
Maybe it’s scary when it moves with long arms and legs.
Doesn’t the illustration become an image?
Ryu wouldn’t say something like that.
>>3
Just continue down this path!
In the case of Street Fighter 6, other characters don’t have a discrepancy with their image visuals either.
When will Elena be implemented?
If the game feels like this, it would be too great; let me use it soon!
I thought it would come in April, but since there’s still no news, it might be the end of the month or even May.
It’s probably June, but we’ll release the PV by the end of April and implement it tomorrow! But that’s okay too!
I’ve liked Elena for a long time.
Does that mean that everything will be full of Elena?
It’s certain that the usual skills are extremely strong, so it’s nice to contrast with Mai.
I wonder if it only has kicking techniques.
No one is seriously looking for cuteness in Street Fighter 6, so I’ve given up.
She’s beautiful, but not as young as she appears in the music video.
Around thirty something.
Since it’s a white-haired character like Aki, a 3D model without outlines might change the impression quite a bit.
I think Aki is an attractive character, so it’s fine.
I wonder how much the existing techniques will be manipulated.
What if the rhino horn had the ability to break impact?
When I saw the anime’s PV, I didn’t think much of it…
In this image, it really is Elena.
Manon’s strikes are a bit like Elena’s, aren’t they?
>>25
Aren’t you different from the illustration? … I thought so, but the illustrations in the game were generally like that.
Isn’t it too lewd!?
I want to read another strange document that says Ed’s SA2 seems to have few uses…
So please come for the adjustment.
Quickly fix the D-Riba’s counterattack disparity.
If we prioritize balance, we only seek minor nerfs and buffs for the top and bottom five characters, so there’s no variety.
Since it’s difficult to balance when catering to those who want a change because they’re bored.
It’s tough without the right answer.
I can see a future where a lot of people get really upset due to mallet smashes.
I want to see.
Aren’t your bangs too short?
I wouldn’t know it’s Elena unless someone calls her Elena.
It resembles the black character who says, “It’s crazy.”
Did you cut your bangs yourself?
Yesterday it was trending on X, but I was surprised that Jamie players, unlike Kimberly players, don’t realize they are using a weak character and are often so negative.
Jamie is frankly a shitty character.
Who are the characters that aren’t trash, regardless of their strength or weakness?
Ryu? Luke?
>>46
Hashohara and suppressors are crap!
It seems like everyone has some crap they push onto others.
Hashou Ultimate Rush
Both are trash.
>>47
Could you please stop talking as if we’re on the same level?
The value is completely unbalanced, isn’t it?!!
In this game, the only beautiful character is Manon.
Isn’t Luke crap, really?
Yeah, Manon is also crap.
Throwing characters are
Haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
There are definitely times when that happens, so even the weakest character is inevitably useless.
Luke is a much better character compared to the first year.
I’m losing out because the character’s weak throw in this game is disliked, so they don’t make the character stronger.
The second-year Zangi is probably just an exception because of Capcom going crazy, so I’ll exclude it.
Do you think the throwing of pieces in this game is weak…?
The normal throw is too strong…
If you understand what it means to not be able to perform “okizeme” in this game, then you would understand the weakness of command grabs.
While you’re attacking, all characters are terrible characters.
If it means there are no unreasonable techniques, then it’s probably Manon, honestly.
Both normal and special moves have terrible frames.
Moreover, the trump card called Rush has overwhelmingly poor performance, placing it at the very bottom.
>>61
I think it’s interesting that when the rush is too slow, you can dodge the techniques you tried to stop without doing anything.
Street Fighter 6
Will it come out on Switch 2 as well?
I can’t forgive anyone except Marisa.
Manon is usually strong, right?
There is a Godzilla.
The opponent I defeated has a good character.
The opponent I lost to is a crappy character.
In other words, all characters are trash! The character I’m using is also trash!
Manon is weak in general; she doesn’t have a 6F mid or a cancelable crouching medium kick, her hitboxes have too many disadvantages, and while her guard is advantageous, her range is too short. She lacks combos from both her standing heavy punch and crouching heavy punch, so she can’t deal significant damage.
