
I thought about lowering it to the same extent, but it didn’t go down as much as I expected.
It’s just the difference between those who had strength they intended and those who had strength they didn’t intend.
Difference in political power
If I knew that, I wouldn’t have to struggle.
It’s not just a story limited to fighting games.
If you don’t create a gap, the game will either become chaotic or really boring.
Why not ask Kamo-ne?
After repeatedly getting nerfed due to poor adjustments.
In the end, it will be treated like garbage.
>>8
Is it about the endosperm?
If you maintain balance, you won’t be able to move from there.
Because it’s not balanced, adjustments can be made repeatedly, which prevents people from leaving.
Recently, there’s a trend of giving toys instead of taking them away, but sometimes the toys are stronger than expected or conversely, weaker.
If it’s weak for many years, I wonder what this character is even for?
>>11
Return it, Luke.
It seems that there are strong integrations that are only understood by the development side, and there are requests for things that cannot be included or enhanced.
The thread image is probably the most stolen, but still at the top of Tier A.
It’s amazing because it’s often positioned like that.
Adjustments are being viewed at multiple layers.
Even characters that dominate in tournaments have fewer penalties if their general usage rate is low.
Conversely, characters that have a high win rate in ranked matches but don’t perform well in the pro scene may not receive any buffs.
Luck.
It’s more difficult to lower it than to raise it.
Characters that relied on specific broken techniques lose all their appeal if those are toned down.
On the other hand, overall, high-standard characters can still be strong even if you tweak one or two of their skills.
If there are no strong points, it simply becomes boring.
That said, if it’s too strong, it becomes uncomfortable, so finding the right balance is difficult.
I wonder how to create a character with a strong concept…
>>20
The character’s strength derives from its unique special actions.
No matter where I touch it, it ends up being strong, which is a problem.
The usage rate of the character is seriously important.
There are definitely characters that people will use out of love, so it’s probably fine to leave them alone without reinforcement.
From a pro’s perspective, it might be boring, but there aren’t many options for Cammy’s combo routes, so it’s easy to use.
>>22
After starting fighting games with Cammy, when I tried using Akuma, it was too difficult and I couldn’t master him at all.
>>22
You can win a lot even with a big K Bunbunmaru!
Fun!
If the performance of a popular character with a large number of players is reduced, it could directly lead to a decrease in the number of users.
Basically, it’s fine with the big P target combo, so the combos have become easier.
I think it’s true that it’s boring because of that.
Mariza gives off a feeling that she has been excessively lowered to promote the idea of not bending to the preferences of famous characters.
>>25
That said, the parts that were weakened are appropriate content, right?
If anything, the enhancement was insufficient.
Marisa died after her limbs were torn off.
>>27
How to pick it!
I understand that if this guy had invincibility, he’d be too strong.
It’s too tough not to have it in such a strong game at the edge.
Marisa received a lot of buff adjustments in the last update, right?
Even so, there were only zero participants in the tournament.
>>31
Because the fundamental part that was the problem hasn’t been addressed.
>>31
I’ve received a lot of enhancements, but the range of enhancement isn’t that significant.
To be honest, I feel like it would be nice if strikes were easier to achieve.
Don’t include maximum charge that doesn’t even hit in the enhancements.
Whether a character is a paid character or not will affect the level of nerf.
C-Mariaza received a significant buff from the big K, but because of that, M really ended up in a sad state.
Paid victory!!
It’s interesting that complaints like this come up despite everyone saying Street Fighter 6 has good balance.
>>39
I think they are balancing it all, including the fact that it keeps generating buzz.
It feels the same with games like LoL.
>>39
All competitive games have complaints, don’t they?
>>39
It’s just a story about how complaints won’t ever be zero, but is that really interesting?
>>39
I’ve never met anyone who thinks that having no complaints is a good balance.
>>105
It’s not the kind of complaint that comes from a well-balanced game.
Mariza is said to be strong if she hits, but it’s difficult to hit in the first place, and her defense is terrible!!
The trend is to reinforce things that don’t matter while not giving what you want the most.
Even after being nerfed that much, the thread picture is still quite strong.
I realize that things have been really strange until now.
>>43
The one-man substitution invincible technique trivializes the push and pull of the line.
After seeing it, the knuckle pitch comes out easily, and even if it gets caught in a feint and guarded, it still has the advantage.
Too strong of a standing medium punch.
Easy swap without gauge consumption.
Why does the one who has Strike and the strongest SA3 have everything?
>>111
No bullets.
>>114
Is that all?
Most people who say a game is well-balanced are using strong characters.
They adjusted Ken to be strong from the beginning.
It feels like Mariza DJ had an unexpectedly strong presence.
