
Dogura review: It has no taste.
The route from the most commonly used combo has become one.
If you hit it in the center, well, it’ll carry.
The toughest character I’ve seen.
>>1Luke Jamie Manon Kimberly Maliza
Lily JP is only looking at Julie, so it’s still possible.
This guy always ends up tasting bland.
>>2British cuisine is too heavily seasoned.
I don’t like this guy, but I think it’s just pitiful how the combo went from the last time to this time.
A character whose flavor continues to weaken with each adjustment.
The patch notes are too boring.
Even a baby would cry at this level.
>>7I am having fun.
Thank you, Capcom!
Since the concept has failed, it means this guy also needs to be reworked.
A woman who has become like an 80% reduced-salt miso soup.
>>9It’s last year’s DJ.
>>123It’s really just a little bit, but it’s being seasoned little by little so far…
>>140Well, if we think of future prospects as following in the footsteps of DJs, that’s fine…
If you’re going this far, I guess it wouldn’t hurt to return the replacement.
There’s nothing here.
The basic concept was too strong.
An update that seems to embody the spirit of its user.
Stop replacing and stop throwing out middle punches and kicks; this is a message of encouragement for ground combat adjustments, right?
Isn’t the standing Cammy relatively much stronger now?
Jamie, the firepower may have increased, but isn’t the first cup in the middle more of a gamble than before?
>>14Moreover, it’s a boring guy to deal with.
Is the adjustment for Street Fighter 6 really that bad?
Elena has become a big sister!
But Cammy still has her hooligan left…
I wonder if there’s anyone playing Luke on the stream.
I want to see it because I can’t touch it myself right now.
I can’t believe a character with such boring adjustments like S1 has appeared.
In the first place, it’s foolish to be making adjustments to all characters in this day and age.
I appreciate not being turned into an HP9000.
Cammy judges that now is appropriate.
I wonder if seeing Vega’s big punch has made an impact for you?
That’s pretty deadly, isn’t it?
Kazunoko: “I don’t want it~”
Isn’t Jamie’s drinkability still not bad?
>>33Since simming is not allowed in the middle foot rush copa, it has gotten worse.
As always, the size of the patch file is too large.
Why don’t they openly add new techniques or features?
>>37It’s not a game where new techniques are added in the first place because it can’t be assigned in a modern way.
>>43Modern is too much of a hindrance to scalability; it’s holding us back.
>>37I’m sorry, but I don’t know anything about fighting games. Are new moves even added in the first place?
>>57There is/are.
It was just that the strange character that was previously allowed is no longer accepted.
There are still some characters that are allowed.
A woman who sold her butt too much and became boring.
The crazy thing about Cammy’s adjustments is that attacking around Jasper has become nothing but a risk.
This is tough for bullet characters.
Jamie has received buffs, but the hitbox of standing middle kick has weakened, which looks quite tough.
>>46What am I supposed to do in the center, seriously?
Even when pulling off a passionate performance, it was largely based on the restraint of standing medium K.
>>46It’s strong when you ride it, but the basic difficulty is a good adjustment, right? There’s also the enhancement for the standing medium kick that everyone was talking about, but it’s nice that it’s not just a simple buff.
Just ditch the boring character and use Ryu and JP instead.
Since Elena will handle the bullet character meta, Cammy will have to be the sacrifice…
It’s like Mariza, who was killed for Vega.
If your maneuvering is getting weaker, at least you should increase some kind of damage.
While standing, if the K amount significantly decreases from there, it will become harder to drink during a raging fire or rush, after all, Jamie.
>>52It’s happening earlier, you know~
>>56What the hell is with 9F…
The invincibility frames have been extended by 1F, so the risk when being jumped on hasn’t changed at all.
>>67Well, it’s become easier to use for substitutions, so it feels like there’s no reason we can’t change our approach.
>>71Reaching is normal, so it’s tough to counter with that.