Street Fighter 6 is composed of partially shitty characters and characters that are completely made of shit.
Speaking of which, I wonder if all my techniques will be taken in the tundra.
That’s too much of a gap, and it’s not good.
Shall we make it possible to punch the tundra?
>>72
If you’re going to live as a character that relies on throws without any of them, that’s fine.
Where did the information in the thread come from!?
>>74
If it’s about the thread image, it has been released for two years…
If it’s illustrations, then check out last night’s Nintendo Direct.
3D is probably a leak.
The bangs are too choppy, it’s funny.
I wish they would put armor on the screw too.
Manon’s middle punch is strong, but if you ask if that’s enough to solve everything, it’s not like that at all.
I want the midfoot rush more.
Saying that Manon’s normal attacks are weak is like saying that Dhalsim’s normal attacks are weak.
Having a long reach is a strength, isn’t it?
After all, it’s fun to play a crappy game where you can bury your opponent with a mid-foot rush followed by a throw.
Are you listening, Jamie Gouki?
When just watching the videos, it might feel like Manon is weak.
>>82
Rather, it’s air-headed people saying Manon is strong.
I still don’t understand why Manon’s rush is considered worse than Zangief’s.
>>84
If Zangi can cancel with a medium punch, then yes.
>>93
Well then, just make it like a reach mahjong.
Elena also has a lot of African elements incorporated.
Well, since Bio can create that much, it’s like Kimberly is doing it intentionally or something.
This year we’ve announced it two months before the implementation, but at this rate, it will be implemented later than Akuma.
It’s already past spring if you’re slower than Akuma.
Even in old fighting games, the information obtained from the diagrams was different from actually playing and getting beaten up.
Kimberly definitely has a strong personality.
Just slipping.
I consumed Nao Toyama in Kimberly…
>>95
Moreover, it had a kind of performance that wasn’t very cute.
It’s lame how they piled on everything like being smart, a cheerleader, and a master of martial arts…
The only flaws are in the face and race.
>>97
He is such a prodigy that he skipped grades, lost his uncle like Spider-Man, and is a straightforward type who dislikes inspirational pornography.
It’s strange that Almond Eye is seen as a beautiful foreign element.
I wonder if they will release Elena’s PV on April 4th to 5th, two months ago, in line with Switch2.
Performance is just an overall measure of the character, so saying that something or someone is weaker than others doesn’t really mean anything in a fighting game.
Well, every time you throw the screw, its power increases.
>>104
Okay.
The power is on par with Manon and starts at 2000.
If Mai is nerfed during implementation, it seems like there will be a mass migration of people.
It has meaning, doesn’t it?
There is a clear character disparity.
Isn’t it just saying that since overall we are weak, we should strengthen this part?
It seems like it will become wireless 6 when the Switch version comes out.
>>109
Unlike the Switch, it has a wired port from the start, and there are plenty of people who use wireless on both PC and PS5…
In the first place, Manon is not weak.
>>110
I’m fed up with the airheads.
It’s fine to nerf both Manon and Zangief.
A really weak character can’t easily reach the top in MR.
Manon needs to maneuver cautiously.
It’s a sad character with a bad impression from opponents because there are two options: a reversal throw and a reversal SA2.
Well, this level of strength is just right for now.
>>116
It’s going to end with a front flip…
>>118
If you say that, other characters also have their downsides.
It would be great if Manon doubled the power of regular moves.
Ryu is saying something strange.
The characters I use feel weak.
Whether it’s Ken, Akuma, or Ed, there are tough moments in the game.
Therefore, it is not surprising that those who use Manon lament about it.
I think Manon is recognized as a strong character by everyone except for those who use Manon, especially against characters that are normally strong with strong ground moves and throws.
I think Lily has a lower character power than Manon.
Manon can easily rank up, but Lily is a two-choice character with low returns, making it tough.
>>123
Since Lily can go to the choice at an easier difficulty, the return is surely low.
If wireless increases with switch2, then turn off crossplay.
