
I can’t tell the difference because there were a lot from the beginning.
Concentrate!
It seems like it doesn’t matter since it’s already in the top layer of usage rates.
I can’t remember the dedicated combo at all.
It’s already a lot to begin with…
I feel like the number of JP’s has increased, even though it’s around the MR1800s.
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.
I understand that people say it’s inconvenient, but I still know many who love it.
Well, I think this work is quite interesting to use.
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.
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.
>>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.
It’s a good technique because the foot and big toe can swing properly.
It was a character that was weak from the start but had a high usage rate.
In the 1600 range, instead of the amount of Ryu changing, there are many DJs.
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.
Where’s the self-deprecation, you idiot?
If we’re talking about the tenacity of harassment towards someone who has been knocked out, I think Ryu is quite significant.
>>18
That’s… I’m just endlessly pounding away at the middle punch and middle wave palm…
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!
>>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.
Shun-getsu! Haah! Haah! Neji-komu!
Being able to do various things from that incredibly strong crouching medium kick means Ryu can perform above average.
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?
In terms of the type of trimming, isn’t it more like the pre-adjustment Vega than JP or something in that direction?
Make the rush longer.
Using the D gauge grinding gorilla to perform a BO and then further grind is likely a character concept, and if that is weak…
Terry’s lack of increase is amazing.
Even though I was dealing with wonderful people.
>>28
Character popularity, you know…
>>28
It’s simply difficult.
>>32
If it’s just difficult, there would be more people.
Don’t turn a blind eye to unpopularity.
>>34
Haha! Sorry…
>>34
I think there are few characters that are difficult in this game, like Chun-Li, Guile, and Rashid.
Men who want to become Blaz
>>29
Dogura Ryuma is gross!
>>29
“Mr./Ms.”
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.
>>31
In other words, if I make Rush the same speed as Mai, he would be the strongest…
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.
Some people in the rush have pretty unique movements.
First, there is the premise that the character is inferior compared to the characters from the other series…
Those who want to use Terry, who is recognized by pros as a character worth playing.
Are you there?
Is the end of Ryu’s rush extended, feeling like it has inertia?
>>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.
If you’re aiming high, I thought a big hit confirmation rush would be necessary, but you haven’t really done it much?
I wonder what’s good about combos from rush.
I’m finishing with big punches, big waves, rising dragons, and tornadoes, though.
>>44
I think it’s about that simple: if you want to concentrate, just put in the effort.
>>65
That’s exactly me.
The route is mostly Rush → big punch → medium punch → foot kick → concentration.
>>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.
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?
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.
>>47
That’s not possible.
DJ, Mai, Juri, and Vega are running energetically from afar, and they are strong.
>>48
Since the DJ and Mai don’t grow, can’t you run from far away?
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?
When it comes to rush, Vega has a fast initial speed and grows incredibly, so…
>>52
If it was that filled with supposition…
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.
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.
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.
>>56
The DJ’s rush is like a technique all on its own.
>>56
I only have a short image of it.
You’re slow! Here I go! Tornado!
The rush between DJ and Rashid has a leaping motion, so it doesn’t actually extend that much.
Isn’t it better to carry over the concentration to the next round?
I would like to focus on about two stocks.
The initial speed of Vega isn’t that impressive, but it excels in mid-range with a fierce extension, if I recall correctly.
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.
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.
Only Ryu can guard against a medium-foot rush and prevent the throw range.
What the heck is that…?
>>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.
Even though it’s a long-range character, for some reason the rush stretches.
Why?
>>68
Because I’m walking properly.
>>68
Because instead of trying to do something with just one step like a character that suddenly stops, I walk normally.
Raw Rush loves AKI.
It slides in smoothly.
Terry and Ryu are both part of the long-legged tribe… They also have firepower.
The broth is sweet!
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.
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.
The rush motion in JP certainly moves forward endlessly.
Ryu’s Hasho Hara is honestly just a rip-off except for OD, so it’s not scary at all if you take precautions!
>>77
If you do it twice, the distance will increase, so it seems like they might say it’s not strong.
>>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?
>>77
During BO, the frame changes, so be careful or it could lead to serious trouble; it’s better to investigate!
>>77
The fan of the dancing flower butterfly isn’t scary at all.
>>77
Please tell me the countermeasures.
Ryu doesn’t really have any moves that excel in rushdown, which is a problem.
Vega has a really fast rush, but when I tried using it myself, I found that it surprisingly doesn’t have much inertia.
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.
The JP environment seems like it’s going to get barren.
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.
>>85
Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
The more I touch it myself, the more I understand Blaz’s abnormality and it’s interesting.
