Home » Game » Street Fighter » [Street Fighter] In fighting games, why are there characters at the same top level where some can get by with just a little punishment while others get hit hard?

[Street Fighter] In fighting games, why are there characters at the same top level where some can get by with just a little punishment while others get hit hard?

1: Japan Otaku ReviewsYeahx21

I thought about lowering it to the same extent, but it didn’t go down as much as I expected.

2: Japan Otaku ReviewsYeahx10

It’s just the difference between those who had strength they intended and those who had strength they didn’t intend.

3: Japan Otaku ReviewsYeahx14

Difference in political power

4: Japan Otaku ReviewsYeahx2

If I knew that, I wouldn’t have to struggle.

5: Japan Otaku ReviewsYeahx5

It’s not just a story limited to fighting games.

6: Japan Otaku Reviews

If you don’t create a gap, the game will either become chaotic or really boring.

7: Japan Otaku Reviews

Why not ask Kamo-ne?

8: Japan Otaku Reviews

After repeatedly getting nerfed due to poor adjustments.

In the end, it will be treated like garbage.

198: Japan Otaku Reviews

>>8

Is it about the endosperm?

9: Japan Otaku Reviews

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.

10: Japan Otaku Reviews

Recently, there’s a trend of giving toys instead of taking them away, but sometimes the toys are stronger than expected or conversely, weaker.

11: Japan Otaku ReviewsYeahx1

If it’s weak for many years, I wonder what this character is even for?

13: Japan Otaku Reviews

>>11

Return it, Luke.

14: Japan Otaku Reviews

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.

15: Japan Otaku Reviews

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.

16: Japan Otaku Reviews

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.

17: Japan Otaku Reviews

Luck.

18: Japan Otaku Reviews

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.

19: Japan Otaku Reviews

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.

20: Japan Otaku Reviews

I wonder how to create a character with a strong concept…

26: Japan Otaku Reviews

>>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.

21: Japan Otaku ReviewsYeahx2

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.

22: Japan Otaku ReviewsYeahx5

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.

28: Japan Otaku Reviews

>>22

After starting fighting games with Cammy, when I tried using Akuma, it was too difficult and I couldn’t master him at all.

30: Japan Otaku Reviews

>>22

You can win a lot even with a big K Bunbunmaru!

Fun!

23: Japan Otaku Reviews

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.

24: Japan Otaku ReviewsYeahx1

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.

25: Japan Otaku ReviewsYeahx1

Mariza gives off a feeling that she has been excessively lowered to promote the idea of not bending to the preferences of famous characters.

41: Japan Otaku ReviewsYeahx3

>>25

That said, the parts that were weakened are appropriate content, right?

If anything, the enhancement was insufficient.

27: Japan Otaku Reviews

Marisa died after her limbs were torn off.

33: Japan Otaku Reviews

>>27

How to pick it!

29: Japan Otaku Reviews

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.

31: Japan Otaku Reviews

Marisa received a lot of buff adjustments in the last update, right?

Even so, there were only zero participants in the tournament.

35: Japan Otaku ReviewsYeahx2

>>31

Because the fundamental part that was the problem hasn’t been addressed.

52: Japan Otaku ReviewsYeahx1

>>31

I’ve received a lot of enhancements, but the range of enhancement isn’t that significant.

32: Japan Otaku Reviews

To be honest, I feel like it would be nice if strikes were easier to achieve.

34: Japan Otaku ReviewsYeahx12

Don’t include maximum charge that doesn’t even hit in the enhancements.

36: Japan Otaku ReviewsYeahx1

Whether a character is a paid character or not will affect the level of nerf.

37: Japan Otaku Reviews

C-Mariaza received a significant buff from the big K, but because of that, M really ended up in a sad state.

38: Japan Otaku Reviews

Paid victory!!

39: Japan Otaku Reviews

It’s interesting that complaints like this come up despite everyone saying Street Fighter 6 has good balance.

45: Japan Otaku Reviews

>>39

I think they are balancing it all, including the fact that it keeps generating buzz.

It feels the same with games like LoL.

47: Japan Otaku ReviewsYeahx11

>>39

All competitive games have complaints, don’t they?

50: Japan Otaku ReviewsYeahx7

>>39

It’s just a story about how complaints won’t ever be zero, but is that really interesting?

105: Japan Otaku ReviewsYeahx3

>>39

I’ve never met anyone who thinks that having no complaints is a good balance.

144: Japan Otaku Reviews

>>105

It’s not the kind of complaint that comes from a well-balanced game.