A game without complaints is just not possible.
It’s definitely true that the balance is better compared to past works.
The balance is good enough for the match to take place.
That said, there are parts I want to complain about, which can coexist.
To be honest, the current Cammy doesn’t have tier A strength.
Good place tier B
Early DJs had some skills that should have been adjusted, but they were not adjusted, which clearly felt off.
>>54
I honestly didn’t understand why high-speed feint characters have such high firepower.
Cammy deserves more than just a little punishment.
I want to ask how much of Goki’s strength, which is strong but prone to dying easily and is difficult yet interesting, was intentional.
It must be like this because there were reflections on 4 or 5.
There are people who think that a fighting game player will throw down the game the moment they start complaining.
A fighting game with perfect balance is boring.
However, that doesn’t mean I would be troubled if it was done like Guilty Gear or Tekken.
>>58
There’s no such game, so I don’t really have any concrete examples to draw from…
>>60
Bushido Blade and so on.
>>60
Let’s do FOOTSIES.
I have never seen a successful adjustment in online competitive games, including fighting games.
>>59
Once the characteristics of each character are established, complaints will arise regardless of how the balance is.
>>65
Having a strong personality can often lead to a game of compatibility, even if the balance is good.
>>59
Ultimately, I’ll keep saying to make my character stronger and the opponent’s strong character weaker endlessly.
>>59
What criteria do you use to determine whether something is going well?
Even in hero shooter games, there are clearly performance differences, so it’s just how it is.
In the end, those who are taking big bites are originally the ones with a twisted strength.
Those who conform to the system will survive, and that is said to be loved by the system.
>>62
In that case, I think Cammy’s concept itself was probably “replacement.”
>>70
In that case, Ken’s concept is “transport,” “replacement,” and “firepower,” right?
As long as you keep complaining about strength, it’s just a jab.
In shogi and similar games, the balance is not perfectly even because it can change completely depending on whether you go first or second.
Has there been a clear aspect of Ken that has weakened from the early stages to now?
I think it becomes boring as a fighting game when trying to balance everything leads to all characters being weak.
A fighting game where you can choose 12 stick figures with the same abilities but different colors would be boring, right?
There is a significant difference between something that is ridiculously strong no matter who uses it and something that is extremely strong when used skillfully by a specific player.
but
The former is intentionally made strong and evenly distributed, so it only needs mild adjustment to become round.
There have been many cases where the latter was nerfed, losing its sharp performance and becoming garbage.
Conversely, what do you consider to be a perfect balance?
>>73
Only one character.
>>73
No matter how we struggle, does it mean that our win rates don’t fluctuate from 50%?
If it’s just about being balanced, then you can just have 30 performance dragons that look different.
That’s not funny, is it?
The lack of invincible moves, a dead backstep, and SA1 having neither strike nor throw invincibility really makes the situation when cornered not funny at all.
>>78
Just in case I get scuttled, I’ll just go with a normal throw for now… it’s too safe.
Personality equals performance difference…
In the end, I can’t make the DLC weak.
That’s Capcom.
I really want all the characters to be present in the big tournaments.
This time there were no characters at all.
>>84
If there were 10 playable characters, that would be one thing, but there’s no way such a game exists in the Reiwa era.
>>84
If you broaden your perspective by the qualifiers, you’ll probably find all the characters there.
It’s impossible to compete in the main event.
Let’s drastically weaken the characters that earned 100 million with a 100 million bonus.
They kill with the force of tearing off cards or limbs, and for what purpose were they born?
>>88
It’s more like something you often see in Monster Hunter.
>>88
It’s not a nice way to put it, but once you sell the card, you don’t have to care about anything else…
Come on, Cammy, at least give back the hooligan switch.
Also, cancel the nerf on OD Strike.
>>89
This is not just about what is allowed for others, but spinning and missing the hit to switch is really lame, so I want it to be reverted quickly.
But Street Fighter 6 is far more perfect than other fighting games…
Street Fighter V has been balancing for 7 years, and the final result is that.
You can’t maintain balance.
>>92
Well, it’s inevitable to some extent as long as there are additional characters.
Hiyah! Hmph! Hiyah! Hmph!
I will continue to demand that my main character be “around mid-tier upper level but able to counter the environment and have tricky surprise moves.”
Even if I lose, I want to have a match that I can be satisfied with, which is a philosophy that contradicts the idea of forcing me to win at all costs.
It is not widely known that DIVEKICK, which occasionally comes up in discussions about balance adjustments, had its balance thrown off with character additions.
Regarding DJ’s Maximum Strike, if the follow-up attacks afterwards were only around the level of a special move, it would be limited to causing dizziness, and I can barely understand it even without any modifiers, but at the edge it was looping, right?
