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I feel like I’ve been encountering Ryu a lot in ranked matches since CC!

1: Japan Otaku ReviewsYeahx31

I can’t tell the difference because there were a lot from the beginning.

2: Japan Otaku Reviews

Concentrate!

3: Japan Otaku Reviews

It seems like it doesn’t matter since it’s already in the top layer of usage rates.

4: Japan Otaku Reviews

I can’t remember the dedicated combo at all.

5: Japan Otaku Reviews

It’s already a lot to begin with…

6: Japan Otaku Reviews

I feel like the number of JP’s has increased, even though it’s around the MR1800s.

7: Japan Otaku Reviews

Ryuu and Jamie are popular, so people talk about their strength and such, but it’s quite a lot.

Terry’s unpopularity, as his usage rate continues to decline, is becoming more pronounced.

8: Japan Otaku Reviews

I understand that people say it’s inconvenient, but I still know many who love it.

9: Japan Otaku Reviews

Well, I think this work is quite interesting to use.

10: Japan Otaku Reviews

The suddenly increased JPs are nice because they try to engage in ground battles and self-destruct, but the increased Ryus are just stubbornly trying to close the distance and spam big Ghost Wave Palm, which is quite bothersome.

11: Japan Otaku ReviewsYeahx6

It’s being called hashohara, but when it comes to power harassment during burnout, it’s clear that JP is the one that’s problematic.

14: Japan Otaku ReviewsYeahx2

>>11

Since the premise and the path to BO are different, it’s not about which one is better; if both can lead to BO equally, we should just be prepared for death.

12: Japan Otaku Reviews

It’s a good technique because the foot and big toe can swing properly.

13: Japan Otaku Reviews

It was a character that was weak from the start but had a high usage rate.

15: Japan Otaku Reviews

In the 1600 range, instead of the amount of Ryu changing, there are many DJs.

16: Japan Otaku ReviewsYeahx13

No one was talking about how the level of harassment is higher compared to JP, yet suddenly people are saying “JP is the problem,” which sounds like self-deprecation from Ryu users.

17: Japan Otaku ReviewsYeahx1

Where’s the self-deprecation, you idiot?

18: Japan Otaku Reviews

If we’re talking about the tenacity of harassment towards someone who has been knocked out, I think Ryu is quite significant.

21: Japan Otaku Reviews

>>18

That’s… I’m just endlessly pounding away at the middle punch and middle wave palm…

19: Japan Otaku ReviewsYeahx7

When people talk about how the character they think is weak is actually strong in that aspect, it’s…

I understand the feeling of wanting to say that stronger characters are even crazier!

26: Japan Otaku Reviews

>>19

In the first place, it’s pointless to forcibly point out the strengths of a character that professionals have repeatedly made jokes about being weak.

20: Japan Otaku Reviews

Shun-getsu! Haah! Haah! Neji-komu!

22: Japan Otaku Reviews

Being able to do various things from that incredibly strong crouching medium kick means Ryu can perform above average.

23: Japan Otaku ReviewsYeahx1

Isn’t the fact that JP, a character who chips away with bullets and then goes for the kill, becomes a point of comparison actually proof of the danger against BO?

24: Japan Otaku Reviews

In terms of the type of trimming, isn’t it more like the pre-adjustment Vega than JP or something in that direction?

25: Japan Otaku Reviews

Make the rush longer.

27: Japan Otaku Reviews

Using the D gauge grinding gorilla to perform a BO and then further grind is likely a character concept, and if that is weak…

28: Japan Otaku Reviews

Terry’s lack of increase is amazing.

Even though I was dealing with wonderful people.

30: Japan Otaku Reviews

>>28

Character popularity, you know…

32: Japan Otaku ReviewsYeahx2

>>28

It’s simply difficult.

34: Japan Otaku ReviewsYeahx3

>>32

If it’s just difficult, there would be more people.

Don’t turn a blind eye to unpopularity.

40: Japan Otaku Reviews

>>34

Haha! Sorry…

50: Japan Otaku ReviewsYeahx1

>>34

I think there are few characters that are difficult in this game, like Chun-Li, Guile, and Rashid.