40: Japan Otaku ReviewsYeahx1

Mariza is said to be strong if she hits, but it’s difficult to hit in the first place, and her defense is terrible!!

42: Japan Otaku ReviewsYeahx3

The trend is to reinforce things that don’t matter while not giving what you want the most.

43: Japan Otaku ReviewsYeahx5

Even after being nerfed that much, the thread picture is still quite strong.

I realize that things have been really strange until now.

111: Japan Otaku Reviews

>>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?

114: Japan Otaku ReviewsYeahx1

>>111

No bullets.

119: Japan Otaku Reviews

>>114

Is that all?

44: Japan Otaku Reviews

Most people who say a game is well-balanced are using strong characters.

46: Japan Otaku Reviews

They adjusted Ken to be strong from the beginning.

It feels like Mariza DJ had an unexpectedly strong presence.

48: Japan Otaku ReviewsYeahx7

A game without complaints is just not possible.

49: Japan Otaku Reviews

It’s definitely true that the balance is better compared to past works.

51: Japan Otaku ReviewsYeahx3

The balance is good enough for the match to take place.

That said, there are parts I want to complain about, which can coexist.

53: Japan Otaku Reviews

To be honest, the current Cammy doesn’t have tier A strength.

Good place tier B

54: Japan Otaku ReviewsYeahx1

Early DJs had some skills that should have been adjusted, but they were not adjusted, which clearly felt off.

66: Japan Otaku ReviewsYeahx1

>>54

I honestly didn’t understand why high-speed feint characters have such high firepower.

55: Japan Otaku Reviews

Cammy deserves more than just a little punishment.

56: Japan Otaku Reviews

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.

57: Japan Otaku Reviews

There are people who think that a fighting game player will throw down the game the moment they start complaining.

58: Japan Otaku Reviews

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.

60: Japan Otaku ReviewsYeahx2

>>58

There’s no such game, so I don’t really have any concrete examples to draw from…

64: Japan Otaku Reviews

>>60

Bushido Blade and so on.

76: Japan Otaku ReviewsYeahx1

>>60

Let’s do FOOTSIES.

59: Japan Otaku Reviews

I have never seen a successful adjustment in online competitive games, including fighting games.

65: Japan Otaku Reviews

>>59

Once the characteristics of each character are established, complaints will arise regardless of how the balance is.

85: Japan Otaku Reviews

>>65

Having a strong personality can often lead to a game of compatibility, even if the balance is good.

77: Japan Otaku Reviews

>>59

Ultimately, I’ll keep saying to make my character stronger and the opponent’s strong character weaker endlessly.

83: Japan Otaku Reviews

>>59

What criteria do you use to determine whether something is going well?

61: Japan Otaku Reviews

Even in hero shooter games, there are clearly performance differences, so it’s just how it is.

62: Japan Otaku Reviews

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.

70: Japan Otaku Reviews

>>62

In that case, I think Cammy’s concept itself was probably “replacement.”

79: Japan Otaku Reviews

>>70

In that case, Ken’s concept is “transport,” “replacement,” and “firepower,” right?

63: Japan Otaku Reviews

As long as you keep complaining about strength, it’s just a jab.

67: Japan Otaku ReviewsYeahx1

In shogi and similar games, the balance is not perfectly even because it can change completely depending on whether you go first or second.

68: Japan Otaku Reviews

Has there been a clear aspect of Ken that has weakened from the early stages to now?

69: Japan Otaku ReviewsYeahx1

I think it becomes boring as a fighting game when trying to balance everything leads to all characters being weak.

71: Japan Otaku ReviewsYeahx3

A fighting game where you can choose 12 stick figures with the same abilities but different colors would be boring, right?

72: Japan Otaku Reviews

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.

73: Japan Otaku Reviews

Conversely, what do you consider to be a perfect balance?

75: Japan Otaku Reviews

>>73

Only one character.

81: Japan Otaku Reviews

>>73

No matter how we struggle, does it mean that our win rates don’t fluctuate from 50%?

74: Japan Otaku Reviews

If it’s just about being balanced, then you can just have 30 performance dragons that look different.

That’s not funny, is it?

78: Japan Otaku ReviewsYeahx1

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.

86: Japan Otaku ReviewsYeahx1

>>78

Just in case I get scuttled, I’ll just go with a normal throw for now… it’s too safe.

80: Japan Otaku Reviews

Personality equals performance difference…

82: Japan Otaku Reviews

In the end, I can’t make the DLC weak.

That’s Capcom.

84: Japan Otaku Reviews

I really want all the characters to be present in the big tournaments.