If someone starts saying it’s over just because they were forced into a two-choice situation, then it’s really over for them.
Even if they say that Manon is a character who can win just by throwing coins, don’t just silently argue back…
Manon can handle characters that will engage in a fight, but it’s impossible with characters that won’t.
Manon, give me the benefits after BO.
When I had them do BO, it was fairly good.
Using a character that has to brawl with Manon makes the medium punch way too strong!
The clearly weak points when using Manon are strong point and OD point.
I’m glad there’s a return for anti-air, but because the startup is slow, it gets hit when the opponent lands, leading to a low float and making it impossible to follow up with a Degage attack, leaving me exposed to being punished.
It’s not a technique to use for a counterattack, so isn’t it fine if it launches the opponent as high as an aerial hit when used against someone on the ground?
Vega is doing his best even though his anti-air special move has a 16-frame startup even at its weakest.
Manon will surely have her next reward.
Since Zangi is allowed, after all.
It’s been said that it’s a two-option choice, but you can’t even understand that?
That said, since the results haven’t come out yet, it’s okay to strengthen Manon’s rush.
>>135
I wonder if there are characters whose rush speed has changed.
There really isn’t a strong technique against Manon’s deadly move.
You probably won’t understand without knowledge, but you should be surprised when you look it up.
Well, Zangief hasn’t really been showing results, and he’s continuously getting nerfed.
I don’t like the full combo when I mess up the throw, but I wonder if the risk-reward is worth it.
>>138
I think normally throwing is stronger unless it’s a situation where you can pull off a panic cancel.
With Zangi, the power of striking options is amazing, so it shows strength.
Since the next year will likely start at the same time as Elena, it would be logical to think it’s after evoj…
Normal Technique – Weak
Special move: weak
Walking slowly
Rush is weak.
Backstage is weak.
Firepower Low
Low gauge reduction power
Jumping strong
Reach Strong
Manon’s rush is slow, doesn’t extend well, and is not smooth, so it’s difficult to use for closing the distance.
The Komanage and Degaje are all strong, and the combo parts Ranversal are also being utilized as they can bypass projectiles.
Saying all the special moves are weak is an exaggeration.
>>146
In this game, normal throws are stronger than command throws.
Even that strong person is doing a normal throw with Manon.
The Dega-Jet has full combos for everything except for -3’s OD; the long-range strong Dega-Jet has no return on single hits, and its activation is too slow with a risk that’s too high for its impact.
Saying that there are bullet holes in Lanvelze is definitely just cluelessness.
>>150
It’s just the case that being strong comes from having both.
It’s not that I don’t normally throw characters that have command throws.
I briefly touched on Manon, but she’s a character whose premise relies on the player having fighting game skills.
I was doing ballet and thought I would start with Manon, but before I knew it, I was doing sumo.
Isn’t Manon difficult?
>>148
Manon has a limited range of movement, so in terms of difficulty, she’s easy to control.
It means that there is no easy way to win because there is no strong pressure.
Manon has a long reach with the R-sized K, but there’s nothing if you hit, and the gaps are really big, so please do something about it.
Make it have performance similar to Cammy’s heavy kick.
If you hit, there will be a proper return depending on the power or situation; all characters, including Manon, have special moves like that.
The discussion is that strong special moves can typically be incorporated from normal moves or can create a situation where they can hit even if they don’t cleanly connect, but Manon doesn’t have that kind of capability.
I can understand why Manon’s legs are long, but I don’t want to accept that Guile’s legs are long.
>>153
And Guile has an air throw, but Manon does not.
If a character that can do a throw doesn’t perform a normal throw, then of course they’re weak…
Even Zangi actually has a rather large variety of regular throws.
“Isn’t it that the regular throw is stronger than the koma throw? I just don’t get that response.”
>>156
It’s like saying that Manon, who can normally throw and also has a throw for the spinning top, is strong.
I hope Blanka’s throw comes out like Oboro from Supafo.
Manon is also strong with her jump heavy kick.
This is no longer something a fool can understand.
It’s stronger to have something than not to throw a koma.