>>81I think it’s better than just swapping it out quickly with a short kick.
>>81So that you can poke back from outside of Dhalsim’s standing heavy punch.
If you do it properly, you can do it.
Well, I’m still stronger than Elena.
I definitely think this Cammy can do it.
It is tasteless and odorless, yes…
In the first place, it’s not a year 1 adjustment from year 2.
Even though it’s basically just a nerf-only, JP is being treated like a huge victory for some reason.
If you keep saying “Kaju is boring,” it’ll be over.
If you tell me that you’ll make adjustments again next month, I can still have hope, but there’s a possibility of this for four months.
>>66It will probably stay this way at least until EVO.
But it’s better than the first Luke from S2, which became a complete inferior version of the dougi. It will come back in some form after about 4 months of imprisonment.
I love the reckless feeling of increasing the bullet speed by double.
Next month, while adding new characters, there will probably be adjustments again.
In my desires
Characters with loud voices for their users keep getting stronger, while characters who are bad at politics are becoming weaker.
>>72I’m glad it wasn’t a development that deceived us with poor politics, where there’s nothing left to do if Jamie usage got nerfed.
>>72The Zangi user must have been bad at politics…
Why is Rashid getting strengthened?
I might have become quite strong because I’ve gotten better at consistently landing returns from modern Mariza Gage without having to throw out a button for anti-air.
Overall, I think throws have been nerfed too much, so I won’t be able to tell which characters are strong or weak until ranked matches start.
>>76It’s probably the era of aggressive characters like Zangief and JP from here on out.
I think Jamie’s standing K has just become unthrowable without thought.
…Ugh… no… I’m getting weaker… mmm… This is tough! Did I become a bot, Kaju?
Ryuu’s concentrated vacuum comes in from the central OD tornado.
It’s super fun to confirm big P or to do the standby weak kick to set up the OD tornado spinning around.
On the contrary, it might be unnecessary to concentrate on things other than lethal times.
They said Dhalsim got air invincibility! But when I looked, it was only after it comes out.
I wish they would prohibit excessive noise and distortion.
I think there will be adjustments made again when the new character is added, so I will complain about Zangief now while I can.
The review of kazunoko has come out.
“There’s nothing.”
JP is quite bland.
>>92As expected?
>>92Given that strength, it’s fairly fortunate to be forgiven that much.
>>99Adjustments like this are tiring because they only increase hate without any interesting flavor change.
It was really absurd that it was hard to impose risks with crouching medium or standing medium kick when they couldn’t counter.
I think it’s a good adjustment.
>>93I feel the intention to properly engage in ground combat, don’t you?
I feel like it’s an adjustment where the good ones become even better.
>>106I really don’t have the skills to engage in that ground battle…
>>118Seriously not…?
Even though it’s a live service game,
I think it’s difficult to keep people engaged without a level of taste change that can warrant charging for additional packages.
Aside from those who do it for work.
Is it Ed’s edge-of-the-screen throwing gag?
The Jamie’s firepower has definitely increased, but that’s just a matter of the edge.
The process of getting to the end while drinking alcohol became extremely tough.
While the things you can do are increasing, I don’t think we can definitively say that the character itself is getting stronger.
>>96It’s also rising in the center.
>>96It’s a good adjustment because it’s not just simple enhancement.
If you can repeatedly win with Cammy, wouldn’t it definitely be better to use other characters?
No matter how you look at it, the vacuum is too fast.
Why is Guile getting buffed???
Is this goodbye for Ken after all?
Capcom, what’s up with telling me to do target combos and then telling me to stop?
I can’t do middle K anymore, but if the buffs go through, Zangief will be super buffed.
Why did you nerf the target control?
It feels like this doesn’t need to be used for a while, like that one from JP.
There are really no interesting elements.
Jamie’s wish is for the sides to be strong, so please strengthen the center, but if you say you’ve weakened the center and made the sides even stronger…
>>111I was told that if I make it round, it would be boring.