29: Japan Otaku Reviews

Men who want to become Blaz

42: Japan Otaku ReviewsYeahx1

>>29

Dogura Ryuma is gross!

43: Japan Otaku ReviewsYeahx2

>>29

“Mr./Ms.”

31: Japan Otaku Reviews

If it can keep running well even with a bad initial speed, then this thing is quite long.

It’s just that there are few opportunities to use it in battles.

37: Japan Otaku Reviews

>>31

In other words, if I make Rush the same speed as Mai, he would be the strongest…

33: Japan Otaku Reviews

The fact that Terry only thinks of using his uncle is already a problem.

There are zero elements that increase usage rate because it’s a hassle and not that strong in the DLC.

35: Japan Otaku Reviews

Some people in the rush have pretty unique movements.

36: Japan Otaku Reviews

First, there is the premise that the character is inferior compared to the characters from the other series…

38: Japan Otaku Reviews

Those who want to use Terry, who is recognized by pros as a character worth playing.

Are you there?

39: Japan Otaku Reviews

Is the end of Ryu’s rush extended, feeling like it has inertia?

45: Japan Otaku ReviewsYeahx1

>>39

Inertia feels like it doesn’t change from the beginning to the end.

It feels like the distance to travel until the rush is over is long.

41: Japan Otaku Reviews

If you’re aiming high, I thought a big hit confirmation rush would be necessary, but you haven’t really done it much?

44: Japan Otaku Reviews

I wonder what’s good about combos from rush.

I’m finishing with big punches, big waves, rising dragons, and tornadoes, though.

65: Japan Otaku ReviewsYeahx1

>>44

I think it’s about that simple: if you want to concentrate, just put in the effort.

93: Japan Otaku Reviews

>>65

That’s exactly me.

The route is mostly Rush → big punch → medium punch → foot kick → concentration.

113: Japan Otaku Reviews

>>44

Basically, I think anything can work with rush heavy punch > heavy headbutt.

If it’s no gauge, you can finish with a medium tornado, and if you can use the gauge, do a raw rush into a big punch medium tornado.

It’s much better to have a raw rush in between.

46: Japan Otaku ReviewsYeahx1

When you actually use Ryu, his moves don’t reach at all and his rush is slow, so against an opponent that’s retreating, there’s really not much you can do except throw fireballs, right?

47: Japan Otaku ReviewsYeahx1

There are individual differences in how the rush extends, which makes for an interesting comparison, but ultimately, this game seems to revolve around the initial speed at close range, which is disappointing.

48: Japan Otaku Reviews

>>47

That’s not possible.

DJ, Mai, Juri, and Vega are running energetically from afar, and they are strong.

49: Japan Otaku ReviewsYeahx4

>>48

Since the DJ and Mai don’t grow, can’t you run from far away?

51: Japan Otaku Reviews

The reason why Mai runs from a distance is because the restraint of the bullet is long, and it has nothing to do with the initial speed, right?

52: Japan Otaku Reviews

When it comes to rush, Vega has a fast initial speed and grows incredibly, so…

55: Japan Otaku Reviews

>>52

If it was that filled with supposition…

53: Japan Otaku ReviewsYeahx1

When it comes to JP, maintaining speed at a certain distance is important, but in other cases, the weight of the initial speed parameter becomes too significant.

54: Japan Otaku Reviews

Treating the screen stretching halfway as if it doesn’t stretch is probably because I’ve played too much with the strongest characters in Rush and my senses are numb.

56: Japan Otaku Reviews

Surprisingly, the DJ’s rush comes to an abrupt stop.

The fact that it doesn’t have that kind of image tells a story about how important the initial speed is for Rush.

58: Japan Otaku Reviews

>>56

The DJ’s rush is like a technique all on its own.

61: Japan Otaku ReviewsYeahx1

>>56

I only have a short image of it.

57: Japan Otaku Reviews

You’re slow! Here I go! Tornado!

59: Japan Otaku ReviewsYeahx1

The rush between DJ and Rashid has a leaping motion, so it doesn’t actually extend that much.

