
My dance is overflowing with the desire to charge up the OD butterfly and shoot the butterfly, and I’m receiving a ton of panic from all these confirmed jumps.
The face that thinks, “Dai P weak flower butterfly is still strong…”
A face that has begun to suspect that everything is strong except for the range of the rising dragon, regardless of throwing weapons.
>>3
But I think they’re trying hard with a face that shows they can’t really gain an advantage with normal moves.
>>4
I think it looks like someone is struggling because they don’t have long 5F or 6F moves for countering.
>>4
Well then! Hmph!
Gauge operation really varies from person to person.
>>5
Even without using OD, usually the flower butterflies surprisingly don’t get knocked down by attacks or bullets, so it’s fun to go in during a raw rush.
Moreover, the SA1 from OD Dragon Dance has drastically decreased, so you can use the OD gauge anywhere.
A face that says, “The DLC character has arrived, and I’ve lost 5000 from the ODSA2 Rising Dragon attack from the center!”
>>7
“Everyone has that kind of face when they spit out SA2 and it generally decreases that much…”
The face that thinks, “I’ve got a good insurance policy,” as the person takes an attack but still has the judgment remaining on the bounced fan.
The crouch is long enough, right!
Good luck in the Vega battle!
Do the Copa Strong Flame Dance.
It’s not just a problem with Mai; it’s just that the Thunder is crap.
The expression of thinking, “It’s fine since that old man Ken is being forgiven…”
It seems that it is not particularly allowed.
There’s quite a distance where you can’t get a counter hit on D-Riva, so 2 middle punch is also on the shorter side, right?
It’s tough for everyone with Vega.
I believe that even though Maki is particularly tough against Dubn, it must be hard for Vega after being pressured by Maki as well.
I think it would be nice if SA1 could connect from Central OD Hornet J middle P as a normal combo.
There are anonymous people saying it’s bonus time because Vega has a great advantage against opponents even though there are no unfavorable matchups.
I thought Zangief would have a tough match-up, but it seems he got completely wiped out by Mai…
>>18
Kake-chan is a character who would choose Vega against Zangi instead of Gouki.
I’m thinking that I want to impact the big P charge flower butterfly, but it doesn’t really happen while I’m waiting.
You have bullets, and there’s a rising dragon, and in a sense, you’re wearing a dogi, so is it okay to recognize you as a dogi character?
>>21
Ninja!
I’m usually using anti-air characters, so I really can’t understand why this guy has an anti-air dodge.
If I keep throwing these edge-attack OD bullets…
It’s strange that the side that’s guarding is constantly having a harder time with the drive gauge.
>>23
Please accept the panic can by holding down the parry.
You can generally think that characters that Vega’s side says are tough are about slightly advantageous or even.
In exchange, the back step is shorter, and my chest gets hit.
Everyone who says the ninja bee sounds like a mirror rice cake has been saying it for over 20 years, so they don’t mind it at all.
It seems like Mai is adjusting with the feeling that it’s okay for her to decrease since Ed is decreasing by that much.
I want the judgment of the bouncing fan to be stronger.
Isn’t the fact that there’s no combo modifier for OD Ryuenbu a bug?
>>28
I think the character Jamie Lilly Honda wants to make stocks is a battlefield hell for those who can’t shoot at long distances.
>>33
It’s strange only Honda.
>>33
Isn’t it relatively easy for Lily Honda since she’s being one-sidedly blamed?
>>28
When I see Jamie trying to push through the explosive proposal with all his might for the section chief, I can’t help but chuckle.
It’s funny that all the characters used by Dogura have a bug with their adjustments.
I’m using Manon, which is said to be favorable against Vega, but it’s tougher against a Vega that doesn’t use Shadow Rise or Double Knee Press.
Typically, the character has good performance and a fast rush, so just not using an overly reliant special move makes ground combat quite tough for Vega.
I won’t use the dance SA1 that I use!
It seems like even DJ-level harsh correction adjustments are coming.
>>41
The correction is tough, you know?
