Japan Otaku Reviews25/05/21(水)13:13

It’s a game where the resolution comes quickly, yeah.

16: Japan Otaku Reviews25/05/21(水)13:13

Shall we prepare a separate SA2 enhancement timer?

18: Japan Otaku Reviews25/05/21(水)13:16

The mind games with Jasper and throwing will change drastically, so the character difference will probably widen again.
There’s no way all the characters can be properly balanced with such a large-scale change.

19: Japan Otaku Reviews25/05/21(水)13:16

It might become difficult to do BO.

20: Japan Otaku Reviews25/05/21(水)13:17

Isn’t it possible for the attacking side to recover D gauge by intentionally throwing with a negative frame?

27: Japan Otaku Reviews25/05/21(水)13:18

>>20It’s bad that the receiver is passively delaying things.
If you’re getting a slight advantage, rub the 4F technique.

28: Japan Otaku Reviews25/05/21(水)13:18

>>20How much do you trust that person?

29: Japan Otaku Reviews25/05/21(水)13:19

>>20Actually, the gauge will recover even if you just hit normally.

33: Japan Otaku Reviews25/05/21(水)13:21

>>20In other words, at this point, the situation where delayed wake-up throws beat reversals, can guard against mash moves, can throw parries, and can escape the opponent’s throws is becoming even stronger.

21: Japan Otaku Reviews25/05/21(水)13:17

You can see Maryza becoming weaker due to the overall adjustment pressure.

23: Japan Otaku Reviews25/05/21(水)13:18

>>21As expected, something will come up that’s going to be an upper.

26: Japan Otaku Reviews25/05/21(水)13:18

>>21If it’s going to become harder to obtain Jasper, Shuto said there might be a possibility for enhancement.

22: Japan Otaku Reviews25/05/21(水)13:17Yeahx1

I won’t do anything clever like compensating characters that are affected by overall adjustments.
The attitude of saying that overall adjustment is overall adjustment.

24: Japan Otaku Reviews25/05/21(水)13:18

You need to properly observe which one escaped the throw.
The speed of development seems to make D-gauge management difficult.

30: Japan Otaku Reviews25/05/21(水)13:19

Let’s call it “delayed throw.”

32: Japan Otaku Reviews25/05/21(水)13:21Yeahx2

When I think about it calmly, it’s amazing that there hasn’t been even half of modern airborne attacks until now.
How were you flying?

38: Japan Otaku Reviews25/05/21(水)13:22

>>32Zangi had become Mario.

85: Japan Otaku Reviews25/05/21(水)13:33Yeahx1

>>32There are no characters in classic who use six aerial techniques.
A major attack is mostly fine on one side, but it’s troublesome only in the middle.
For small things, I really don’t care at all.

34: Japan Otaku Reviews25/05/21(水)13:21

I think there can be many situations where you deliberately take a slight disadvantage to perform a delayed grab against your opponent, to escape a throw and recover your D gauge.
That will make it easier to get confirmed in the backstep, and you’ll die from a straightforward hit.

35: Japan Otaku Reviews25/05/21(水)13:21Yeahx1

I heard Jamie is ecstatic, but I don’t even know what is increasing.

39: Japan Otaku Reviews25/05/21(水)13:22

>>35It will be at least strengthened.

41: Japan Otaku Reviews25/05/21(水)13:24

>>35The addition of the cancellable J. Middle Punch and the key J. Heavy Kick for air-to-air and Amatsu-ashi combos will change things quite a bit.

43: Japan Otaku Reviews25/05/21(水)13:24

>>35Moemi was a trash alcoholic without important combo parts like jumping heavy kick or jumping medium punch, and her air combos didn’t extend at all.

36: Japan Otaku Reviews25/05/21(水)13:21

If the concept of mid-low is incorporated into Jasper, it will have a big impact on the lower-tier characters, right?

37: Japan Otaku Reviews25/05/21(水)13:22

I wonder what an aerial assist would be like.
It would be something like Lily’s target control SA2, right?