60: Japan Otaku Reviews

Isn’t it better to carry over the concentration to the next round?

62: Japan Otaku Reviews

I would like to focus on about two stocks.

63: Japan Otaku Reviews

The initial speed of Vega isn’t that impressive, but it excels in mid-range with a fierce extension, if I recall correctly.

64: Japan Otaku Reviews

The rush itself comes to a sudden stop, but there are some techniques that utilize inertia, allowing them to end up going from one end to the other as a result.

66: Japan Otaku Reviews

Jamie’s rush and initial speed are fast but don’t really extend at all, yet the fact that it can extend really well and has a fast initial speed is just too important, making it feel quite strong.

That’s just a level that can reach with a big kick before the rush or from the ends.

67: Japan Otaku ReviewsYeahx1

Only Ryu can guard against a medium-foot rush and prevent the throw range.

What the heck is that…?

91: Japan Otaku Reviews

>>67

I don’t know what it’s like now, but it’s S1.

Even if you get a plus on a big throw, it’s outside the throwing range.

I remember being meticulous about various things, like being outside of the throw range even after gaining a plus from a hasty move.

68: Japan Otaku Reviews

Even though it’s a long-range character, for some reason the rush stretches.

Why?

70: Japan Otaku Reviews

>>68

Because I’m walking properly.

71: Japan Otaku Reviews

>>68

Because instead of trying to do something with just one step like a character that suddenly stops, I walk normally.

69: Japan Otaku Reviews

Raw Rush loves AKI.

It slides in smoothly.

72: Japan Otaku Reviews

Terry and Ryu are both part of the long-legged tribe… They also have firepower.

73: Japan Otaku Reviews

The broth is sweet!

74: Japan Otaku ReviewsYeahx2

I had the image that Jamie in the dance could reach from one end to the other during a rush, but it turns out that at the moment the rush suddenly stops, they compensate by using a technique that carries a lot of inertia.

When you think about it calmly, the inertial system is unfair.

75: Japan Otaku Reviews

The DJ releases a copar, and it stretches out.

Aside from the cancellation rush, this is 90% of the reason why it doesn’t grow on its own, even if you talk about it, it doesn’t align with practice.

76: Japan Otaku Reviews

The rush motion in JP certainly moves forward endlessly.

77: Japan Otaku ReviewsYeahx1

Ryu’s Hasho Hara is honestly just a rip-off except for OD, so it’s not scary at all if you take precautions!

78: Japan Otaku Reviews

>>77

If you do it twice, the distance will increase, so it seems like they might say it’s not strong.

80: Japan Otaku Reviews

>>77

So, the question is, can you properly handle the BO time hashahara without any gauge when you don’t know where you’ll be refilling?

82: Japan Otaku Reviews

>>77

During BO, the frame changes, so be careful or it could lead to serious trouble; it’s better to investigate!

111: Japan Otaku Reviews

>>77

The fan of the dancing flower butterfly isn’t scary at all.

112: Japan Otaku Reviews

>>77

Please tell me the countermeasures.

79: Japan Otaku Reviews

Ryu doesn’t really have any moves that excel in rushdown, which is a problem.

81: Japan Otaku Reviews

Vega has a really fast rush, but when I tried using it myself, I found that it surprisingly doesn’t have much inertia.

83: Japan Otaku Reviews

Well, in short, it’s a character that suggests dealing with things before they come closer, right? Ryu.

So I don’t think the rush will become faster in the future.

84: Japan Otaku Reviews

The JP environment seems like it’s going to get barren.

85: Japan Otaku ReviewsYeahx2

It purely has a fast initial speed; the rush itself extends incredibly; there are techniques that glide exceptionally well due to inertia.

If two out of these apply, I think you’re a strong contender for the rush.

92: Japan Otaku Reviews

>>85

Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu

86: Japan Otaku ReviewsYeahx2

The more I touch it myself, the more I understand Blaz’s abnormality and it’s interesting.

94: Japan Otaku Reviews

>>86

Puge released a video, and I have to admit that the way he approached with a rush while taking advantage of the opening was definitely something I hadn’t thought of before.

