

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.
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.
>>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.
>>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)
The prophecy of Kichipa has come true.
It seems like they don’t casually turn it on and off, so it’s Ken’s replacement and placement.
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.
I’m looking forward to seeing what happens since messing with Jasper’s specifications seems like it will have a big impact.
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?
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.
It seems no one is interested, but I’m looking forward to the modern assist aerial attack.
>>7The classic players have no idea which aerial attacks are missing right now…
>>25The modern look can now shoot gunmetal!
>>31I really didn’t understand what Moke’s aerial blast was supposed to mean until now.
>>49To receive panic cans when doing a certain initial action.
What should someone do if they don’t have any invincible techniques or SA invincibility?
Zangief becomes strong again.
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.
>>10You’ll definitely make it in time for the rush.
>>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…
Shall we make it so that the D gauge recovers when the Vihato is deployed?
If only the returns on the uprising D river would increase a bit more.
If Jasper can also be adapted for a special move, then the era of M will come.
It’s a game where the resolution comes quickly, yeah.
Shall we prepare a separate SA2 enhancement timer?
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.
It might become difficult to do BO.
Isn’t it possible for the attacking side to recover D gauge by intentionally throwing with a negative frame?
>>20It’s bad that the receiver is passively delaying things.
If you’re getting a slight advantage, rub the 4F technique.
>>20How much do you trust that person?
>>20Actually, the gauge will recover even if you just hit normally.
>>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.
You can see Maryza becoming weaker due to the overall adjustment pressure.
>>21As expected, something will come up that’s going to be an upper.
>>21If it’s going to become harder to obtain Jasper, Shuto said there might be a possibility for enhancement.
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.
You need to properly observe which one escaped the throw.
The speed of development seems to make D-gauge management difficult.
Let’s call it “delayed throw.”
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?
>>32Zangi had become Mario.
>>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.
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.
I heard Jamie is ecstatic, but I don’t even know what is increasing.
>>35It will be at least strengthened.
>>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.
>>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.
If the concept of mid-low is incorporated into Jasper, it will have a big impact on the lower-tier characters, right?
I wonder what an aerial assist would be like.
It would be something like Lily’s target control SA2, right?
I wish Blanka or the airborne assist would automatically do SA2 combos for me.
The returns for escaping throws were too few, or rather, the risks were too great.
Everyone is only looking at J attacks that are convenient for themselves.
The backlash when expectations are betrayed seems intense.
>>44How will we be betrayed by the change that allows us to use all jump attacks?
>>47Are you serious? Is it everything?
>>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?
I heard it’s better to jump than to try to escape from a throw.
>>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.
Jamie’s J University K is extremely significant, so if it becomes usable in Modern, it will be quite a buff.
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.
I don’t know if there’s a priority for special attacks, but are there any characters that have that?
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.
I can understand dying if I get thrown by a power character like Honda or Marisa, but that’s not really the case.
It seems that the changes to the parry system will have quite a big impact.
Are modern players having fun with Modern Mirror?
>>55I don’t think they are worried about the difference.
I can do this too, you know.
Transitioning to classic and becoming an anti.
>>55When it comes to classics facing each other, it’s not always the case that the matches are enjoyable…
Isn’t Ryu’s Ashikon really unchanged?
>>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.
>>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…
>>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.
Make classic easy to use too.
It’s tough that the Rising Dragon turns into a special attack with the pad.
>>59Shall I use a buildup character?
Luke and Lily will become stronger with modern methods.
Since there is no J middle for flipping, there are quite a few moderns that are flipping weakly.
For the guys at the top, modern stuff probably doesn’t matter at all.
For ordinary people, modern enhancements would probably be infuriating.
>>64Why?
>>64You’ve only been saying that someone will get angry all this time.
First of all, the fact that judo is the biggest destabilizing action is not good.
>>65That’s the essence of the game.
>>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.
Everything will be added.
I haven’t read around there, so I’m looking forward to it.
>>66Additional information revealed in the Elena-only playtest report.
If you say that throwing is no good, the next thing that will come out is guard break.
I wonder if the gap in the asset connection can’t be bridged.
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.
>>73I only doスト, so when other options are mentioned, I just think, “So what?”
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.
>>74It can be significant that unique strategies are required or that it takes time to search for strategies.
>>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?
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.
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.
>>80It’s not that simple because there are resource allocations that allow you to focus on the bottom without having to look up.
Modern Jamie looks quite interesting.
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.
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?
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.
Looks like they’re adding a big jump P for Mouri-chan.
>>88If this doesn’t get adjusted in J Da P, it will be really annoying.
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.
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.
The ones who will get angry with this modern enhancement were never able to endure it, so they’ve been angry all along.
There were characters that didn’t even have a mid-air attack during a modern flip jump.
This addition is obviously too obvious.
What’s the difference between C Jury having J Da P?
Are you going to start delaying throws to aim for gauge recovery?
>>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.
>>109There is an unseen context that goes along with (taking care of invincible techniques).
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.
Ryu, can’t you at least have an automatic focused state after CA?
It’s not SA3, it’s CA.
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.