The balance in Street Fighter 6 is not achieved through character adjustments, but rather by the strength of the system itself.
>>101
But it’s okay because it’s coming off.
“Don’t you see the miserable state of other fighting games?”
>>101
The difference in characters is really amazing.
They’re just trying to bridge that gap with the system.
>>101
The same theory as the Big Dipper.
>>109
People who definitely haven’t played Hokuto.
>>117
There isn’t one! There’s only one person without a boost gauge!
>>101
It’s pretty good that the common system is strong, isn’t it?
Even if I receive a delicate performance, it’s a foundation that can at least fight.
>>101
The firepower is amazing, and since full combos come easily, it feels like the first round is incredibly short.
I like those kinds of places, and as someone who plays casually, it’s fine to win or lose, but I can’t help but feel amazed at what professionals do.
>>101
Rather, that means it’s a good game.
In the past, it was common to see only about five top characters in tournaments for old games.
Compared to that era, it has become a better time.
If everyone is weak, it’s a tedious poking game, and if everyone is strong, it’s a reckless accident luck game.
But that’s how matches are.
I learned that turning on the input delay setting is beneficial after 6200 hours of playing Street.
I don’t really understand exactly what will happen if I investigate, but I’ve turned it on, so I won’t lose anymore.
Games like DOA have a strong system, so surprisingly the balance was fairly good.
Still, there were occasional characters that would completely break things.
The correction for the Jostool was really stressful because it was loose.
Even now, that technique is stressful.
In the past, a character named Yun, who was clearly not very strong in Street Fighter IV, performed well in tournaments and created a huge excitement.
Later, for some reason, they were nerfed despite being one of the strong characters.
Since it is something done by humans, it is not necessarily true that the adjustments are correct.
>>118
A certain professional player of Street Fighter 6, known for their development skills,
I reached the conclusion that there’s no point in leveling up the character since I’ll just be weakened by the same amount, which made me sad.
Recent fighting games are balanced because there aren’t situations where around five players from the bottom are not participating in the game.
>>121
There’s hardly anyone like Guba around, is there?
I want you to revert just the part where the lift upper doesn’t connect from the reverse selection OD at the edge of the screen.
It feels like JP’s Amnesia is allowed because it’s high risk, high reward.
>>122
There’s no alternative to compare with, as the only option to win against guaranteed throws that have no guaranteed guard is to secure a +5 throw.
The technique that fell from being overwhelmingly strong to just strong.
Well, the fact that there’s no Shoryuken means I’m at a tremendous disadvantage.
Because Akuma is unfair, make it 8000.
If you pay the gauge, all characters have damage, so the character differences are somehow still being kept in check.
In a game with a fatal difference in firepower balance, to be honest, it’s extremely tough for weak characters.
I wonder what will happen to Elena.
It seems like having a long reach and an outboxing style might gather some hate, but it’s strong.
>>130
Even though I say the reach is long, it doesn’t mean my hand can stretch out, and no bullets are coming out either.
You probably won’t surpass Ed or JP in that direction.
>>130
Healing! It feels good!
If you think that adding Vega after the overall nerf due to the firepower being too strong is some kind of reasonable adjustment by the developers, you’re quite naive.
I think the character in the thread image is one that seems like it can still do something no matter how much you take away.
>>133
It feels that way because I’m on the receiving end, but it must be boring for those on the giving end…
>>133
I think it’s a character that can keep going as long as Strike doesn’t completely die.
That technique is strong enough in the game Street Fighter.
>>145
Even though Jamie also has a ton of things, why is the weaker one the one who has to drink alcohol?
>>153
There are pros and cons.
Recently, Jamie has been said to be pulling in too many opponents with his shadowless kick during mid-air.
The strike’s collision detection in the air is not strong at all.
>>133
Honestly, I don’t think saying I can still do it in fighting games is a compliment, you know?
It’s definitely a line that wouldn’t come out against a strong character, but I can still do it.
>>151
I understand what you’re trying to say, but the fact that there are still many professionals who continue to use it even after the nerf or bring it to CC is the answer, right?
>>133
The players have already been doing their best for a long time.
If I say I can still do it, then all characters are like that.
All characters have high damage, which puts power characters at a disadvantage.
>>138
That said, isn’t it just Marisa who is relatively weak compared to strong ones like Zangi?
>>138
It’s more like a character that has no mobility and isn’t invincible, rather than a power character.
Reflecting on that in the second year, Vega and Zangief were born.
The Hundred Demons’ ability to rampage from above is just too much.
In Hokuto, everyone has permanence, but the character disparity is a sheer cliff.
Elena was just broken in Ultral Street Fighter 4 because she fit too well with the system.
