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That being said, mid-foot rushes and jumps are also getting through about 40%.
Very severe pain
Since there’s no Shoryuken command for Mai, it’s fine to intend a Shoryuken while throwing the Flower Butterfly Fan, and have it accidentally come out, right…?
There are jump medium punch to OD Flying Squirrel combos, so you can’t just jump in easily towards the end.
It’s a modern dance, but the command for strong punch, flower, butterfly, and fan turns into the dragon flame formation!
>>3
If you output it with 41236, it won’t transform.
>>3
The “Strong Punch” department head is not for damage purposes, so why not just use one button to execute it?
If you look up, the lower level will stab you.
It would have been amazing if SA1 had leaked due to the Rising Dragon miss.
>>5
Surprisingly, SA2 becomes the anti-air as is and kills the opponent, so I guess that’s fine…
I’m not used to the Rising Dragon anti-air, so when I look up, I’m getting beaten up badly from the ground and it’s a problem.
Is the one-button manager strong?
A firm flower and butterfly fan is better for weak ones, so it’s better to practice commands.
The dance targets the fan guard that bounces, so the jumps are quite effective.
Using a feint to lure in aerial attacks is effective too.
The short horizontal hitbox of the weak rising dragon is serious…
I was stuck at Diamond 5 for a long time and finally made it to Master.
Is it stabilizing around MR1400-1500?
Could it be that the current Diamond 5 is exceptionally strong…?
>>14
If you go through it several times, you’ll definitely get it, so don’t worry.
>>14
It’s true that Diamond 5 is strong, and conversely, the distribution in the Master rank hasn’t changed much either.
>>14
Since there are various people mixed in with MR1500, it’s hard to say anything without going through enough trials.
It’s said that the weak rising dragon is short, short.
Isn’t it the case that if you only use the medium dragon, there are no complaints at all?
I don’t really understand how much worse it can get just because the anti-air fire’s F value is 1 different.
>>15
In this game, since there are quite a few misses with the Rising Dragon due to unprecedented jumps, a faster startup is considered better.
I finally beat Oshigemane!
It was too difficult.
I want to use my favorite character in Oshige Mane.
Rough layering of attacks can be punished with a counter after a jab, and then stepping rush can be interrupted by reacting. For everything else, just parry after reacting.
It’s easy to say, but it’s tough when you actually have to do it.
Is it a bug that the D cage decreases even with the flower butterfly fan active?
>>21
I’m pretty sure that if you parry all the multi-shot projectiles, it generally balances out, but since there’s a gap, it decreases accordingly.
It should be the same for the two bullets of OD Amnesia.
I don’t think it will be urgently removed because it’s a specification that’s been in place for a while, not a bug.
There may be a punishment that involves taking away Mai, but that will probably happen further down the line.
There’s no losing and undressing, a tradition of SNK, so implement it in the update.
>>26
Only the two of them, Yuri and King from Ryuko, will do that…
>>36
I had the image of more characters stripping.
>>41
The dragon and tiger are both stripping off more and more.
Only Yuri and King are in KOF.
Those who laugh at 1 frame in fighting games will cry because of 1 frame…
Certainly, that is a bug.
However, I think it’s commendable that they implemented a character with such an aggressive outfit.
Even if it gets fixed, until it’s fixed it’s still “specification”.
I wonder why people in the diamond rank want to say that they’re a higher level than those at the bottom of the master rank.
>>30
Terrifyingly, it seems there are some who have unreasonably risen by feeding diamonds and engaging in MR shark activities.
Gouki received a nerf adjustment after being active for one month.
If it were really bad, Capcom would quickly issue a statement like with the parry bug.
I want a character like that graffiti-like one.
Draw more.
In the first place, even if there is a gap in skill in Street Fighter 6, it can still be a game where you can be taken down in a 2-out-of-3 situation depending on how things work out, so unless you significantly increase the number of attempts, it doesn’t really matter.
I’ve been feeling limited by fighting with assists and a single button, but cancel rush is too difficult.
Even if I’m being guarded, should I just approach it with the determination to absolutely cancel rush?
>>35
I’m not sure what you mean by the second half, but if you want to cancel into a rush only when you hit, it might be better to check whether the move you’re using can be confirmed as a hit.
>>35
Just to confirm, you know that you only need to press the parry button for the cancel rush, right?
>>35
Since hit confirmation isn’t realistically possible in this game aside from some techniques, it’s fine to just cancel into a rush every time if you have 4 bars or more.
It’s better to change the technique after checking the hit guard following a rush, but it’s okay to start with the same technique.