>>101Since the alcohol level doesn’t change the ash content either, there’s nothing interesting about Jamie.
>>104By the way, you can perform SA2 with a medium assist combo.
If you’re still doing it while getting angry after two years, you probably won’t quit.
It seems that M Juri couldn’t use the feng shui properly.
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.
>>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.
>>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.
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.
It’s tough to hear about transitioning to modern now that modern has become stronger than classic…
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.
If M becomes stronger, Tachikawa Holdings will become a major force.
>>111Because there is the father of modern.
>>119It seems like Dad will come back to M, right?
>>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.
I think the assist is referring to the combo assist.
Just because you spam the buttons doesn’t guarantee a combo.
Many people speak on behalf of imaginary beginners for their own theories.
>>113The reason why some people are called politicians.
The concept of punches and kicks has collapsed at the ground technique stage, so it will likely continue the same way in the air.
Yesterday, I was finally surprised by a Copan feint and became a Modern Ant.
I’m currently touching M dance.
It’s a strange feeling that I can perform crouching attacks with an assist without having to crouch.
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.
>>121It doesn’t matter.
I want to win.
>>121Is it the one that says, “I’m doing something harder…”?
>>121Of course it’s going to be fun…!
>>121It is a drawback of being forced to climb up to Diamond without mastering the basics.
>>121It’s the bad guys in the same rank who can’t handle that kind of thing.
>>121There are those who can’t win against it, so it’s definitely not a fun mod.
>>121Honestly, it’s just an impression I’ve formed on my own, but that person is putting in effort in other areas.
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?
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?
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.
By the way, M Chun-Li is probably going to get a lot stronger too.
After the throw escape, the OD Hanachōsō will come flying, right?
You’ll go crazy.
Basically, winning is fun, so if you can win, then it’s enjoyable.
There are quite a few impact spam players even in the high mass rank.
>>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.
>>140That Impact and Siberian are oddly selected, and they’ve even risen to High Mass, so there’s nothing to complain about.
If the Kura old man, who always modernizes Kurahara, gets stronger, transitioning will be a breeze, right?
>>139The presence of the assist button means that if you take it seriously, it’s a mountain of simultaneous presses.
If you guard against Burnout M Luke’s SA1, the chance of him immediately doing two consecutive SA1s in desperation is abnormal.
>>141Don’t give up, just keep rubbing; that’s all there is to it.
>>144Well, that’s why everything in Paris has been done, so let’s wrap it up refreshingly with a lethal touch.
>>152It’s great that you responded seriously and sincerely!
>>165I can’t do it…
>>152When you guard the first hit, make sure to land the full combo…
>>171Stop it…
>>152It’s impressive that they’re acting all confident even though they haven’t secured the first SA1 yet.
It gives the impression that in Diamond C, there are many aggressive players like Goki who go all out with AKI.
>>142I have the impression that even Master AKI tends to act violently, but is there a benefit to acting out?
>>149I heard that AKI’s rampage is hard to see.
>>153It doesn’t matter if it looks like a rampage or not.
>>163After seeing the small pants, the rising dragon was easy.
>>153You’ve been fed nonsensical information.
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.
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.
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.
M Ryu, set the weak Ash foot sword to automatic confirmation.
>>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.
Since everyone other than me is responding, I’m not getting any impact either.
Let’s return the impact together.
>>151The ranked match where Kazunoko spread the misfortune of impact really felt that way.
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.
The return on the blow is ridiculously high, isn’t it, Aki?
Well, actually AKI’s short pants are excellent, so there’s a lot of chaos.
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.
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…
>>159I can do it.
>>159Modern is suitable for pads…!
I can only say that Impact Niki can win with that, and Zangief’s character power is amazing.
AKI is really difficult to stack, right?
I want to see the character adjustments quickly.
I wonder who can properly lower it.
Rather, characters with high firepower cannot afford to not make an impact.
Yesterday, Kaju was throwing boards like crazy at Jamie.
There are quite a few overseas pros who use the official PS controller, so you can play fighting games with it.
I’m a weakling who can’t see anyone’s rampage except for AKI.
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.
These days, there’s hardly any device disparity.
Do you want to use the rapid-fire function?
>>177Why does the conversation about me being bad with the pad and unable to play fighting games bring up the rapid-fire function…?
>>190It’s best to stick with the device you’re accustomed to, right?
>>190There are definitely people who genuinely don’t understand why they can’t play games with a pad, so it can’t be helped.
I was thinking about starting now, but is the Fighters Edition on June 5th probably the best deal?
>>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.
>>185Thank you.
I think I might want to try out AKI and Elena, so I’ll wait until June 5th.
>>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.
Can’t you talk without escalating things…?
I had tried Modern before, but the combination of three attack buttons and the SP button felt awkward.
>>181It perfectly fits the number of buttons on the pad.
Don’t blame them too much for using a clever strategy that involves two gauges!
You just have to choose between a strange box or a strange way to hold it.
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!
With Luke’s SA1, isn’t there a double hit from a distance?
I get tangled up with pressing and releasing the assist during a combo, and then getting involved in additional cancel rushes.