I think I’ll try to use it as a reference.

87: Japan Otaku ReviewsYeahx1

No matter how poorly treated in terms of performance, Mr. SF’s usage rate never wavers.

That is Ryu.

88: Japan Otaku Reviews

It’s a given that if you’re not strong, you won’t be treated as a target of harassment.

89: Japan Otaku Reviews

I wonder what that last turn in Manon Lush is all about.

90: Japan Otaku Reviews

Where you place the performance of the Rush significantly changes the conversation.

The worst movement distance when using a technique right after a rush is with Zangief, while Manon surprisingly has a longer movement distance, so it can be said that her performance is good.

95: Japan Otaku Reviews

We can’t become Blaz, nor can we become Sho.

100: Japan Otaku Reviews

>>95

But one can try to become.

96: Japan Otaku Reviews

I can definitely feel that the motivation and excitement of the dragon users are rising.

97: Japan Otaku ReviewsYeahx1

>>96

A fire that will disappear in two weeks.

109: Japan Otaku Reviews

>>97

Say whatever you want.

98: Japan Otaku Reviews

I thought I might use it too… but I reached Platinum in the early days and have stayed that way since, so now if I use it, it will feel like I’m an easy target.

If other characters’ ranks go up, wouldn’t it be possible for other characters to be raised to a certain rank as well?

102: Japan Otaku Reviews

>>98

If you’re that concerned, it seems like there’s a winning streak bonus, so why not do it then?

104: Japan Otaku ReviewsYeahx2

>>98

Since there’s a consecutive win bonus, if you’re motivated, you can rise up quickly.

105: Japan Otaku Reviews

>>98

Actually, in a recent update, you can now receive a winning streak bonus for winning 10 times in a row or more.

Hurry up and raise it to the proper level!

99: Japan Otaku Reviews

When you think that the character you’re using has a chance to be at the top, it really boosts your motivation, doesn’t it?

I also got motivated by using Terry.

101: Japan Otaku Reviews

Everyone is a little bit Blaz and a little bit Sho.

106: Japan Otaku Reviews

I didn’t realize at all that I was purposely missing the rush to create an opening.

I was only focused on the speed of the reaction.

107: Japan Otaku Reviews

I sometimes do the Rush 2 small kick Unbreakable three-hit combo.

When rushing, people tend to be cautious about collarbone injuries, so there are quite a few people who stand still.

Actually, it would be better to be able to do the medium punch, heavy punch, and heavy kick special move, but…

108: Japan Otaku Reviews

I can’t acquire an abnormal reaction speed no matter what, so I want to refer to the use of rush and combo judgment.

I didn’t say I could do it.

110: Japan Otaku Reviews

But this guy might be playing Blaz… but when I look at his profile, he’s actually got other characters’ high master ranks.

114: Japan Otaku Reviews

Light to Modern Ryu…

115: Japan Otaku ReviewsYeahx1

Manon’s rush is slow, doesn’t extend, and lacks momentum.

120: Japan Otaku Reviews

>>115

I really hope you can put more weight on your middle foot.

It’s frustrating that even though I’ve finally connected with Chupan, there are too many times when I can’t reach them.

116: Japan Otaku ReviewsYeahx2

In the middle range, you can guard against low attacks as Ryu is at a disadvantage, and high attacks can be interrupted by crouching punches, right?

117: Japan Otaku ReviewsYeahx1

Give up on the mockery.

I have no choice but to fight with crouching medium punch that can be thrown out at any time and a one-button Hadou Shoryuken.

127: Japan Otaku Reviews

>>117

I think M needs overall adjustments.

M Shirumu and M Uki are particularly

118: Japan Otaku Reviews

I thought that Ryu’s rush was slow because he has firepower and can hold projectiles, which leads to horizontal pressure.

Because Vega, with his strong firepower and horizontal push on the ground, was among the strongest in rush tactics.

I started to think that the speed of the rush is probably decided by some lottery or something.

119: Japan Otaku Reviews

In this game, it’s difficult to unleash a vacuum wave.

It should normally come out as 23236.