40: Japan Otaku Reviews25/05/21(水)13:23

I wish Blanka or the airborne assist would automatically do SA2 combos for me.

42: Japan Otaku Reviews25/05/21(水)13:24

The returns for escaping throws were too few, or rather, the risks were too great.

44: Japan Otaku Reviews25/05/21(水)13:25

Everyone is only looking at J attacks that are convenient for themselves.
The backlash when expectations are betrayed seems intense.

47: Japan Otaku Reviews25/05/21(水)13:26

>>44How will we be betrayed by the change that allows us to use all jump attacks?

62: Japan Otaku Reviews25/05/21(水)13:29

>>47Are you serious? Is it everything?

54: Japan Otaku Reviews25/05/21(水)13:28Yeahx8

>>44What does that mean?
I have no idea what you’re saying.
Why do you think you can intervene without knowing the specifications of modernity?

45: Japan Otaku Reviews25/05/21(水)13:26

I heard it’s better to jump than to try to escape from a throw.

57: Japan Otaku Reviews25/05/21(水)13:29

>>45The number of throw escapes will definitely increase, but I’m not sure if the principle of it being better to get thrown rather than escape from a throw will change.

46: Japan Otaku Reviews25/05/21(水)13:26

Jamie’s J University K is extremely significant, so if it becomes usable in Modern, it will be quite a buff.

48: Japan Otaku Reviews25/05/21(水)13:27

Muri has been significantly strengthened with the addition of the jump assist attack.
J大P is undeniably a strong action, and it also collects the parts for the feng shui combo.

50: Japan Otaku Reviews25/05/21(水)13:27

I don’t know if there’s a priority for special attacks, but are there any characters that have that?

51: Japan Otaku Reviews25/05/21(水)13:27Yeahx3

If you truly believe the developers’ statement that “modern” isn’t a beginner-friendly mode, then the modern that professionals don’t use is still far too weak, so it should be continually strengthened.
The backlash from classic users seems intense.

52: Japan Otaku Reviews25/05/21(水)13:28

I can understand dying if I get thrown by a power character like Honda or Marisa, but that’s not really the case.

53: Japan Otaku Reviews25/05/21(水)13:28

It seems that the changes to the parry system will have quite a big impact.

55: Japan Otaku Reviews25/05/21(水)13:28

Are modern players having fun with Modern Mirror?

56: Japan Otaku Reviews25/05/21(水)13:29Yeahx1

>>55I don’t think they are worried about the difference.
I can do this too, you know.
Transitioning to classic and becoming an anti.

60: Japan Otaku Reviews25/05/21(水)13:29Yeahx1

>>55When it comes to classics facing each other, it’s not always the case that the matches are enjoyable…

58: Japan Otaku Reviews25/05/21(水)13:29

Isn’t Ryu’s Ashikon really unchanged?

68: Japan Otaku Reviews25/05/21(水)13:31

>>58As expected, I don’t think the Ashicon will change.
Especially if the startup moves change, it would become something completely different, so even if there are changes, it would probably only affect the way combos are finished or the routes.

75: Japan Otaku Reviews25/05/21(水)13:32

>>58The frame of the technique may change, making it not connect, so the assist combo will change…
But there is no part that cannot be connected with Ryu’s Ashicon…

93: Japan Otaku Reviews25/05/21(水)13:35

>>58If I run out of all starting techniques, it would be a problem, and I think the only thing I can really modify is the medium wave palm strike of the big leg combo to become a foot strike.

59: Japan Otaku Reviews25/05/21(水)13:29

Make classic easy to use too.
It’s tough that the Rising Dragon turns into a special attack with the pad.

67: Japan Otaku Reviews25/05/21(水)13:30

>>59Shall I use a buildup character?

61: Japan Otaku Reviews25/05/21(水)13:29

Luke and Lily will become stronger with modern methods.

63: Japan Otaku Reviews25/05/21(水)13:30

Since there is no J middle for flipping, there are quite a few moderns that are flipping weakly.

64: Japan Otaku Reviews25/05/21(水)13:30Yeahx9

For the guys at the top, modern stuff probably doesn’t matter at all.
For ordinary people, modern enhancements would probably be infuriating.