It’s just that there’s no adjustment for OD Dragon Flame Dance.
If we’re going to add a correction to this, we would probably increase the damage of Dragon Flame Dance.
No matter how skilled the player, Jamie is the only character who can never win a big tournament, as confirmed by the strongest players in the world.
It’s inevitable, but in ranked matches, I keep encountering the same players, so it gets boring after a while.
I wonder if I should go to the hub.
>>44
Let’s use a character that makes us feel good while hunting.
Honda and so on.
It felt so good to split the live department head with Lily and use OD Typhoon.
It becomes a competition of who can effectively dodge the bullets and launch an attack better with Rashid.
When I see characters with ball stripping saying the dance battle is tough, I can’t help but chuckle.
If I did a performance with Zangi, I feel like I would go insane and die.
>>47
All the bullet dodges in this game are tough! The only one that’s not as hard and has a big return is Vega’s OD Psycho.
>>47
Zangi can actually dance, you know?
>>47
What are you talking about with Zangief, who has some of the best projectile durability in this game?
Which is better for the lower part paired with the middle part of the rush, a small kick or a medium kick?
It might be difficult, but I saw that Honda can use Cat’s Paw to drop the charged fan.
I really want them to disappear if I get a parry or armor charge, seriously…
I don’t think Zangi’s armor makes it as difficult to dance as people say.
>>53
I heard that there are many situations where the big P functions.
I feel that SA1 could be good for anti-air.
There are hit detection above and behind, and opponents that come from above or cross over during a pressure situation at the edge of the screen burn well.
Well, in the first place, Mai’s bullets don’t need to be dodged anyway.
There are no moves that can gain an advantage with a charge attack, so it’s a weak character.
>>57
The continuous hit of the ninja wasp…
It seems like a persistent stacking of 4 strong K, but it’s tiring.
Since the anti-air can somehow use Strong Dragon Dance, it might be fine here for 5 minutes F; it’s easy after all.
If you could hit a hornet with a fresh strike, it would be strong, but it was also a technique that would get stuck in a starving wolf’s KOF…
A face that is sad because the 4 major K anti-aircraft responses are either faster or slower than expected.
>>62
When climbing, using a P anti-air or an air throw anti-air has a higher accuracy, right?
>>62
Is there any return on that?
>>64
It’s an advantage that you only need to press the heavy kick button instead of performing the dragon command when jumping in during a downward state.
But I lose by decision and get beaten up.
>>66
That’s totally no good!
If you can drop it in time due to the slow activation of the Strong Dragon Flame Dance.
It might be more stable to get a return by focusing on air-to-air…
I’m a user of other characters, but being cornered by Mai is one of the toughest experiences across all characters.
With this, you can go from the center to the edge with one combo, so that’s definitely strong.
Lily aside, isn’t Honda just about trapping in close-range with his Hadouken?
Without OD or bullet evasion, the projectile attack in close-range combat is too brutal.
>>68
Headbutt or give a hundred strikes.
If it wasn’t for the buildup, it would penetrate.
Lily Mai is saying that both Hibiki and KOG are saying, “For now, let’s put it aside, but the future will be advantageous for Mai.”
Honda Mai is unknown.
I’m doing a 4 strong K on Devil Liva, but the follow-up is somewhat poor except for SA2.
At the moment, it feels like Honda is in the lead.
First of all, the fact that you’re talking about trapping with Flower Butterfly Fan means you’re not really taking proper countermeasures.
It’s not sustained like the usual anti-air moves that extend all the way from the root.
If you don’t match the timing properly, it will fail.
OD hundred-weight functions.
Honda’s OD hundred-pound sumo escape being able to slip through OD fan is a bit complicated.
I feel that the sumo escape is not returning as expected.
It’s just a joke to say that it’s unfavorable against Vega just because Dubney can’t secure a hit, when from every other aspect I’m meticulously getting killed.
>>79
It’s hard to shoot bullets.
>>81
A character that can confidently shoot bullets at Vega.
>>81
Who can shoot projectiles against Vega?