But I think the elements being taken away compared to other characters, just because they are a throwing character, are far too significant.
>>162
I think it’s precisely because Jamie has both invincible moves and command throws that he is losing out due to rush performance and adjustments like drink level.
I wouldn’t say that throwing koma (pieces) is weak, but I wonder if it’s really something the developers are that afraid of.
>>167
I think it’s not about being strong or weak, but rather that it’s too silly, which is why they probably avoid adding invincibility and bullets.
Characters with low damage from throwing coins but strong in other elements may be implemented in the future.
>>176
Even with conditions, Jamie…
>>167
I have the opposite opinion; it’s precisely because it’s a game with no regular damage reduction or guard crush, and has the extremely strong defensive option of parrying.
I think it’s a game in the series where the option for throwing projectiles has relatively become stronger.
>>177
The character became weaker as a result of adjustments because it was too strong in terms of systemically throwing commands.
>>188
If all characters had a parry break attribute added to their moves in the new season, it would be like…
The value of spinning top throwing will likely decrease a bit.
Otherwise, the value would remain high as before.
Umehara described Manon as an easy character to defeat.
I think this character can bring out its strength if you are a skilled player in personality games who can counterattack with medium punches.
Conversely, if you can do that, you’ll be able to win to some extent in ranked matches.
They are strong because they use judo grips to throw at key moments.
The reason why Lily and Honda aren’t doing well is probably because of that.
I thought maybe I could steal a medal like Jamie, but I don’t want to return it after each round…
In the end, if that’s all there is even for a professional, it’s hopeless when it comes to compatibility with someone who can’t do that.
An opponent with a long reach that is difficult to counter.
Manon, please stop the harassment.
I don’t need the medal element at all, so could you make it the same power as Zangirl?
Stop the middle punches; it’s neither judo nor ballet.
I can’t really believe that Jamie’s rush performance is being hindered because his rush strong punch can’t be stopped by normal moves.
After creating a combo from the middle foot rush with Copan, it’s a character that can shimmy.
>>171
The startup is super fast, so the reach of the rush’s fastest cancel crouching punch is the longest among all characters, so I think this character is definitely strong in terms of rush.
It’s a game where if you get eliminated in a two-choice situation, you lose 5000-6000 points, so it’s quite questionable whether it’s really strong.
At least give me a SA3 that can’t jump in the dark transition for Zangief, for Manon and Lily.
>>173
Conversely, the opponent dislikes being thrown, so they jump, which has the advantage of allowing Manon’s strikes to land.
It’s a sumo match, isn’t it? Rapidly pressing the middle punch.
>>174
Well, it’s better than falling from the back; slaps! Slaps! It may look like sumo…
Lily is quite strong if she can be a player who can wait.
If you have the mentality of using 99 seconds every time like Guile, is that okay?
>>175
When I build up wind and take the lead in stamina, I can tell that my opponent is struggling.
That’s good.
Thunder and flower butterflies are far more foolish, though.
>>181
It’s probably better than a close, all-or-nothing high risk, high return.
Throwing a spinning top that can’t fly after seeing the blackout is the extreme of absurdity.
I think even Zangi shouldn’t be allowed.
>>186
Well then, try to make it look like you’re fighting an opponent in the air.
The striking-type SA is great because it has high freedom with combos and counterattacks.
>>189
Is it like canceling with SA3 from Poirier’s anti-air?
Well, I’m fine with it, but I don’t think Capcom would do something like that.
On the 6th floor, there are no attacks during the middle, so if you don’t use a small move, you’ll get interrupted by throws.
That’s why the firepower decreases.
Manon can be good at flying, don’t you think?
The jump is strong.
It’s a game that’s all about anti-aircraft.
The fact that command throws are crap and that command throws in Street Fighter 6 are weak can coexist…
If there’s a guaranteed back jump, then it’s fine.
Manon is strong by Street Fighter V standards.
It was Street Fighter 6.
The basic shimmy of throwing a koma mochi doesn’t really mean anything, so it’s hard to get a return.
Nobody grapples.
Slow down the Zangi rush.