69: Japan Otaku Reviews25/05/21(水)13:31Yeahx3

>>64Why?

77: Japan Otaku Reviews25/05/21(水)13:32

>>64You’ve only been saying that someone will get angry all this time.

65: Japan Otaku Reviews25/05/21(水)13:30

First of all, the fact that judo is the biggest destabilizing action is not good.

72: Japan Otaku Reviews25/05/21(水)13:32

>>65That’s the essence of the game.

91: Japan Otaku Reviews25/05/21(水)13:34

>>65The parry is strong, so the middle and lower attacks can’t break through.
The situation is structured such that the throw, which is a counterpart option to parries, is strong.
It seems that adjustments are being made to gradually increase the risk of parrying.

70: Japan Otaku Reviews25/05/21(水)13:31Yeahx1

If you say that throwing is no good, the next thing that will come out is guard break.

71: Japan Otaku Reviews25/05/21(水)13:31

I wonder if the gap in the asset connection can’t be bridged.

73: Japan Otaku Reviews25/05/21(水)13:32

Seeing other fighting games fail repeatedly with their adjustments makes me realize that the balance team for Street Fighter 6 is really doing a great job.

86: Japan Otaku Reviews25/05/21(水)13:34Yeahx1

>>73I only doスト, so when other options are mentioned, I just think, “So what?”

74: Japan Otaku Reviews25/05/21(水)13:32

I often hear that Modern isn’t used professionally, but is everyone really fighting on that level?
Just being a master is not enough; there are quite a few modern ones, and that won’t do.

79: Japan Otaku Reviews25/05/21(水)13:33

>>74It can be significant that unique strategies are required or that it takes time to search for strategies.

82: Japan Otaku Reviews25/05/21(水)13:33Yeahx1

>>74Even though it’s called modern enhancement, it’s just that the jump attack, which was only half, will become normal…
Isn’t this just normal?

78: Japan Otaku Reviews25/05/21(水)13:33

The impact of changing assist controls is too significant on beginners, making it difficult to handle, to be honest.
If you’re used to fighting games, you can just adapt even if things change.
The beginner level probably can’t afford that.

80: Japan Otaku Reviews25/05/21(水)13:33

What’s limiting about modernity is that there’s no strength other than acting after seeing it, so it’s not just a matter of strong or weak, or whether you can win or lose.
That said, there’s no good way to smooth out the bumps, and the conversation just stops there wondering what to do.

92: Japan Otaku Reviews25/05/21(水)13:34

>>80It’s not that simple because there are resource allocations that allow you to focus on the bottom without having to look up.

81: Japan Otaku Reviews25/05/21(水)13:33

Modern Jamie looks quite interesting.

83: Japan Otaku Reviews25/05/21(水)13:33

There are only two types of jump attacks: P and K.
If you add assists, it becomes everything, right?
It’s different from ground techniques that involve crouching.

84: Japan Otaku Reviews25/05/21(水)13:33Yeahx5

While I’m honestly happy about the addition of modern jump attacks, I also feel like it’s about time.
Haven’t you been told that from S1 all along?

87: Japan Otaku Reviews25/05/21(水)13:34Yeahx6

Isn’t it true that for a professional, the disadvantages of what can’t be done outweigh the advantages of what can be done in modern times?
If you’re as bad as me, the benefits are greater.

88: Japan Otaku Reviews25/05/21(水)13:34

Looks like they’re adding a big jump P for Mouri-chan.

95: Japan Otaku Reviews25/05/21(水)13:35Yeahx2

>>88If this doesn’t get adjusted in J Da P, it will be really annoying.

89: Japan Otaku Reviews25/05/21(水)13:34Yeahx4

A lot of modern anti fans are probably just platinum diamonds that have just recently switched to classical.
It seems that what they were doing in y1 was really just about M-Luke, and it feels like they simply dislike Luke in the end.

90: Japan Otaku Reviews25/05/21(水)13:34

Last year’s major adjustments also included changes to assistive functions and the addition of skills, so it can’t be said that there will be none at all.