Even if you guard, your gauge decreases, and if you’re being guarded, you can just throw in a cancel rush.
Since it is a specification for multi-stage shells, even if we fix Mai’s, it will be in a special form.
If you want to confirm at the point of hitting a medium foot during a cancel rush, that’s normally impossible, so you should just go all in until the rush and then check whether to follow up with a big attack, a small technique, or a throw.
I think that even professionals hardly do things like checking for a middle-foot rush.
I think it’s fine to aim for a situation check, but the game mechanics don’t really allow for pure hit confirmation.
When I hit the big P, I could dash forward and there was some leeway, so canceling into a rush wasn’t that difficult.
It’s hard to aim for mid-pants and mid-K setups.
In the end, Mai realized she didn’t have the luxury to use her gauge due to the rush of cancellations.
>>47
I really want to do a middle foot rush, but every time I do it, I think it’s not cost-effective.
It’s more of a specification than a bug, but…
The fan is fundamentally different in nature from other multi-stage devices, so using the same specifications is simply a thoughtless approach.
The cancellation rush consumes a lot of D gauge, and I don’t want to race unless I have a guaranteed hit…
I used to think that, but with D gauge, it heals the more you hit, even if it’s being guarded, so the actual consumption isn’t that bad as long as you don’t run out of BO…?
>>50
After using the D gauge, there is no automatic recovery for a certain period, so please be careful about that.
I want to use my gauge for OD bullets so much that there are times I’m even hesitant to use OD Dragon Dance.
The dance is a bit tricky with the mid-foot, so I’m likely to use the gauge with OD shot + live rush.
I wanted Terry to do it without thinking, specifically, I wanted him to use the passing sway even from above the guard.
Rather, if you don’t consume to some extent, you’re essentially wasting the resources for recovery, which is a loss.
Since the cancellation rush isn’t decreasing as much as I hoped, I end up cutting corners.
OD invincible burst and OD combos are more rewarding… probably the character is bad.
Do people in the diamond class not have the brains to jump forward in judo?
Too many people die from being thrown in judo till the end.
>>57
“I guess they are faithfully following ‘Throw away what you don’t need’.”
>>57
It’s not good to criticize just because you lose to repeated attacks, and with diamonds, there are often infinite repeated attacks, so it’s purely a result of reading each other.
>>63
That said, there are way too few front jumps escaping…
There are occasional people who do backstage.
>>57
Is there really a fool who only throws? …There are quite a few.
Well, you should learn your lesson with such fools in the first round.
So, when asked if I don’t need to do a medium kick rush, it’s not that simple…
The dance undresses itself.
If the lower section is thin, it will keep going down and be completely addressed…
I always thought that only I couldn’t take hits from the rush.
Attacks from a rush don’t extend right when you start running; they reach further after you’ve picked up some speed.
The middle kick in dance might be slightly different; instead of being subtly short, it’s a 7f middle kick.
>>66
Just make it longer on the 8th floor.
Are you writing “diamond rank” just to hunt weaker players?
>>67
Right now, if you’re casually playing a bit, there are a lot of Diamond ranks.
If the bottom seems careless, then instead of a middle foot rush, make it a rush middle foot.
In a medium foot rush, if you confirm that the medium foot connects properly and the combo can be converted, the value of spending a bit more D gauge increases…
I guess this is just practice, isn’t it…?
So, the rush 2 weak kick is difficult to connect to the 2 medium punch because it requires precise timing.
I started with C Juri to graduate from being a video player, but since I’ve got stuck at Platinum, I feel like I need to seriously practice and increase my usable combos and work on my anti-airs.
>>72
Starting from C and reaching Platinum right away is amazing!
This is going to grow.
>>72
It’s a good idea to research the wake-up pressure after a combo ends and practice it together.
Just knowing that if you do this, you can win against Copan has made a big difference.
People with poop on them have different things to say, huh?
If you could say the same thing to a judo pro who is dying, then that would be fine…
I guess they’re making similar statements elsewhere too, with a satisfactory touch of nonsense.
If you can prepare combos for movement, corner, and panic, that’s sufficient.
I guess my brain wasn’t up to par when I should have reviewed my posts before getting messy…
Is it really the case that players below diamond target to interrupt with medium foot rushes that aren’t combo hits?
The middle foot rush, when it hits, can be followed by 4 strong kicks for guard, then a throw option from 2 weak punches.
If I don’t do this, I’ll end up losing from being broken by invincible or reversed, and I might even let something like an impact through.
If you practice, you can do it because time stops.
Even pros get hit by five consecutive strikes sometimes.