121: Japan Otaku ReviewsYeahx4

>>119

“There was a prehistoric man in Street Fighter 4.”

I understand.

But in a game where you always have SA and play with a 23236, I think I would probably die from stress.

144: Japan Otaku Reviews

>>121

It’s not just Street Fighter 4, is it?

KOF and Guilty Gear both have the standard as 23236, right?

Street Fighter 6 is really strange with the command priority and all.

122: Japan Otaku ReviewsYeahx5

It’s not a true weak character that is inherently weak to the point of never being able to win, but when placed alongside others, it becomes relatively weak.

It felt like I was being told that I was weak after the CC, yet I’m suddenly strong! I feel sorry for being blamed for that.

123: Japan Otaku Reviews

I can still sometimes get carried away even now…

129: Japan Otaku Reviews

>>123

Breasts?

124: Japan Otaku Reviews

I want to work hard on the impact of the mid-foot rush from concentration.

131: Japan Otaku Reviews

>>124

It’s not a medium foot rush, it’s a medium foot cancel wave palm strike.

125: Japan Otaku ReviewsYeahx1

It’s not just Terry, but since the items are all gathered, it’s been proven that a strong person can use them effectively.

126: Japan Otaku Reviews

The modern style of the Rising Dragon with one button is outdated, and the four major ones being a spinning kick is also outdated.

Well, as for Ashikon, all of its weak, medium, and strong are complete garbage, truly towering crap.

It would be better to start over from the beginning.

128: Japan Otaku ReviewsYeahx1

My perception of weak characters hasn’t changed, but my belief that this character has a surprisingly high potential and many techniques that can be used carelessly has become even stronger.

134: Japan Otaku ReviewsYeahx2

>>128

I hope you understand that saying there are many rough techniques is a bit off.

130: Japan Otaku Reviews

The number one thing you should not do in Hashohara is to keep guarding with something other than OD Hashi and Dai Hasho.

132: Japan Otaku Reviews

Modern style probably has none of the good aspects of modernity, right?

SA2SA3 is super narrow on the side, so the one-button SA is also quite weak.

Since Assist Dais is a big gossiper, it doesn’t matter where the lever is positioned for skills to come out.

The only shallow reason that the anti-air dragon is easy is that it’s big, so it comes out slowly.

139: Japan Otaku Reviews

>>132

There’s a crouching punch that’s almost the same as Ken’s, just in case…

140: Japan Otaku ReviewsYeahx1

>>132

One-Button Rising Dragon

153: Japan Otaku Reviews

>>132

The strength of Modern Ryu is that the crouching medium punch is easy to use even in a standing position.

133: Japan Otaku Reviews

I don’t feel like I can lose to a Ryu that’s not Blaz.

135: Japan Otaku ReviewsYeahx4

>>133

KUSAKAGI and YAS can both work, really?

136: Japan Otaku Reviews

Where exactly do you mean by being roughly handled?

141: Japan Otaku Reviews

>>136

During Julie’s rush, it’s as casual as a pancake…

137: Japan Otaku Reviews

There are strong aspects, and it has been proven that it would be better to become Blaz in order to leverage those strengths.

138: Japan Otaku Reviews

I think that Modern Akuma and Ryu are intentionally made weaker because their Hadou is too strong and they can completely shut down beginners with one-button Shoryuken and cage setups.

I don’t know about Dhalsim.

142: Japan Otaku ReviewsYeahx1

When looking at the explanation of Pugera, it’s clear that Blaz Ryu’s skill enhances Ryu’s strengths, so it’s not something you can easily imitate…

147: Japan Otaku Reviews

>>142

I was wondering how they manage to resolve it, despite the character being weak in rush and difficult to choose.

I thought it was quite unhelpful to conclude with “I’m good at approaching.”

If you say that, it just means anyone can get close regardless of the character.

143: Japan Otaku ReviewsYeahx2

I’m a Ryu user, but I think I can swing around medium kicks and big gos pretty casually.

While there are definitely ways to deal with them, these guys are strong even when you throw them around carelessly.

151: Japan Otaku Reviews

>>143

The middle foot knife is like that, but being able to handle the big go with roughness means you have a good swinging technique.

