
20 years of honed skills
Kanchō
A low posture gives a stupidly weak judgement.
Seeing the champion’s fall like this made me realize that it’s not an exaggeration.
If anyone comes up with a solution, I hope they will definitely leave a comment.
The one I saw in the Crap Character Chronicles.
“I’ve been doing this for 20 years, and even though I, as well as others, recognize that I’m the strongest, I wonder if a sudden insight will really come in the comments section.”
>>7
There might still be wild types like Mizoguchi-sensei.
It feels like the offset judgment in Ark games isn’t leading to anything good, but is it really necessary?
Flying weapon
Movement Technique
Striking the body (or body strike).
With such a resolutely clean lineup
Well… it’s a character for experts.
and
The short pants of the guy who was mentioned at the location test.
Are you balancing a huge refrigerator on your hand?!
In the biography, there are occasionally some outrageous judgment images, but the thread image made me laugh the most.
The small refrigerator is being taunted for its judgment contained within.
It’s the fault of the person who gets hit in the small pants.
Terrible.
Even Ray has the weakness of having a hitbox that is larger than it appears…
The pool in the garden of the 98 Krauser was also shocking.
I didn’t know Dungeons & Dragons had such a judgment…
>>18
It’s a judgment after locking, so it needs to be this big; otherwise, it would be a weak hit.
Well, that thing in the image is being forced to be a weak hit.
Due to the boost, a crazy sight appears where you can rapidly slide while repeatedly pressing this.
Nagi was supposed to have received feedback during the location test that this performance is pretty crazy, right…?
On the contrary, the bottom tier is really weak, so you can rest easy.
It’s good that the common system is strong enough to overcome character differences.
>>24
I wonder if this can be overturned.
>>28
From the looks of the tournament results, it’s been overturned repeatedly!
If you rub this small bread or hit, it opens up a route to an instant death combo, and it’s okay even if you drop it!
The counter death blow will blow the opponent to the edge of the screen, and you can also get three Big Dippers!
Isn’t it okay to just take a hit?
This is really crazy.
Isn’t the falling Nagi too crazy?
I was laughing loudly on the NicoNico Mugen wiki, but once the real examples came out, I suddenly couldn’t laugh anymore.
Aesthetically, it’s crazy that it could be used for ground-to-air, but it looks like it could also strike under the hand with a technique similar to a leg sweep.
…but how bad is it really in terms of surface-to-surface?
>>31
There are characters like Shin’s 2B that occasionally have moves that can counter, but that’s also based on the premise of using a boost to rush in, so when it’s fundamentally based on no gauge, the risk-reward ratio tends to favor Toki.
So, that means you can just crouch guard, right?
>>34
(Strong in throwing)
>>35
Depending on the situation, the possibility of dribbling from Funhaar is really awful.
I thought while watching, but wouldn’t it be confusing for the one using Nagi to manipulate things?
>>37
To deceive the enemy, you must first deceive your allies.
>>37
The demon can predict Nagi’s trajectory and respond accordingly.
The 2A is bad, but the kancho is seriously terrible.
>>38
There used to be talks about how if 2D couldn’t be canceled, it wouldn’t be aligned.
Is it almost impossible for the Ujō-Danjinken to escape into the sky…?
>>39
Since it’s a judgment after the hit, the judgment of the Danzinken itself isn’t particularly strong.
The charging part is completely invulnerable, and just by being able to get a counter against moves that other characters can’t, it allows for some strange usages.
Why can characters like Heart and Jagi win against someone like this?
>>44
The result of accumulated training.
>>47
It’s really a game where things like getting killed unexpectedly or the combo side messing up and dying happen quite often…
K.I also lost to Jaggy.
>>44
It’s a lack of countermeasures against the rare character, I suppose…
When I was active, because there were no hearts in Kansai, I could compete not only with Toki but also with Ray Yuda in big tournaments.
Well, it’s often the case that we get pushed around just by character power, hehe.
>>53
Did you not participate in the martial arts tournament?
In reality, if you do it, you’ll end up hitting the opponent on the ground quite a bit.
Seriously, if we don’t think properly about this, we’ll just get chained with attacks and it’ll be annoying up close.
I was actually shocked when it happened.
Did you insert it after checking the statistics!?
>>48
This jaggy is quite good, isn’t it? (laughs)
“Become the one who can only swing 2B, Toki.”