>>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.
No matter how poorly treated in terms of performance, Mr. SF’s usage rate never wavers.
That is Ryu.
It’s a given that if you’re not strong, you won’t be treated as a target of harassment.
I wonder what that last turn in Manon Lush is all about.
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.
We can’t become Blaz, nor can we become Sho.
>>95
But one can try to become.
I can definitely feel that the motivation and excitement of the dragon users are rising.
>>96
A fire that will disappear in two weeks.
>>97
Say whatever you want.
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?
>>98
If you’re that concerned, it seems like there’s a winning streak bonus, so why not do it then?
>>98
Since there’s a consecutive win bonus, if you’re motivated, you can rise up quickly.
>>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!
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.
Everyone is a little bit Blaz and a little bit Sho.
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.
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…
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.
But this guy might be playing Blaz… but when I look at his profile, he’s actually got other characters’ high master ranks.
Light to Modern Ryu…
Manon’s rush is slow, doesn’t extend, and lacks momentum.
>>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.
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?
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.
>>117
I think M needs overall adjustments.
M Shirumu and M Uki are particularly
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.
In this game, it’s difficult to unleash a vacuum wave.
It should normally come out as 23236.
>>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.
>>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.
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.
I can still sometimes get carried away even now…
>>123
Breasts?
I want to work hard on the impact of the mid-foot rush from concentration.
>>124
It’s not a medium foot rush, it’s a medium foot cancel wave palm strike.
It’s not just Terry, but since the items are all gathered, it’s been proven that a strong person can use them effectively.
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.
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.
>>128
I hope you understand that saying there are many rough techniques is a bit off.
The number one thing you should not do in Hashohara is to keep guarding with something other than OD Hashi and Dai Hasho.
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.
>>132
There’s a crouching punch that’s almost the same as Ken’s, just in case…
>>132
One-Button Rising Dragon
>>132
The strength of Modern Ryu is that the crouching medium punch is easy to use even in a standing position.
I don’t feel like I can lose to a Ryu that’s not Blaz.
>>133
KUSAKAGI and YAS can both work, really?
Where exactly do you mean by being roughly handled?
>>136
During Julie’s rush, it’s as casual as a pancake…
There are strong aspects, and it has been proven that it would be better to become Blaz in order to leverage those strengths.
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.
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…
>>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.
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.
>>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.
>>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.
Ryu, stop using Blaz.
I definitely don’t see them as a weak character.
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…
>>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.
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.
A wonderful game where every character has moments that make you say “This guy, really…”.
I think it’s a bit dangerous that Shadow Stitching is so long and can be solidified when swung.
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.
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.
>>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.
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.
Every time I hear that Ryu’s rush is weak
I can’t help but think that Manon is even more finished.
>>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.
>>158
Well, it’s only natural since the character concept is to launch surprise attacks with weak gadgets.
>>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.
>>168
I can understand being strong, but being in the middle…?
>>158
It’s way off to compare it to a spinning throw, isn’t it?
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.
>>159
The evaluations from serious players and professionals fluctuate between just the character’s performance and the expected value when used at various ranks.
>>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.
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.
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.
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.
>>162
Well, that’s because all characters with special moves that can switch front and back are like that.
I have a lot of confidence that the mid-damage palm and weak mid-kick knife have significant counter options.
>>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.
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.
If Manon’s rush is strong, it’s over, so please stay weak.
From the perspective of the one being consumed, the big boss feels like my character has suddenly been hacked?
Medium wave palm strike – I’m going all out, but I guess I’ll get punished someday.
If Ryu touches you, it means you are strong.
I would like to be able to see the usage rate and win rate since the masters are divided into finer categories…
Make it possible to cancel OD Rising Dragon with impact and further cancel it with Vacuum Wave.
It’s slow, but it’s hard to stop once you see the rush of Zangi, which is unusual for a grappler character.
>>180
That guy has long limbs…
Well, it’s hard to quickly tell whether it’s weak or medium, isn’t it? Wave Palm Strike.
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.
Using Ryu reminds me of Street Fighter 4.
I don’t know why, but…
>>183
What is this Ryuu…
Wasn’t the mid-level degage strong?
I completely forgot about it.
The point is that all players know that Manon’s rush is garbage.
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.
It’s me, swinging my partially broken hand and weak foot blade around as if it’s not even a disadvantage.
The medium wave palm has -6 as well…
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.
>>192
As expected.
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.
Zangi’s rush is strong not because the rush itself is strong, but because the normal moves are strong, which makes the rush stronger.
In Season 1, I had no complaints about that rush with Zangief.
The adjustments for reinforcement are excessive.