94: Japan Otaku Reviews25/05/21(水)13:35

The ones who will get angry with this modern enhancement were never able to endure it, so they’ve been angry all along.

96: Japan Otaku Reviews25/05/21(水)13:35

There were characters that didn’t even have a mid-air attack during a modern flip jump.
This addition is obviously too obvious.

97: Japan Otaku Reviews25/05/21(水)13:36

What’s the difference between C Jury having J Da P?

98: Japan Otaku Reviews25/05/21(水)13:36

Are you going to start delaying throws to aim for gauge recovery?

109: Japan Otaku Reviews25/05/21(水)13:39

>>98If you’re going to do that, wouldn’t it just be better to throw it honestly? I wonder if it’s different depending on the character.
I feel like I’m recovering quite a bit when the throwing motion is long.

120: Japan Otaku Reviews25/05/21(水)13:41

>>109There is an unseen context that goes along with (taking care of invincible techniques).

99: Japan Otaku Reviews25/05/21(水)13:36Yeahx1

If you start saying it’s going to influence beginners, then everyone with a crappy assistant controller won’t be able to improve at all.
There may be a willingness to adapt to adjustments, but I won’t concern myself with such an existence.

100: Japan Otaku Reviews25/05/21(水)13:36

Ryu, can’t you at least have an automatic focused state after CA?
It’s not SA3, it’s CA.

101: Japan Otaku Reviews25/05/21(水)13:36

I saw Modern Jamie’s technique properly for the first time.
Isn’t it a bit weak not to have standing weak kick or crouching medium punch…? The deterioration of the pressure is really significant.

104: Japan Otaku Reviews25/05/21(水)13:37Yeahx1

>>101Since the alcohol level doesn’t change the ash content either, there’s nothing interesting about Jamie.

137: Japan Otaku Reviews25/05/21(水)13:44

>>104By the way, you can perform SA2 with a medium assist combo.

102: Japan Otaku Reviews25/05/21(水)13:37

If you’re still doing it while getting angry after two years, you probably won’t quit.

103: Japan Otaku Reviews25/05/21(水)13:37

It seems that M Juri couldn’t use the feng shui properly.

105: Japan Otaku Reviews25/05/21(水)13:38

It’s nice to add assist jump attacks, but…
If there’s no assist, it’s better to unify with punches; if there is, then with kicks, don’t you think?
I think it would be pretty disturbing for someone starting fresh if they got mixed in.

110: Japan Otaku Reviews25/05/21(水)13:39

>>105In modern times, there is no distinction between punches and kicks; it’s just weak, medium, and strong.
Rather, changing and unifying things from now on will become much more unpleasant.
The only one who has the concept of punch kick is Kura-ojisan.

118: Japan Otaku Reviews25/05/21(水)13:41Yeahx1

>>105Since the concepts of punches and kicks didn’t exist in modern times, I don’t think they mind.
It’s just that someone who has touched classical music goes crazy when teaching beginner modern music.

106: Japan Otaku Reviews25/05/21(水)13:38

The modern jump assist seemed so easy to implement that not doing it gave a lazy impression.
I wonder why I didn’t put it on from the beginning.

107: Japan Otaku Reviews25/05/21(水)13:39

It’s tough to hear about transitioning to modern now that modern has become stronger than classic…

108: Japan Otaku Reviews25/05/21(水)13:39

If you give too much to M, it questions the significance of C’s existence, so I guess you were being cautious.
I feel that the implementation in the second year was good.

111: Japan Otaku Reviews25/05/21(水)13:39

If M becomes stronger, Tachikawa Holdings will become a major force.

119: Japan Otaku Reviews25/05/21(水)13:41

>>111Because there is the father of modern.

125: Japan Otaku Reviews25/05/21(水)13:42

>>119It seems like Dad will come back to M, right?

127: Japan Otaku Reviews25/05/21(水)13:42

>>119The father of modern said that if jump attacks increase, spring might be stronger in modern, but I feel like I can’t go back to a life without overheads.