Toki laughed as Raoh used a ridiculously strong punch with a little weak tap character.
The character’s performance is completely different from the image.
Sekka-kko Haa-n
I wonder if it’s true that just relying on judgment makes you weak.
It’s really mysterious that Toki’s 2B has the grave attribute.
In a world where being a strong character means being constantly taunted for losing while using Toki.
>>57
Better than okra.
>>59
I think it’s at the level of giving up if you can’t win against someone using okra anymore.
The person explaining uses creepy tactics, and Nagi will probably be able to master them too…
Recently, it has been found that in the home version, the 2P has a stronger hit detection, and what should have been a trade ends up being a one-sided win.
It’s not often said, but its performance is surprisingly high even with just one strike…
>>62
What’s up with the fact that some guys can be killed with a down attack but not with a town attack?
>>62
They will shoot you down with anti-air!
It is said that even the weakest character can dominate in a well-mannered fighting game, as the game has a different level of intensity.
Isn’t it the worst that Nagi’s judgment properly catches her own projectiles?
>>64
The projectile counter will grant invincibility for a short time when executed, so Nagi will come at you aggressively.
Mamiya and that makes things really tough for Toki.
Even though the Shatter Fist should be incredibly strong, it’s strange that it doesn’t get much action because Danjin and Sekkatsu are so crazy.
>>66
If it’s guarded, it’s a guaranteed punish.
>>74
First of all, it’s too crazy that Sekakko has guard advantage.
In terms of how casually little techniques can win, I feel like Rei was on another level.
Haganken hits from far away, right? Do you shoot it randomly?
>>69
I feel like I saw a video where someone was sitting cross-legged and using the Anti-Air Breaking Face Fist against an opponent diving in from the air.
>>69
It can hit during a reversal, but using it outside of guaranteed situations is very risky, so it’s more like a flashy play or a condescending play.
The Toki’s strike can be caught in a way that can’t be picked up anywhere else, so it’s definitely a bad idea.
It must be the difference in recognition, but Mouri doesn’t get mentioned much, does he?
>>71
It’s the same end-of-century balance, but it’s terrible that people are saying it’s really boring to watch over there.
>>71
Okra has probably been talked about a lot too!
I can’t break through the upper and middle sections in both 2A and 2D, so please forgive me.
Why is Souther such a frail person…?
>>73
Because Toki spread the word about Souther’s weakness to everyone.
When listed like that, I definitely think that in terms of Super Hits, Rei from Kirisake Danko is clearly way worse.
It’s bad to fly in front of Toki who has the gauge…
>>79
Because I have a hard-on, I want to attack from above, but being told this is terrible.
It’s just that among the people living at the end of the century, various studies are being conducted and it has become a competition.
Among them, this one is said to be a lump of awful judgment, so I guess it’s pretty amazing, or at least that’s all I understand…
The additional effect of Sekkakko~ is that it can make recovery impossible.
It was so unimportant that it was omitted from the explanation in the “Crap Character Chronicles,” which was disappointing.
>>81
What effects do you have when you self-critique with no chance of recovery?
>>86
The power of specific techniques increases, allowing you to earn additional stars with those techniques.
>>86
When you collect stars, you can get +1 for the stars, making one-hit combos really easy.
Somehow, Toki’s☆3 one-hit is quite difficult.
Due to this judgment and the slightly high attack level, it generally wins against other characters’ quick moves.
There may be times when you shoot, but you don’t really see it in competitive matches, and that’s exactly why small techniques are easier to connect…
It seems that this has become even stronger on the 2P side.
It’s so obscure that I can only recall it when someone mentions it: a self-enhanced version of Sekkatsu.
>>90
It was a technique that would make you powerful but almost die, yet it only makes you powerful…
>>90
But even when Nagi transforms, if you connect combos with the follow-up, the stars disappear at an incredible rate.
>>90
Thanks to the self-enhancement technique, the feature that allows all actions to complete during a blackout has been carried over to the opponent’s version of the Sekkatsu, making it a crappy technique, so in that sense, it can be considered important.
>>114
Why is the specification for damage-dealing techniques the same as that for self-enhancement techniques…?
>>119
It’s an element from the original work!
>>119
“Please use this as the specifications for my version of the Sekkatsu.”
“Yes! The (both) setups are in this specification!”
It seems there was a misunderstanding like that…
>>90
I feel like I see it better than the upper due to a typing error.