>>79
Because the bullet isn’t a bullet, it gets erased by a double knee.
You can also get through with the stored bullets using Psycho.
>>79
I want to know what character you use at times like this.
If you’re going to self-deprecate, do it in a more masculine way, not so weak.
>>100
JP
>>107
You probably had a lot of characters that you were stuck with.
Disappearing.
If you guard against the OD bullet, your gauge is decreased while the opponent’s gauge recovers, so you need to be more cautious.
According to Haitani.
High cutoff performance is required because knowledge and technology are necessary for countermeasures.
That said, even if you can counter it, it’s probably a type of character that will come up with another answer to that counter.
If you can’t get a confirmation, just leave it vertical.
There seems to be a lot of information from unemployed Honda users…
>>88
The cult thank you has recently been stagnating in their research on crappy set plays…
I think it’s disadvantageous that the strengths of the Mewtwo side can be easily countered by the Vega side, and that there are few ways to punish Vega’s pressure.
>>89
I think it’s true that Mai has a disadvantage against Vega.
Just having more characters that vomit.
I wish they would at least differentiate the voices for the weak, middle, and strong levels of the section chief.
>>90
Here it is❤︎ Here it is❤︎ Here it is❤︎
I think the follow-up after dropping Devil B in regular mode is also subtle.
Since it’s difficult to gain an advantage with regular techniques, I decided to go all out and just scatter fan attacks everywhere to try to initiate. It seems like my win rate has gone up… that’s the expression I’m making.
Normally, you can’t shoot a projectile to keep Vega at bay when he’s wandering around without building up his charge.
It’s true that it’s difficult to shoot normally at Vega coming in with a jump, as it can be erased by a double knee.
Stolen from a DJ: Kutsuchuu P
K from Rikkyo University that I took from Juri.
>>94
Mai has been around longer, though…
It feels tough when I’m using a dance performance and a DJ together.
>>96
It seems that the “tame character” is disadvantaged against all characters.
I thought it was strange to forcefully use a big K that doesn’t have any anti-air capabilities other than appearance, but then I realized the original concept was anti-air.
>>98
It’s a motion from a system like counter attacks in Garou: Mark of the Wolves 2 and SP.
>>98
A system from the original work that can only be executed while guarding, called “evade attack.”
There are few characters that can be said to have an advantage against Vega, and the ones that are at a significant disadvantage are even worse, so relatively speaking, it seems that Mai might still be one of the better options.
In summary, Vega is crazy.
Unless it’s a rank that’s just fooling around.
Compared to Honda P, Mai Ota P seems to have a superior reach in terms of gameplay, so it might be a bit better overall.
>>103
Unlike Honda and Manon’s medium punch, you can’t gain an advantage, so if you endure it once, won’t it be our turn?
If even Cammy can’t say she’s at an advantage against Vega, then it’s definitely tough for other characters.
As long as there’s Guile’s OD projectile, you can win against common strategies up to a certain level.
That’s tough for JP, for sure…
I wonder why my dance jumps over the opponent like this.
OD fan! As long as I have the OD fan, I can get anything!
Huge damage! Good advantageous situation! Delicious panic!
>>113
I got too carried away and lost three drive gauges with a Jasper throw, Leorio.
It seems there’s a misunderstanding, but Manon’s middle punch is a disadvantageous guard move unlike Honda’s.
>>114
No way… I was under the mistaken impression that I had the upper hand all along…
>>124
The impression of harassment during BO is too strong.
The face that thinks, “When it’s a dance partner, the obvious opening jumps increase…”
I heard that Manon’s standing medium punch is strong, so I might have thought it was on par with Honda’s strong standing medium punch.
If SA1 hits, then it’s fine for the double jump to hit too… that’s the look on Zangief’s face.
>>118
It’s bad that it comes out just by pressing a button.
>>118
The face that says, “It can’t be good…”
I think the misunderstanding comes from the fact that there are many Manon players who are spamming like Honda.
Please understand that JP players do not have the right to complain about character compatibility for about another two years.