I want to hear what you’re conscious of.

166: Japan Otaku Reviews

>>151

I think it should be paired with standing big P.

I think I’m probably scared of being stopped by a big throw after a big move, like with a medium punch or medium kick.

In the end, you can’t stop by just watching the big moves, so you have to deal with it using placement techniques.

However, if you put pressure on them by confirming with a proper big P, the opponent won’t easily press the button from that distance, so dealing with it definitely won’t be easy.

If it feels like I’m being pressured like Jasper, then that’s fine because I definitely won’t push the button, so I can walk and throw, which means I can make him use a big guard = at that distance, making him aware of the big guard is something that I think Ryuu would be quite happy about.

145: Japan Otaku Reviews

Ryu, stop using Blaz.

146: Japan Otaku Reviews

I definitely don’t see them as a weak character.

148: Japan Otaku Reviews

My rough recognition of swinging was probably at Jamie’s K level, so I guess people’s recognition of swinging differs from person to person…

152: Japan Otaku Reviews

>>148

If that connects with flying, it will be quite certain, you know.

The reason why Jamie’s thing is strong is that it makes it difficult to respond effectively once you see it.

It’s quite difficult to react to things like Ryu’s medium foot sweep or big ghost attacks, so I think it’s fine to just swing them around a bit carelessly.

Well, you can become a Jasper if you watch the big ghost, but you won’t reach that level unless you swing quite a few times.

149: Japan Otaku Reviews

As long as I don’t lose my Jasper, I think it’s okay to handle it casually and with little risk.

In such cases, it’s not that they become weak when Jasper is taken; it means the opponent has “only” Jasper to deal with.

150: Japan Otaku ReviewsYeahx4

A wonderful game where every character has moments that make you say “This guy, really…”.

154: Japan Otaku Reviews

I think it’s a bit dangerous that Shadow Stitching is so long and can be solidified when swung.

155: Japan Otaku Reviews

Well, I think it’s correct to say that it’s definitely on the weaker side; after all, Ken and Akuma clearly have more power.

156: Japan Otaku Reviews

Since Jamie’s total is 29, it seems a bit suspicious to treat it carelessly when swinging.

The God-level P from Zun1 Rook that I was spinning at 21 is definitely amazing.

189: Japan Otaku Reviews

>>156

Having a rising dragon is definitely much better.

Well, that’s why a strategy of combining jump attacks with Jamie’s standing medium kick doesn’t work.

157: Japan Otaku Reviews

In this game, where it is easier to counterattack with weak shadow stitching.

The sudden inability of my character to move is what makes “Dai Goss” strong.

158: Japan Otaku Reviews

Every time I hear that Ryu’s rush is weak

I can’t help but think that Manon is even more finished.

167: Japan Otaku ReviewsYeahx6

>>158

That character is a throw character, so they shouldn’t have a strong rush in the first place, which is why they aren’t part of the conversation.

168: Japan Otaku Reviews

>>158

Well, it’s only natural since the character concept is to launch surprise attacks with weak gadgets.

174: Japan Otaku ReviewsYeahx1

>>168

I don’t want someone who thinks a character can perform a surprise attack in the middle of a big situation to talk about Manon.

179: Japan Otaku Reviews

>>168

I can understand being strong, but being in the middle…?

172: Japan Otaku Reviews

>>158

It’s way off to compare it to a spinning throw, isn’t it?

159: Japan Otaku Reviews

The win rates of characters seem to differ too much across level tiers when looking at the diagram.

Maybe the main group discussing the strength and weakness of characters is around Diamond to MR 1700, but the evaluation is too different between that range and the so-called serious players above MR 1900, so it’s hard to know where to make adjustments.

178: Japan Otaku Reviews

>>159

The evaluations from serious players and professionals fluctuate between just the character’s performance and the expected value when used at various ranks.

191: Japan Otaku ReviewsYeahx3

>>159

Since 1900↑ makes up only about 0.03% of the total, if we adjust for such a small minority, the majority will be negatively affected.

160: Japan Otaku Reviews

The theory that only Ryu thinks he won’t handle the big boss carelessly.