This time there were no characters at all.

96: Japan Otaku ReviewsYeahx1

>>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.

115: Japan Otaku Reviews

>>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.

87: Japan Otaku Reviews

Let’s drastically weaken the characters that earned 100 million with a 100 million bonus.

88: Japan Otaku Reviews

They kill with the force of tearing off cards or limbs, and for what purpose were they born?

91: Japan Otaku Reviews

>>88

It’s more like something you often see in Monster Hunter.

99: Japan Otaku ReviewsYeahx1

>>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…

89: Japan Otaku ReviewsYeahx1

Come on, Cammy, at least give back the hooligan switch.

Also, cancel the nerf on OD Strike.

103: Japan Otaku Reviews

>>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.

90: Japan Otaku Reviews

But Street Fighter 6 is far more perfect than other fighting games…

92: Japan Otaku ReviewsYeahx3

Street Fighter V has been balancing for 7 years, and the final result is that.

You can’t maintain balance.

98: Japan Otaku Reviews

>>92

Well, it’s inevitable to some extent as long as there are additional characters.

93: Japan Otaku Reviews

Hiyah! Hmph! Hiyah! Hmph!

94: Japan Otaku Reviews

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.”

95: Japan Otaku Reviews

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.

97: Japan Otaku Reviews

It is not widely known that DIVEKICK, which occasionally comes up in discussions about balance adjustments, had its balance thrown off with character additions.

100: Japan Otaku Reviews

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?

101: Japan Otaku ReviewsYeahx1

The balance in Street Fighter 6 is not achieved through character adjustments, but rather by the strength of the system itself.

107: Japan Otaku ReviewsYeahx1

>>101

But it’s okay because it’s coming off.

“Don’t you see the miserable state of other fighting games?”

108: Japan Otaku Reviews

>>101

The difference in characters is really amazing.

They’re just trying to bridge that gap with the system.

109: Japan Otaku Reviews

>>101

The same theory as the Big Dipper.

117: Japan Otaku ReviewsYeahx12

>>109

People who definitely haven’t played Hokuto.

127: Japan Otaku Reviews

>>117

There isn’t one! There’s only one person without a boost gauge!

110: Japan Otaku ReviewsYeahx4

>>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.

125: Japan Otaku Reviews

>>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.

126: Japan Otaku Reviews

>>101

Rather, that means it’s a good game.

102: Japan Otaku Reviews

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.

104: Japan Otaku Reviews

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.

106: Japan Otaku Reviews

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.

112: Japan Otaku Reviews

Games like DOA have a strong system, so surprisingly the balance was fairly good.

Still, there were occasional characters that would completely break things.

116: Japan Otaku Reviews

The correction for the Jostool was really stressful because it was loose.

Even now, that technique is stressful.

118: Japan Otaku Reviews

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.

135: Japan Otaku Reviews

>>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.

121: Japan Otaku ReviewsYeahx4

Recent fighting games are balanced because there aren’t situations where around five players from the bottom are not participating in the game.

129: Japan Otaku Reviews

>>121

There’s hardly anyone like Guba around, is there?

122: Japan Otaku Reviews

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.

142: Japan Otaku Reviews

>>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.

123: Japan Otaku ReviewsYeahx2

Well, the fact that there’s no Shoryuken means I’m at a tremendous disadvantage.

124: Japan Otaku ReviewsYeahx2

Because Akuma is unfair, make it 8000.

128: Japan Otaku Reviews

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.

130: Japan Otaku Reviews

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.

134: Japan Otaku Reviews

>>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.

137: Japan Otaku Reviews

>>130

Healing! It feels good!

131: Japan Otaku Reviews

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.

133: Japan Otaku ReviewsYeahx1

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.

141: Japan Otaku Reviews

>>133

It feels that way because I’m on the receiving end, but it must be boring for those on the giving end…

145: Japan Otaku Reviews

>>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.

153: Japan Otaku Reviews

>>145

Even though Jamie also has a ton of things, why is the weaker one the one who has to drink alcohol?

174: Japan Otaku ReviewsYeahx2

>>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.

151: Japan Otaku ReviewsYeahx6

>>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.

163: Japan Otaku ReviewsYeahx1

>>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?

159: Japan Otaku Reviews

>>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.

138: Japan Otaku Reviews

All characters have high damage, which puts power characters at a disadvantage.

146: Japan Otaku Reviews

>>138

That said, isn’t it just Marisa who is relatively weak compared to strong ones like Zangi?

168: Japan Otaku Reviews

>>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.