It’s obvious that Davrari is swinging his arms behind him as well, but for some reason, it doesn’t hit.
Should I make it so that a double rally also uses one gauge?
I think it’s okay for a rising tackle to hit on the mix-up.
For some reason, there are also overconfident spamming Manon, so it can’t be helped.
The only advantage Manon can take is with the lucky big punch.
>>130
I think advantageous techniques are the weakest.
Is it permissible to use the SA1 gauge with command techniques?
The OD dabbler uses 3 gauges.
It’s said that while Big P is strong, they tend to move forward, making it easy to counterattack. I get it now…
I think it’s nice that quite a bit of the consumed gauge comes back when attacking alongside the OD fan, and it feels really good, so I go all out.
>>133
It’s fun to keep doing it while thinking that it will probably be fixed soon.
If the opponent doesn’t have any mid techniques on 6F, Manon’s medium punch can be rapidly pressed even during normal times…
Manon’s mid-P is quite strong among Manon’s techniques, so I guess I’ll use it.
Chuo K and Daido K are smoked silver.
That fan being thrown so slowly is definitely weak no matter how you think about it.
Grab it and stop, Zangi.
Even if it’s disadvantageous, you can still engage in power harassment because of the distance to counterattack and the lack of good options with F.
Manon’s middle punch is strong, but just because it exists, it doesn’t solve everything; it’s only a choice because there aren’t any better techniques available.
If there’s a medium foot rush, then I’ll definitely use that.
After being buzzed and looking into it, I made a serious face at the big K guard -3.
>>144
It’s frustrating that not only the unfavorable 3F, but also the exquisite judgment on the pulling back makes the counter miss.
Even if there’s no guarantee, can you at least let me guard?
If the currently super strong Zangief can flip and drop with just one button, that would be unbearable.
>>145
Zangi is always in a situation where there’s a binary choice just by being on the ground.
The OD section chief said that it won’t recover while there are balls left.
You’re misunderstanding again, though.
It’s a -1 move, so after guarding, a 7-frame move is fine against Manon.
When you see the fan, go for a big punch.
If you guard with a charged fan and see the opponent rush at you, being able to respond with a screw attack is quite effective.
When you think about it, Zangi’s dance can be completely solved with the big pants armor.
The face of Big K when he has a long reach and somehow panics, resulting in a combo.
It’s unreasonable to say that even pros are using the big P fan in the Legend rank, and that if you can see the fan, then it’s a problem!
>>154
Isn’t it something you can’t understand unless it’s explained that you should interrupt Manager O-P with O-P?
>>154
The professional doing the big fan flower butterfly dance must be very skilled.
>>154
Isn’t it just a connected series?
I want Manon’s big K to be -3.
It’s tough when you get hit with guaranteed knockback and impact.
It’s too good to touch with strong P.
It’s only natural that you can’t return it since the large P flower butterfly fan is basically a combo.
This character continuously scatters bullets at opponents who have lost their gauge, making their health drain terrifyingly fast.
Manager O is equipped with the continuous drawing, slight charge rampage crush, and maximum charge extortion!
The choice of fan for weak and strong from the big punch evokes a feeling of thunder.
The rush throw and immediate brake by the OD section chief is a fun unique skill against unbeatable opponents.
>>165
Using a 3-gauge hook for fishing is pretty tough.
>>169
If it goes well, the opponent will pay twice and take major damage, so it’s a slightly risky one-trick thing.
Just being fun doesn’t mean it’s strong.
Because she’s a bullet character, she has bullying performance that goes beyond just that, doesn’t she, Mai?
The assumption is that the manager is already invested in the big producer, and we are making an impact that aligns with the big producer.
There are many characters for whom there is no solution other than firmly holding down the big P, seriously delivering an impactful blow, or taking Jasp.
>>168
The flower butterfly fan has gaps like a fool, so if you guard with the flower butterfly fan, swing your long and quick technique early.
Characters without counters to large P weak waves in dance are finished.
The battle is tough, so give Rashid a buff.