That can’t even make an impact, the backstep gets stuck, can’t be thrown in advance, and low kicks get crushed, it’s tough.

161: Japan Otaku Reviews

I wish Mew could create small tornadoes, but losing the inside would be a problem, and if Wave Palm Strike was assigned to one button, that would also be a problem, so I think I’m stuck.

162: Japan Otaku Reviews

Maybe, but I think there are quite a few moments when a Ryu player wants to do a heavy punch but ends up accidentally doing a heavy throw or uppercut and gets frustrated.

173: Japan Otaku Reviews

>>162

Well, that’s because all characters with special moves that can switch front and back are like that.

163: Japan Otaku ReviewsYeahx2

I have a lot of confidence that the mid-damage palm and weak mid-kick knife have significant counter options.

177: Japan Otaku Reviews

>>163

The great P’s medium wave palm has surprisingly good counter options if it’s not at the tip…

I’ve started consciously using it after seeing YAS do it, but there are quite a few times when I’ve gotten really into it.

164: Japan Otaku ReviewsYeahx1

I think it would be quite nice if Ryu added Shadow Stitching to his Spinning Wind Kick to make it easier to use in the center.

165: Japan Otaku Reviews

If Manon’s rush is strong, it’s over, so please stay weak.

169: Japan Otaku Reviews

From the perspective of the one being consumed, the big boss feels like my character has suddenly been hacked?

170: Japan Otaku Reviews

Medium wave palm strike – I’m going all out, but I guess I’ll get punished someday.

171: Japan Otaku Reviews

If Ryu touches you, it means you are strong.

175: Japan Otaku Reviews

I would like to be able to see the usage rate and win rate since the masters are divided into finer categories…

176: Japan Otaku Reviews

Make it possible to cancel OD Rising Dragon with impact and further cancel it with Vacuum Wave.

180: Japan Otaku ReviewsYeahx3

It’s slow, but it’s hard to stop once you see the rush of Zangi, which is unusual for a grappler character.

188: Japan Otaku ReviewsYeahx2

>>180

That guy has long limbs…

181: Japan Otaku Reviews

Well, it’s hard to quickly tell whether it’s weak or medium, isn’t it? Wave Palm Strike.

182: Japan Otaku Reviews

If you make a popular character stronger, that’s the end of it.

Even though it’s popular, since it’s not strong, there will be a group that starts using it, resulting in rank matches where you just keep fighting the same character for eternity.

183: Japan Otaku Reviews

Using Ryu reminds me of Street Fighter 4.

I don’t know why, but…

193: Japan Otaku Reviews

>>183

What is this Ryuu…

184: Japan Otaku ReviewsYeahx1

Wasn’t the mid-level degage strong?

I completely forgot about it.

185: Japan Otaku Reviews

The point is that all players know that Manon’s rush is garbage.

186: Japan Otaku ReviewsYeahx2

I understand that as a Manon user, it’s not good if Rush has good performance, but I’m wondering what Zangief is all about.

187: Japan Otaku Reviews

It’s me, swinging my partially broken hand and weak foot blade around as if it’s not even a disadvantage.

190: Japan Otaku Reviews

The medium wave palm has -6 as well…

192: Japan Otaku Reviews

In the first place, the throwing pieces in this game aren’t strong at all.

There’s no need to worry about being shimmyed, so if you win with a pure 2-choice, it’s 5000.

The strong character’s choices are much stronger.

198: Japan Otaku ReviewsYeahx4

>>192

As expected.

195: Japan Otaku ReviewsYeahx1

If the modern ryuu can improve the weak point of the combo and change it to a small tornado finish, I think it could satisfy the desire for a small tornado, medium tornado, and various wave palm strikes.

It’s understandable to accept that having a one-button Shoryuken is somewhat modern and inevitable.

196: Japan Otaku Reviews

Zangi’s rush is strong not because the rush itself is strong, but because the normal moves are strong, which makes the rush stronger.

197: Japan Otaku Reviews

In Season 1, I had no complaints about that rush with Zangief.

The adjustments for reinforcement are excessive.

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