112: Japan Otaku Reviews25/05/21(水)13:39

I think the assist is referring to the combo assist.
Just because you spam the buttons doesn’t guarantee a combo.

113: Japan Otaku Reviews25/05/21(水)13:40Yeahx2

Many people speak on behalf of imaginary beginners for their own theories.

115: Japan Otaku Reviews25/05/21(水)13:40

>>113The reason why some people are called politicians.

114: Japan Otaku Reviews25/05/21(水)13:40Yeahx1

The concept of punches and kicks has collapsed at the ground technique stage, so it will likely continue the same way in the air.

116: Japan Otaku Reviews25/05/21(水)13:41

Yesterday, I was finally surprised by a Copan feint and became a Modern Ant.

117: Japan Otaku Reviews25/05/21(水)13:41

I’m currently touching M dance.
It’s a strange feeling that I can perform crouching attacks with an assist without having to crouch.

121: Japan Otaku Reviews25/05/21(水)13:41

Modern players seem to struggle when they get to the upper levels of diamond, sometimes relying only on one-button special attacks when they are overwhelmed by repeated jump-ins and weak attacks, but I wonder if that’s really enjoyable for them.

129: Japan Otaku Reviews25/05/21(水)13:43

>>121It doesn’t matter.
I want to win.

130: Japan Otaku Reviews25/05/21(水)13:43Yeahx8

>>121Is it the one that says, “I’m doing something harder…”?

131: Japan Otaku Reviews25/05/21(水)13:43Yeahx3

>>121Of course it’s going to be fun…!

132: Japan Otaku Reviews25/05/21(水)13:43

>>121It is a drawback of being forced to climb up to Diamond without mastering the basics.

133: Japan Otaku Reviews25/05/21(水)13:44Yeahx3

>>121It’s the bad guys in the same rank who can’t handle that kind of thing.

138: Japan Otaku Reviews25/05/21(水)13:44Yeahx4

>>121There are those who can’t win against it, so it’s definitely not a fun mod.

170: Japan Otaku Reviews25/05/21(水)13:50

>>121Honestly, it’s just an impression I’ve formed on my own, but that person is putting in effort in other areas.

122: Japan Otaku Reviews25/05/21(水)13:41

The fact that you were able to evade throws means that there will be more shimmying, so does that make the value of those holding medium kicks relatively higher?

123: Japan Otaku Reviews25/05/21(水)13:42

I don’t think there’s any reason to be scared, as there are many characters that fight with the diversity of techniques like Akuma, which would be overwhelmingly strong in a modern setting.
In the end, are Luke, Honda, and Lily the only strong characters in Modern?

124: Japan Otaku Reviews25/05/21(水)13:42

Modern isn’t easily hurt by setups or a rush of cancellations.
I have no stress from anti-air or SA mistakes, so as an amateur, I can’t break free anymore.

128: Japan Otaku Reviews25/05/21(水)13:43

By the way, M Chun-Li is probably going to get a lot stronger too.

134: Japan Otaku Reviews25/05/21(水)13:44

After the throw escape, the OD Hanachōsō will come flying, right?
You’ll go crazy.

135: Japan Otaku Reviews25/05/21(水)13:44

Basically, winning is fun, so if you can win, then it’s enjoyable.

136: Japan Otaku Reviews25/05/21(水)13:44

There are quite a few impact spam players even in the high mass rank.

140: Japan Otaku Reviews25/05/21(水)13:45Yeahx2

>>136Impact Niki has become the top in views for Kawano, but it was the result of their own strategy, and if they can win, then it’s justified.

150: Japan Otaku Reviews25/05/21(水)13:47

>>140That Impact and Siberian are oddly selected, and they’ve even risen to High Mass, so there’s nothing to complain about.

139: Japan Otaku Reviews25/05/21(水)13:45

If the Kura old man, who always modernizes Kurahara, gets stronger, transitioning will be a breeze, right?

146: Japan Otaku Reviews25/05/21(水)13:47Yeahx1

>>139The presence of the assist button means that if you take it seriously, it’s a mountain of simultaneous presses.