Let BASARA get excited…
Judas is somewhat capable of crushing this, which is better than nothing, but it still gets knocked down quite badly.
Regarding okra, it’s significantly stronger than Toki, but the next contender is a gorilla at around the level of Raoh, and Sanada is only at the level of Kenshiro, which is unfortunate.
The Big Dipper without the Judarai for Toki.
Since KI uses Judas, Rey ended up with JKing’s impression.
I think Mouri has gained quite a bit of recognition since his profile came out before the thread image.
Isn’t the Buppakō too low risk and high return?
>>98
The reach is short…
It seems that it might only be for home use, but due to the relationship with the attack level, Ken’s far D can apparently beat Toki in the state shown in the thread when on the 2P side.
First of all, the system where damage accumulates with each wall bounce makes wall combos really strong, so why is it that only this character has a wall bounce on their throw?
>>101
Wasn’t it just canceling with NAGI and connecting to the wall bounce technique?
>>143
If it’s not a technique to peel off, then whether it’s a small punch or anything else, it can all be turned into a wall bounce.
>>101
The throw is originally a normal blast away.
In the case of Toki, the pursuit can reach with Nagi.
When you apply a kancho there, the blowing continues and it turns into a wall slam…
There are various 2D games similar to Hokuto, but there aren’t any 3D games like Hokuto, right?
>>102
I was going to say it should be like Musou, but what does this game-like 3D game look like…?
>>102
One Punch Man was pretty much that.
>>124
Team games are a bit different, right? Even with instant kills, you need to go through three times to win.
BASARA is interesting because it includes both the main story of Date and additional content.
I heard that even if the Sekkakko is removed, it still somehow gets a buff.
The fact that a counter technique has almost no recovery time after it activates at frame 1 is just not acceptable, no matter how you think about it!
I haven’t heard anything about the Hokuto location test, but was the rebound really that bad back then?
>>112
I participated in the first location test, but at that time, Toki, Mamiya, and Yuda weren’t there.
There are quietly irreversible things, you know.
The End of Century Stamina Gauge (official name) has an incredibly fast recovery speed, so it can recover significantly during the dungeon’s blackout.
It’s better to take a Saika hit than to get hit by a Sekakko.
What kind of game is like Hokuto? BASARA?
Well, if you have human performance, there are things you can do that are at least as good as Jaggi, right, Oshu Hittou…?
>>117
Isn’t it somewhat disrespectful to equate Jaggi with the head of Oshu?
>>117
Such a person is definitely stronger without using a pen.
>>117
If I hit the Rising Dragon, I would die instantly without any difficulty (it was Date-san).
A powerful instant kill beam that reaches the edge of the screen in an instant is coming at an opponent who is unable to guard, while they are already being hit by a counter attack and their death sign is lit up!
The Super Move with half-baked performance that leaks and interferes when you keep spinning the Rising Dragon gacha would be better off not existing at all.
Bird Tokyo Cloud
>>125
And Foxy.
>>130
Can I add shiitake mushrooms?
Kenshiro has such a huge hitbox that he’s carrying sadness.
>>127
On the contrary, there are basic combos (instant kill combos) that won’t connect because Kenshiro is hit too much due to being too fat!
Isn’t this guy’s jump attack hitbox pretty strong?
If it’s Kenshiro, I almost always lose.
The offset specification is finished.
Well, after making the opponent guard in 2D, it’s advantageous for Toki to do a self-kill.
Is there any other technique with such a thin self-harm hitbox at the feet with a small punch!?
Mouri is at a level where it is said that no matter how much other research progresses, this one strong entity will not waver.
Toki is on a different level in a bad way.
>>134
It seems like even a beginner pressing buttons could win.
>>134
For some reason, it’s receiving super special treatment even among the ultra-strong common systems.
You can aim for a guard break with movement.
You can win rounds with wake-up pressure guard break loops.
For some reason, a practical one-hit combo that should be difficult according to the game’s specifications is possible.
It is certainly a different dimension.
The farmers don’t think the game is bad; it’s simply that the fundamental performance is too low.
It’s overly stated that the development of combo routes is prohibited in order not to make the Mori any stronger.
>>136
It’s fine to just ban it with regulations…
I think farmers are not strong enough to compete against even the peak level of Rugarl.
It’s Kenshiro who is to blame for using Falco.
