
It’s good because it’s fun, but time melts away.
It’s just that.
The operations are really mixed up.
I’m always telling myself that anti-air isn’t 6P.
>>2
I tried to set up an FD in Street Fighter 6.
I’m getting all warmed up and breathless with Vega and Zangief.
Well, it’s a story that I’m not really good at, and that’s to be expected, but…
I feel like I can’t win in any game as much as I thought I would.
The feeling of “This planet’s gravity is too heavy!” when moving from Planet Ark to Planet Sto.
In Planet Tekken, it doesn’t bother me as something like this, but I wonder why that is.
>>6
I think it’s because I’m slow on my feet.
It’s a step movement.
I feel more unsatisfied taking Zangief’s super than taking Pocho’s in Guilty.
It might just be that I’m not used to it.
In other words, the arc is too light.
I don’t really know what the situation was like, but I have a feeling that taking an unreasonable hit somehow makes it easier to give up.
Ah, I lost at rock-paper-scissors! I feel like I could have done something better… It feels like that sense makes me dwell on the damage I took.
>>10
When I got hit with a headbutt, I felt like I wasn’t doing anything wrong at all, you know?!
I recently set foot on planet KI, and this planet is amazing!
There is no common sense in the performance of all characters.
Personally, I feel that the jump around Planet St is cramped and difficult.
Mixing within the same game.
This guy’s power crush is lever + WP! That guy’s power crush is also lever + WP!
In the update, it became lever + LP, but my fingers are pressing WP!
Planet Tekken is 3D, so it doesn’t feel restrictive.
You die when you can’t move sideways.
Planet Guba isn’t in the sky, but I don’t really feel cramped when moving around.
Planet Tekken has supercharged my character, but I don’t want to go to ranked matches yet because it seems like Jack-Pole is running rampant.
Please fix it quickly.
Planet GG has had Venom return, so we need to acclimate quickly, but it seems tough since the seasoned hustler is complaining…
From the perspective of Planet Guilty, the mobility on Planet Sto decreases and the stage feels quite large, making the walls far away…!
Even without talking about wall breaks, the value of edge work is differentiated in places like this, isn’t it?
>>18
When Ken is carried away by the whirlwind, the stage feels so wide, doesn’t it?
>>18
The walls of planet SF6 are impossible to escape, and the impact is too painful.
The dance of the flower butterfly fan feels more like something from Arc rather than Capcom or SNK.
I want to do a low-dash instead of a rush.
I have already moved quite far away from planet St.
I’m planning to go back once season 3 starts, but I wonder when that will be.
I really want a Garchomp from Planet Guba!
The first Vega in Zun 2 is in August, and the fourth is in spring, so Zun 3 should also be in summer, right?
By the way, if things stay as they are, will Planet Sto enter the next competitive season without jumping over Zunpass?
If you purely look at the game content, you’d think, “Are they really going to let a fighting game beginner play Street Fighter 6?!”
>>28
Well, that’s where modernity is truly great.
I think back now that it’s really easy to roll over opponents in the beginner ranks of Tekken and Guilty Gear.
It was a series of consecutive wins.
>>30
Once you start leveling up, all the games become complex, but it’s really fast to climb up to around intermediate level simply because the characters and skills are strong.
In terms of difficulty, it’s the bottom right, but things are a bit chaotic right now…
The top-tier characters in the upper right are mostly easy, so that might be good too.
I touched Street Fighter for the first time in Street 6, but I heard that the input buffer is lenient, and I was like, “Is this it!?”
I’m numb to the comparison because I’m used to Street Fighter IV…
I’m surprised to see that many more people are now conscious of managing the D gauge at the platinum level in Street 6.
>>35
And remembering the middle foot rush, it’s all set plays until you BO every round.
I feel that the cancellation grace period for STR is strict.
Even with lenient input, combos are easier in other games.
>>36
I feel a strong intention that they don’t really want to confirm single middle attacks.
Chun-Li’s rear-end collision confirmation was taken, or something like that.
I think modern is a good system and actually contributes a lot to trends, but on the premise that everyone can properly execute combos, it suddenly takes beginners into the world of mind games and positioning. There’s also a fun process that comes before that, so I hope there’s something that can convey those aspects as well.
>>37
It’s impressive if you can command! But it feels like it’s not trendy these days, so I guess it can’t be helped.
After playing Guilty or something, the waiting period feels quite strict.
I have the impression that if I just keep adding recipes to the arc system, they will automatically connect and come out.
>>40
As long as you remember the combo route, you really don’t need much practice to actually perform the combo; it’s quite relaxed.
There are of course exceptions sometimes, like picking up small things or picking up drops.
Modern is great, but the rising dragon and one button are also fantastic.
I can’t help but think that you could probably do it in about an hour of practice.
It might be a strength to skip that roughly hour of grinding…
>>41
I don’t know the recipe or can’t remember it.