141: Japan Otaku Reviews25/05/21(水)13:46Yeahx1

If you guard against Burnout M Luke’s SA1, the chance of him immediately doing two consecutive SA1s in desperation is abnormal.

144: Japan Otaku Reviews25/05/21(水)13:46Yeahx2

>>141Don’t give up, just keep rubbing; that’s all there is to it.

152: Japan Otaku Reviews25/05/21(水)13:48

>>144Well, that’s why everything in Paris has been done, so let’s wrap it up refreshingly with a lethal touch.

165: Japan Otaku Reviews25/05/21(水)13:50

>>152It’s great that you responded seriously and sincerely!

175: Japan Otaku Reviews25/05/21(水)13:51Yeahx1

>>165I can’t do it…

171: Japan Otaku Reviews25/05/21(水)13:50

>>152When you guard the first hit, make sure to land the full combo…

180: Japan Otaku Reviews25/05/21(水)13:51Yeahx1

>>171Stop it…

172: Japan Otaku Reviews25/05/21(水)13:50Yeahx4

>>152It’s impressive that they’re acting all confident even though they haven’t secured the first SA1 yet.

142: Japan Otaku Reviews25/05/21(水)13:46

It gives the impression that in Diamond C, there are many aggressive players like Goki who go all out with AKI.

149: Japan Otaku Reviews25/05/21(水)13:47

>>142I have the impression that even Master AKI tends to act violently, but is there a benefit to acting out?

153: Japan Otaku Reviews25/05/21(水)13:48

>>149I heard that AKI’s rampage is hard to see.

163: Japan Otaku Reviews25/05/21(水)13:49Yeahx5

>>153It doesn’t matter if it looks like a rampage or not.

182: Japan Otaku Reviews25/05/21(水)13:52

>>163After seeing the small pants, the rising dragon was easy.

164: Japan Otaku Reviews25/05/21(水)13:49Yeahx1

>>153You’ve been fed nonsensical information.

143: Japan Otaku Reviews25/05/21(水)13:46

It’s MR1900, but I basically can’t return impacts or anything like that.
When the MR goes up, the opponent doesn’t really impact me much anymore, so it’s a relief.
Returning the impact is basically impossible for ordinary people, but even without being able to return it, you can still reach 1900.

145: Japan Otaku Reviews25/05/21(水)13:47

As long as you can pass through, it’s basic to rub for a lifetime.
You can think about it after it no longer works.

147: Japan Otaku Reviews25/05/21(水)13:47

Everyone seems to be holding back for some reason, but I think it’s perfectly fine to hit the impact about twice in one set.

148: Japan Otaku Reviews25/05/21(水)13:47

M Ryu, set the weak Ash foot sword to automatic confirmation.

186: Japan Otaku Reviews25/05/21(水)13:52Yeahx1

>>148It’s different; weak assists are properly categorized into two patterns.
The core Koopa system with auto-confirmation actually lacks a 5F light kick and cannot secure a 5F counter, making it relatively weak instead.
If there is no automatic confirmation like Ryu, you can get a 5F punish with a weak kick on the 5F, and it actually puts you in a strong position.
There are some exceptions, but Capcom is considering and categorizing them.

151: Japan Otaku Reviews25/05/21(水)13:48

Since everyone other than me is responding, I’m not getting any impact either.
Let’s return the impact together.

157: Japan Otaku Reviews25/05/21(水)13:49

>>151The ranked match where Kazunoko spread the misfortune of impact really felt that way.

154: Japan Otaku Reviews25/05/21(水)13:48Yeahx1

I’m modern, but I can’t go anti-air, and I can’t return the impact with SA, yet I still feel the benefits of being modern.

155: Japan Otaku Reviews25/05/21(水)13:49

The return on the blow is ridiculously high, isn’t it, Aki?

156: Japan Otaku Reviews25/05/21(水)13:49

Well, actually AKI’s short pants are excellent, so there’s a lot of chaos.

158: Japan Otaku Reviews25/05/21(水)13:49Yeahx1

I think the human ability is too different if the impact I shot first in ranked matches is returned.
This is about the third time, and finally, there’s a possibility of being able to return it.