It’s already quite something at this point in the thread, but there are stories that can balance it out…
>>144
Why is this little shorts character rated one rank higher than the others?
>>147
Since my small foot is slow, I made the small kick a little stronger instead.
I think the degree of ending is definitely different when generic soldiers charge in with Nagi no Motion.
I don’t think there is an answer to the okra that’s rubbing against the reinforcements, beyond the fact that I can’t find a response in the thread.
>>146
How should I break through the reinforcements, boss?
Basically, the answer that it can’t be broken was terrible.
The games that Okra should participate in are Arcana Heart and UMVC3.
Should I turn it into a prize problem, like a math proof…?
I can understand that only for the other person, but…
I really can’t understand why they created a version that strengthens itself and also a skill that attacks the opponent.
>>154
Amiba element
>>156
But this is Toki!
>>159
If I lose, it’s Amiba.
What characters lose when using the wave rising dragon strategy?
>>155
Because with that rising dragon instant kill setup, you’ll get hit by a counter…
The most dangerous thing is the airborne eating hitbox.
>>157
Due to the lack of judgment below the knees, it’s common to drop combos and things like that…
>>166
It’s often the case that even without it, you’re already the strongest, so why do you have it?
This guy is not only good at basketball, but also can take away stars like crazy, which is sneaky.
The trauma of getting beaten up at the arcade resurfaces.
I wonder when Kensuu will come, the shitty character.
Jagi can easily win against a typical fighting game opponent, but the disparity in performance is such that Ōshū Hittō can generally lose to a typical fighting game opponent.
>>164
If Kojuro can take it, then I think we can probably do quite well.
When I see this thread, it makes me want to watch the best bound collections.
I tried to get into Hokuto because it was a hot topic, but it was really difficult, so I quit right away…
>>169
I heard that it’s a game where you can’t really use any skills, even within the Arc.
Comparing a tokis to okra is disrespectful to the okra.
Comparing Jaggi to a farmer is disrespectful to Jaggi.
I think I could probably explain the crazy elements of Jaggy and Heart-sama in a “Crappy Character Chronicles,” but I wonder how that would turn out.
>>174
It seems like both of them are strange enough to create terrible characters while pretending to be about weak character legends.
>>174
I can explain with weak characters, but on the other hand, there are also a lot of terrible character aspects with these two.
>>174
I don’t understand why Jaggi’s grave is considered mid-level.
I came to see the nostalgic thread.
The development is still ongoing… and there still isn’t a response to the opening boo 2A… it’s that kind of game.
According to KI
They were saying that it was really cut down a lot during the competition, and that was no good.
It’s hard to tell what Jaggy’s strengths are just by watching.
What do people find fun about using this character?
>>177
It feels good to defeat a strong character with a weak character, right?
>>177
The usable ones are great wizards.
>>177
Character love
The exhilaration when I won with a wall combo after a counter hit from Air A is amazing.
It was really perfect timing that you did the “Crap Character Chronicles” before that tournament.
I learned that flying while spamming moves with the opening boo, which I sometimes see in those commentary videos, is incredibly strong.
Despite being a fatal technique, the judgment for the Hokuto Ujō Hadanken is way too broad.
>>183
Since the original work has characters being instantly killed by mystery beams…
The explanation video about okra is packed with “Why does it have such performance?” from start to finish, and it’s amazing, isn’t it?
Other characters’ normal throws will simply result in an aerial state, even for those that allow follow-ups, so Toki’s throw, which immediately leads to a wall bounce follow-up, is seriously effective.
I need to master it to a level like Heart and Motodate, but I can handle the conqueror.
I wonder if they were also recording explanations about putting the statistics aside and doing their own thing…
I think Jaggy is quite better since he can at least play basketball in an actual game.
Oshu’s top is like, why does it have such performance in a game like this?
Jaggy is weak, but has enough basic specs to be able to perform my own.
Hokuto itself is that kind of game, but a single mistake is not allowed = if you don’t make that one chance mistake, it means you can achieve a comeback victory or a good result.
Watching, every match has tension until the very end.
I heard that without a Nagi, it’s finally around the level of Shinken Shirou.
I’m not very familiar with fighting games, but what is the significance of the hitbox being included in the hurtbox?
It’s so funny that Oshu Hittou is weak even as an assist.
The lord of Oshu probably thinks he can easily win against characters like BB or others.