>>120No matter what you do, it’s clear that there will always be people who criticize you.
Wasn’t there some change where Cammy’s weak kick’s hitbox got weaker, making it harder to stop rushes…?
Since JP’s slight nerf was accepted, the same should go for Cammy, right? It seems like Cammy players are dissatisfied for some reason.
Seriously, what’s the reason for giving and taking away target control?
Was the target control that strong?
If only the forward strong kick could be removed…
Luke’s enhancement is about the Fatal Shot and medium Just.
Even if you just barely miss, it’s not a counter, so the practical value should be increasing.
At least increase the situations where I can use a deceptive jump from a weak rising dragon finish.
>>122The firepower at the end is increasing.
The combo for 2 major P weak fluctuations is around 200 to 300.
>>122It says that the damage has increased because you can now go from an air flash knuckle to a weak rising dragon, but I can’t help but feel that going for a fake jump is better.
What did the target control want to do?
Ryu, Akuma, and I…? ■□Skip□Hide subtitles□Next
Ryu Ah, getting along!? ■Skip □Hide subtitles ×Next
>>126Australian Dragon?!
>>148I feel like it’s noteworthy that the shrine maiden is secretly giving off a feeling of being the legitimate wife.
If you’re going to cut the concept, then please rework it.
You’re able to defeat the Concentrated Vacuum Wave Iusaru, right?
>>129Isn’t that from the beginning?
>>137Since I won’t panic, doing it wouldn’t particularly trouble Rashid’s side either.
>>163It would be quite troublesome for the offensive key SA2 to be overshadowed by SA1.
Nemo is happy because he has a top-class Zangief user on his side.
>>131Reishunkan is likely safe as long as the wall situation remains stable.
>>147Where’s Macha?
>>151Akuma is totally okay.
It seems that changes were made to the overall system, and that’s how the balance adjustments turned out.
If you look at it in isolation, then it’s definitely not interesting.
It seems there aren’t many people who can properly handle Jamie’s Rush big P and OD’s passionate singing.
A big foot is good for the backhand return.
Could it be that I just didn’t know that target combo was wreaking havoc?
>>136It has become a basic combo.
Capcom might not have liked that.
>>136If I had to say, it feels like it’s easy to carry around and strong for wake-up pressure.
Reducing the target confidence is just too inconsistent, isn’t it?
■Jamie
When hitting while standing, it has been enhanced from +5F to +6F.
The startup of the standing medium kick has been adjusted from 10 frames to 9 frames, and the recovery has been adjusted from 17 frames to 18 frames.
When a standing strong kick hits, it has been strengthened from +1F to +3F.
When performing a crouching weak punch from a dry brush, the inertia was extended by 1 frame.
The startup of crouching strong punch has been improved from 9 frames to 8 frames.
The final hit of Sharp Bell Strike has been enhanced from -2F to -1F.
The final move of Drunken Fist can now be canceled with SA3.
The final stage of OD Flow Drunken Fist can now be cancelled with SA3 and SA2.
In the case of a mid or strong drunken stagger hit in the air, the knockback time has been extended.
Increased the attack duration of Weak Bow Stance by 3 frames and reduced the recovery time by 3 frames. Increased the attack duration of Medium and Strong by 2 frames and reduced the recovery time by 2 frames.
The occurrence of Explosive Attack (Strong) has been strengthened from 26F to 25F.
>>139Incredible proper adjustment.
Isn’t it crazy to be complaining about this?
>>167I’m telling you to save the sake!
>>172As expected?
>>172Then if you get hit instead, will you come to your senses?
>>167I’m saying it’s not about Jamie, just make my character stronger!
Is it sane to strengthen Mai’s weak P? The annoying Mai with her pesky sneaking is going to increase.
It’s a broken move that only has hit detection for the fan part.
If you want to get strong, Ryuu, you should get along with Akuma.