159: Japan Otaku Reviews25/05/21(水)13:49

I want to use the modern style, but because of the button layout, it’s difficult to use both the classic and modern styles.
That said, you can’t play fighting games with a pad…

162: Japan Otaku Reviews25/05/21(水)13:49

>>159I can do it.

166: Japan Otaku Reviews25/05/21(水)13:50

>>159Modern is suitable for pads…!

160: Japan Otaku Reviews25/05/21(水)13:49

I can only say that Impact Niki can win with that, and Zangief’s character power is amazing.

161: Japan Otaku Reviews25/05/21(水)13:49

AKI is really difficult to stack, right?

167: Japan Otaku Reviews25/05/21(水)13:50

I want to see the character adjustments quickly.
I wonder who can properly lower it.

168: Japan Otaku Reviews25/05/21(水)13:50

Rather, characters with high firepower cannot afford to not make an impact.

169: Japan Otaku Reviews25/05/21(水)13:50

Yesterday, Kaju was throwing boards like crazy at Jamie.

173: Japan Otaku Reviews25/05/21(水)13:50

There are quite a few overseas pros who use the official PS controller, so you can play fighting games with it.

174: Japan Otaku Reviews25/05/21(水)13:50

I’m a weakling who can’t see anyone’s rampage except for AKI.

176: Japan Otaku Reviews25/05/21(水)13:51

Sometimes there are people who respond directly, but that’s rare.
I feel like both I and my opponent often press at moments when we can cancel, and it’s mostly getting returned.

177: Japan Otaku Reviews25/05/21(水)13:51

These days, there’s hardly any device disparity.
Do you want to use the rapid-fire function?

190: Japan Otaku Reviews25/05/21(水)13:53Yeahx3

>>177Why does the conversation about me being bad with the pad and unable to play fighting games bring up the rapid-fire function…?

193: Japan Otaku Reviews25/05/21(水)13:53

>>190It’s best to stick with the device you’re accustomed to, right?

198: Japan Otaku Reviews25/05/21(水)13:54

>>190There are definitely people who genuinely don’t understand why they can’t play games with a pad, so it can’t be helped.

178: Japan Otaku Reviews25/05/21(水)13:51Yeahx3

I was thinking about starting now, but is the Fighters Edition on June 5th probably the best deal?

185: Japan Otaku Reviews25/05/21(水)13:52

>>178It’s a good deal for those who want to try out various characters.
If you want to use characters that are not DLC, that’s fine just the way it is.

197: Japan Otaku Reviews25/05/21(水)13:54

>>185Thank you.
I think I might want to try out AKI and Elena, so I’ll wait until June 5th.

191: Japan Otaku Reviews25/05/21(水)13:53

>>178If it’s the price, then it’s definitely a good deal.
Right now, it’s advantageous to make a difference with the Fighters version of people.

179: Japan Otaku Reviews25/05/21(水)13:51Yeahx2

Can’t you talk without escalating things…?

181: Japan Otaku Reviews25/05/21(水)13:52

I had tried Modern before, but the combination of three attack buttons and the SP button felt awkward.

195: Japan Otaku Reviews25/05/21(水)13:54

>>181It perfectly fits the number of buttons on the pad.

183: Japan Otaku Reviews25/05/21(水)13:52

Don’t blame them too much for using a clever strategy that involves two gauges!

184: Japan Otaku Reviews25/05/21(水)13:52

You just have to choose between a strange box or a strange way to hold it.

187: Japan Otaku Reviews25/05/21(水)13:52

If you’re using a Shoryuken character with a pad, Juri is a good choice.
This guy has a setup where the Shoryuken doesn’t accidentally trigger, so make the others match too, damn it!

188: Japan Otaku Reviews25/05/21(水)13:52

With Luke’s SA1, isn’t there a double hit from a distance?

189: Japan Otaku Reviews25/05/21(水)13:53

I get tangled up with pressing and releasing the assist during a combo, and then getting involved in additional cancel rushes.

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