140: Japan Otaku ReviewsYeahx1

The Hundred Demons’ ability to rampage from above is just too much.

143: Japan Otaku Reviews

In Hokuto, everyone has permanence, but the character disparity is a sheer cliff.

147: Japan Otaku Reviews

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.

148: Japan Otaku Reviews

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.

149: Japan Otaku Reviews

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.

152: Japan Otaku Reviews

>>149

I don’t play games like that.

150: Japan Otaku Reviews

I’m looking forward to it since I only know Elena from the videos.

154: Japan Otaku Reviews

I think Elena will come out all ruffled up.

It’s just a bit longer reach.

155: Japan Otaku Reviews

Amnesia is a technique that requires winning twice, so just focusing on that makes it seem like a weaker move…

185: Japan Otaku Reviews

>>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…

156: Japan Otaku Reviews

Elena is a capoeira, after all.

Honestly, I definitely won’t give off a feeling that I’m likable.

167: Japan Otaku Reviews

>>156

Even though it’s called capoeira, it’s not a character that can do those confusing kill moves like in Tekken…

157: Japan Otaku Reviews

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.

158: Japan Otaku Reviews

Shitty characters are those who exploit the common system.

The mantis from Ikoma said that.

172: Japan Otaku Reviews

>>158

The main character with the modified common system is saying something.

160: Japan Otaku Reviews

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.

161: Japan Otaku Reviews

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.

162: Japan Otaku Reviews

It’s a different genre, but having experienced the incredible weapon balance of CoDCW, I can overcome most stress.

164: Japan Otaku ReviewsYeahx1

I still think JP has way too much firepower with that character trait.

177: Japan Otaku Reviews

>>164

It’s not great that the boss character is weak, but isn’t it okay as it is now?

184: Japan Otaku Reviews

>>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.

165: Japan Otaku Reviews

Even after being nerfed this much, the professional players who choose characters to win still haven’t discarded the character shown in the thread.

166: Japan Otaku Reviews

Guilty Gear’s Happy Chaos ultimately had to change the game system itself to deal with it, becoming a real menace.

171: Japan Otaku Reviews

>>166

That guy must be suffering a lot, but he’s been winning all this time.

169: Japan Otaku Reviews

Elena will independently attach a gauge for healing.

186: Japan Otaku Reviews

>>169

Should I make it so that it accumulates when you take damage?

170: Japan Otaku Reviews

A perfectly balanced fighting game is one where it’s just one character, right?

173: Japan Otaku Reviews

I don’t like adjustments that make it difficult for both the user side and the used side.

175: Japan Otaku ReviewsYeahx2

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.

176: Japan Otaku ReviewsYeahx1

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.

178: Japan Otaku Reviews

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…

179: Japan Otaku Reviews

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.

194: Japan Otaku Reviews

>>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.

180: Japan Otaku Reviews

The theory that drunken fist, lucha libre, and capoeira tend to become weak characters in nearly all fighting games.

197: Japan Otaku Reviews

>>180

Isn’t Ramon not that bad after all?

181: Japan Otaku Reviews

Even for professionals, changing characters is incredibly exhausting.

182: Japan Otaku Reviews

Whether or not they are eating and drinking without paying.

183: Japan Otaku Reviews

The meaning of the revenge gauge and the sitano gauge is completely different.

187: Japan Otaku Reviews

If it’s not fatal, there’s also a risk in wasting experience points.

188: Japan Otaku ReviewsYeahx2

uni2 is…

It seems that Hyde and Mine are strong, but I don’t know anyone else.

189: Japan Otaku Reviews

I predict that healing will come with a hidden technique, like after eating Gouki’s rice balls.

190: Japan Otaku Reviews

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.

196: Japan Otaku Reviews

>>190

Believe in Mariza.

191: Japan Otaku Reviews

Instead of shuriken, it might have the performance similar to Kimberly with a rising dragon, and maybe some new elements as well.

192: Japan Otaku Reviews

It seems like it’s become the strongest character in the current JP rank.

But I dance on top of that.

193: Japan Otaku Reviews

Cammy has had the strength of her concept of reverse options taken away, which is a bit interesting.

199: Japan Otaku Reviews

>>193

Since it was taken away with low acceptability, it probably wasn’t a concept.

195: Japan Otaku Reviews

It’s incomprehensible that JP is strong not only in projectiles but also in normal moves and rush attacks.

200: Japan Otaku ReviewsYeahx3

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.

201: Japan Otaku Reviews

I wonder if I could avoid characters with completely incomprehensible postures.

I hope it doesn’t happen.

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