Has Ryuu changed anything good besides in a vacuum?
>>144The whirlwind kick has become less likely to be evaded due to the shadow stitching, and the situation after SA3 has improved.
>>157It looks quite annoying.
>>144Incredible, SA3 now has an offensive attack added!
>>160Ah, this is pretty good.
Lily was just throwing it because there was nothing else at that level.
>>145Let’s move forward with an extended front step!
I’ll use other characters.
Takashi is too confused by Elena being so cheerful; it’s too funny.
She’s just a woman whose only redeeming quality is being erotic.
What are you going to do about this?
According to Ryukichi-kun, Ken “endured.”
The Zangief buff is Nemoto’s laziness.
Elena’s transport and firepower are excellent, despite pretending to be a resurgence of Terry, and the big kick feels quite off.
Aren’t Akuma and Ryu father and son?
It’s too early to stop talking.
>>162What more can I say about the thread image?
>>162Well, no matter what adjustments are made, it’s probably like that unless it’s a new system.
>>162This game doesn’t give out toys very much, so after complaining for a while, it just becomes a wait for development.
This is all just from doubling the projectile speed.
Ken’s SA2 recovery time has really decreased, but why…?
>>164It’s probably because it was only used in lethal situations.
>>174Well then, give me something for Cammy and Kimberly’s SA2!
>>164I can’t make it strong, but I just want to give the impression that I’ve enhanced it somehow.
In other words
>>164It means to bite this and endure until the next adjustment.
The damage from connecting Cammy’s combos isn’t even taking out 1/4; it’s so weak…
If the Hadouken hits 10 times with 1000 damage each, you will die.
I can’t feel any extension in the cancel timing for fatal shots at all…
>>176It’s about 9 frames faster in total, so isn’t it easier to confirm during long-range wave battles?
I think the adjustments are good, it’s just really plain.
>>177I don’t know how to say this, but it’s kind of too much now…
The swift wind and thunder never had any particularly good points in SA.
Fūdo-san can DJ pretty well, you know?
The recent adjustments have been really boring.
Hurry up and make it Spasta 6.
>>186I just got bored of playing the same game for two years.
>>186It has been quite a while since the last adjustment.
Isn’t the adjustment team for Ryu always excited?
>>187In exchange for the absolutely unchanging rush, bold adjustments are being made.
What should I do about AKI’s super extreme nerf?
>>188Don’t make excuses about strength; just honestly say that you’re using it because it’s erotic.
>>188Isn’t it barely nerfed?
I thought it would become something like standing P7F.
In the end, it’s not even that my skills increased.
Is this really okay for being in the third year?
Is Uru 6 out yet?
It’s amazing that Jamie can connect standing medium punch to crouching medium punch now.
Also, being able to cancel the final move of Rekkashinken with SA3 has become possible.
>>192I made a mistake with the first stage cancel and accumulated in the middle, but I was able to change it to combo damage.
Isn’t this correction a bit too harsh?
EW-kun is saying it’s a wonderful day, and I can only reply that it probably is.
Isn’t Elena weak?
Have you been able to do some good combos with the weak spinnackle?
Did Manon do something so bad…?
>>197AKUTAGAWA
“For now, ‘It hasn’t changed as much as I thought’ comes first.”
They said it was a major adjustment, so I thought they would put more effort into the characters.
Certainly, the system has changed quite a bit, so the impact is significant, but…
>>199Every time it’s like this.
Everyone is expecting too much.
>>209The king of fighting games isn’t a fighting game anymore; that was 30 years ago.
It feels like adjustments that aren’t really necessary.
It’s not a change in flavor, and it doesn’t feel balanced either.
If it’s to avoid being gotten tired of, it feels counterproductive.
Well, I understand that it’s not a game with such a serious balance issue, so I get why they don’t make drastic changes.
It’s becoming increasingly difficult to find anything to enjoy other than the new characters.
All Ryu SA is enhanced…