I don’t understand what a regular technique cancel is (I was inputting the special move after confirming that the big punch hit).
If you are a beginner in fighting games, performing combos on your own is quite a high hurdle.
>>47
Starting from a common understanding of game formats and genres, there are more invisible hurdles than the older generation realizes…
BBGG is the first step to comboing, so normal combos are actually easy once you try them.
When I first seriously got into fighting games, even just performing the Hadouken command would make my fingers hurt, so the barrier to mastering the commands is probably higher for someone who becomes a fighting gamer than it is for someone who is already experienced.
When you can skillfully put together wall combos in Tekken, it feels incredibly empowering and great.
Personally, I think one of the interesting things about fighting games is that you can enjoy them early on, and that’s Planet Guba.
>>48
One-button easy finish is great…
Since I played Guilty Gear and Melty Blood in high school and college, I guess I won’t have trouble with combos~
It’s been about 15 years since I played a fighting game, and Street Fighter 6 is really difficult…
The older generation has experienced an era where inputting commands with the directional keys and pressing buttons was common, even if they didn’t play fighting games, which has been adopted in various games.
At least Street Fighter 6 is already a combo game, but it feels like the value placed on combos hasn’t completely shaken off the sense of “it’s impressive if you can do it” from the old days.
Personally, I’m not good at grinding for points in ranked matches.
It’s not just that the amount of stress is unusual…
>>54
No matter how you struggle within the system, the value of victory and the value of defeat will be unbalanced… This is already a structural defect.
>>56
The Guilty Tower changes instantly whether you’re rising or falling, so it’s really convenient.
I haven’t practiced combos in Muscle Fight 2 for a while, but this game is still so much fun… I just don’t have anyone to play against…
It seems like they’re going to do Garou EVOJ, but I’m really worried about the bugs…
>>57
I laughed at the rock like Dhalsim, but even if it’s not that extreme, there are definitely a lot of small issues, so characters that don’t have a beta version probably have bugs.
If I were to say, “Let’s practice doing a hadouken and shoryuken!” to someone playing a fighting game right now, they would probably quit.
I’m playing all the games in the thread, but I’m using one button for everything except Guilty.
Guilty sometimes has commands appearing, but there are times I mess up.
Because I’m a native of planet 3rd, I instinctively perform a throw escape.
Street Fighter 6 Modern is amazing, but people say that the timing for the Gubba (move) is terrible.
Where exactly?
I’m not good at tremolo, so I’m really being helped by modern techniques.
You can have fun playing around with diamonds without touching Tremor at all.
I keep switching to something else after losing a little when I touch it.
Compared to the other three, the throws in Street Fighter 6 are seriously strong… that’s what I feel.
>>68
It’s probably because if you’re not strong, it’s difficult to break it down.
The invincibility during the first frame of the wake-up throw is hilarious.
Street Fighter 6 has cancel windows that are easier to understand visually in training mode and even in F.
It’s going to get really short…
When playing Guilty, it’s fun because you can be a total chimp when you’re on the offense.
Street Fighter 6 is tense, but it’s fun when you win by reading your opponent.
I thought the combos in Street Fighter 6 would be easy because I had played a lot of Tekken.
It was super difficult, and everyone was amazed that they could do this.
Street Fighter 6 is incredibly complicated in terms of combo choices due to the D gauge, and that’s crazy.
>>73
If you don’t have a gauge, can’t you just aim for the maximum unless it’s a lethal situation?
Isn’t that the discussion about how difficult that lethal judgment is?
>>75
That’s pretty interesting, isn’t it?
Having a character that looks good and has a solid concept boosts my motivation, but if their performance is lacking, it’s a bit disheartening.
Guba wants the input lag to be reduced.
The game “Iron Saga” is really quite interesting, but there are no people playing it.
I haven’t experienced planet SNK yet, but I want to board it quickly with Ganatch.
I understand you want to defend 6, so at least have a conversation with me.
>>81
Huh!? Is this going to be a defense?
Fighting games can be enjoyable in different ways depending on the work, so the fun aspect varies for each person.
If I can win, everything will be fun.
I like both anime style and realistic style, but when there’s a character in a realistic style that looks really cool, I get amazed.
Arcana Heart 3 was one of the most interesting fighting games I’ve played at that time.
But now there are no people left, and I wonder when the new work will be…
If it’s Arcana Heart, there’s almost a room set up here every day!
The change in the homing mechanics since number 3 has been good.
It’s a type of drive gauge we would call today, but if it’s not a cancellation, then considering it’s free during the rush is amazing.
I like playing with Tremor, so I inevitably end up using a character with a lot of set plays.
I feel like there used to be a lot of handwritten threads labeled as fighting games, but I haven’t seen them lately.
In the end, that will become a Street Fighter 6 thread.
The new moves added in the Tekken update are generally so chaotic that they’re fun.