Until then, they were rather a weak character, so I had no idea what to expect at all.
When I use a reverse option select and stomp, I intentionally adjusted it so that the lift upper doesn’t connect, but it’s tough because even when I normally stomp on the opponent’s move with an option select, there are times when I accidentally hit the first frame of the move and get +4.
Sometimes there are people who have the strange theory that if all characters are broken, then the balance is good.
If I actually played a game like that, I’d probably consider it a terrible game.
>>149
I don’t play games like that.
I’m looking forward to it since I only know Elena from the videos.
I think Elena will come out all ruffled up.
It’s just a bit longer reach.
Amnesia is a technique that requires winning twice, so just focusing on that makes it seem like a weaker move…
>>155
You’ve been tormenting your opponent that much, so it should be worth that much to you…
If you look at it in isolation, well…
Elena is a capoeira, after all.
Honestly, I definitely won’t give off a feeling that I’m likable.
>>156
Even though it’s called capoeira, it’s not a character that can do those confusing kill moves like in Tekken…
Elena was weak in 3rd Strike because her normal moves seemed to be at a disadvantage no matter what they hit.
It was because it was difficult to generate firepower other than with SA.
In Street Fighter 6, it seems like characters could become simply strong with high mobility and long reach.
Shitty characters are those who exploit the common system.
The mantis from Ikoma said that.
>>158
The main character with the modified common system is saying something.
There are too many parameters set for each character.
You have to apply various judgments and special attributes to different frames with just one technique.
In a game where the basic rule is that if you jump, you’ll get knocked down, options that can prevent you from jumping or will knock you out after you see them are definitely strong.
It’s a different genre, but having experienced the incredible weapon balance of CoDCW, I can overcome most stress.
I still think JP has way too much firepower with that character trait.
>>164
It’s not great that the boss character is weak, but isn’t it okay as it is now?
>>164
The previous adjustment has set it back too much; the edge’s power is too high.
Due to the setup, I can’t even accept throws, and yet the power after the breakdown is ridiculously high, but I can also take care of panics.
Even after being nerfed this much, the professional players who choose characters to win still haven’t discarded the character shown in the thread.
Guilty Gear’s Happy Chaos ultimately had to change the game system itself to deal with it, becoming a real menace.
>>166
That guy must be suffering a lot, but he’s been winning all this time.
Elena will independently attach a gauge for healing.
>>169
Should I make it so that it accumulates when you take damage?
A perfectly balanced fighting game is one where it’s just one character, right?
I don’t like adjustments that make it difficult for both the user side and the used side.
I think it’s often the case that mid-tier characters that have been nerfed can win more than half-heartedly strong characters, since the experience points from using a character do not disappear.
If it really goes bad, you’ll end up not being used like Marieza.
The fact that it is still used means it is still strong.
In the first place, Strike and Amnesia have such different resistances to shimmy options, and if it’s shimmy to Strike, the option of countering is also lost to a reversal low kick…
Elena’s performance is unclear, but her standing motion gives the impression of moving suddenly and quickly with a Jinga step while walking, which makes it look quite difficult to see various things.
>>179
In the past, Elena would have inconsistent judgment where strange high hits would not connect with normal combos, even when she was far away.
The theory that drunken fist, lucha libre, and capoeira tend to become weak characters in nearly all fighting games.
>>180
Isn’t Ramon not that bad after all?
Even for professionals, changing characters is incredibly exhausting.
Whether or not they are eating and drinking without paying.
The meaning of the revenge gauge and the sitano gauge is completely different.
If it’s not fatal, there’s also a risk in wasting experience points.
uni2 is…
It seems that Hyde and Mine are strong, but I don’t know anyone else.
I predict that healing will come with a hidden technique, like after eating Gouki’s rice balls.
The domestic evaluation of Ryu, who has been consistently considered a weak character, is becoming all mixed up, and it’s hard to tell what’s strong and what’s weak.
>>190
Believe in Mariza.
Instead of shuriken, it might have the performance similar to Kimberly with a rising dragon, and maybe some new elements as well.
It seems like it’s become the strongest character in the current JP rank.
But I dance on top of that.
Cammy has had the strength of her concept of reverse options taken away, which is a bit interesting.
>>193
Since it was taken away with low acceptability, it probably wasn’t a concept.
It’s incomprehensible that JP is strong not only in projectiles but also in normal moves and rush attacks.
If the healing is strong in SA, the game is extremely trash; if it’s weak, it’s just a worthless product, so there’s no reason to adopt it.
If you’re going to insist on doing it, it would probably be safest to make it something like rice balls.
I wonder if I could avoid characters with completely incomprehensible postures.
I hope it doesn’t happen.