
I know I’m going to be thrown! But I can’t escape! Please stop throwing me against the wall…!!
While throws can be escaped at a draw, is there no such thing as a throw counter?
It’s tough that I have to input vertical and back dash actions when I’m guarding!
>>2
Then you’ll be hunted down by anti-air.
Why doesn’t this game have the concept of aerial guards…?
>>3
It’s a terrible game where, like a combo game, it’s difficult to keep a low attack under 4 frames or maintain a low guard, and since aerial blocking is possible, you can just hold up to win.
It’s strange that a throwing character is weak against judo.
>>4
Overall, the movements are slow, so once you get thrown in judo, you go “ah~~~~~~~.”
Please disappear, Juli!!
The feeling of being made to wait during the throwing animation, with nothing to do, has a uniquely irritating quality.
I think Juri also feels that there’s no reason to complain about being thrown by Zangief, who suddenly throws from an impossible distance.
>>8
I just throw after a little vertical jump or throw from a weird distance, and I’m doing one-button anti-air… but my throw escapes are weak, so it’s probably about even.
But isn’t it only Luke who throws that much?
I can’t do a backstep when I’m on the left.
If you’re using a character that’s this strong at mobility, then you shouldn’t even be getting pushed to the corner in the first place.
Excluding people like Ken.
>>12
What is that guy?
It feels like one person has a completely different vibe.
Even if I use a low punch, I can’t stop the opponent’s one-punch throw.
Why do we get crushed in Copa when we do the same thing?!
>>14
You can’t react and fight back after seeing a throw from a small trick.
The opponent is just pressing buttons without looking at the screen.
What you lack is the willpower to scratch without thinking at all.
>>14
You’re slow at pressing the cop!
I generally agree, but don’t say that as a Zangi user.
>>15
Absolutely ridiculous.
Zangief can deliver either strikes or throws from anywhere, not just by the wall, and both deal significant damage.
It’s a back-and-forth… If I keep missing endlessly, I start to feel that way.
There are people who really escape throws in ranked matches, but is it because my throw patterns are too simplistic?
>>21
Yes
But it’s not just you who is simplistic; everyone else is simplistic too. So if you just put in a throw escape at the usual timing, it will become a throw escape, and it’s just a habit.
In that case, if you use small techniques, you can just back off a little or wait a bit to throw out a command grab.
The difference from others is whether you can enjoy it deliciously.
Even professionals get pinned in judo, so I’ve decided not to worry about it anymore.
Lies are frustrating.
They say it’s a one-button anti-air, but with the standard double jump, even though it has upper body invincibility at frame 15, it doesn’t have anti-air invincibility, and with that slow walk speed, you can’t even counter cross-ups. So normally, you can handle all the jumps that would fall for this…!
There are times when I think it’s silly to win by shimmying in judo, so it’s all about personal preference.
It’s a story about not flying in a way that gets you dropped in a duplicator.
The jumps that fall off in double jump are normal for other characters, but…
The strength of the pressure at that distance is something that other characters often lack.
Last week, Tokido and Gachikun also said that Zangief has to jump.
If you’re going to throw, don’t act like you’re a throw character.
Having a lot of throw escapes means you won’t be easily killed from a shimmy, so it’s not too…
This uncle can resist the J University P of Julie.
>>31
There are no characters that can resist J attacks that can make you guard near the top and take advantage of the situation, not just this uncle.
It’s impossible even with a somersault or a rising dragon.
If it’s OD Double Rarity, we can win, right?
The most ridiculous thing in this game is Manon.
>>34
Since I don’t quite understand, please feel free to explain in detail.
>>34
It’s tiring to deal with, the rush is slow, and even when you get burned out, you can still escape, so it’s ridiculous, isn’t it?
Zangi, on the other hand, seems to primarily focus on striking.
Basically, if Zangi gets SA3, there’s nothing you can do.
The thread image has a wide throwing range, which is a sly tactic.
Any character can escape after being BO’d, that’s not specific to any one character.
In terms of overseas evaluation, it’s normal, so let’s make subtle character enhancements based on this.
Please unify the range for normal throws.
Zangi is, for now, an impactful brawler.
If you rub Impact Buddha and Siberia, the opponent will get confused on their own.
Is it a match between Uncle Manon and Uncle Hate Manon?
Let’s predict both to be around 1300.
>>44
What’s going on all of a sudden? Are we having a match?
When you hit someone with a rear throw while they’re properly shimmying, you say sorry.
After the second round when the gauge is full, everyone is dull, so it’s safe.
Can’t Juli do a screw from the back stage?
You’re trying to respond sarcastically, which shows you’re irritated, right?
Characters that can throw people can’t do judo…
It’s stupid to seriously play a game with a shitty delivery mechanic like Ken’s that isn’t being fixed.
When it turns into a proper shit-standoff, it makes you wonder why it’s not a best of three.
Everyone is different, and everyone is crap.
>>53
I think fighting games are generally like this.
Shitty elements are good things.
Please smooth out that difference a little more.
It’s fine for characters like Lily and Honda to be weak in judo, right?
Manon is trained in Backbone Judo, so I want her to have resilience.
If anything, it’s fine to have a throwing-exclusive Amnesia.
Sorry, that’s actually not good.
The Jumping Screw was deemed to have crossed the line and was deleted.
>>57
It seems that the policy is to punish those who choose the opposite option.
By the way, regarding your OD strike and Cammy explanation,
>>62
If that’s the policy, then first of all, the rising dragon will be gone.
>>57
At that point, even top professionals couldn’t stabilize it, but after more people progressed in the game and were able to clear it, deleting it faced the most criticism.
It was a wise decision to remove it around the time when Zangi was strengthened.
Is it a game where they push shit onto each other?
I can’t understand why Marieza’s backstep is weak now.
>>59
The gap in the back stage has been unclear since the S1 period.
Is this combo actually connecting?? There are times when I wonder about that, so thank you for the training mode where the body turns red!
There is a neurochemical that is released in the brain only when throwing a command throw with Manon in zangief.
If I die from a back jump, then jump cancels would have been allowed.
In regards to Zangi, the discomfort from the rush, headbutt, and hell thrust is stronger than the throw itself.
>>65
The rise and jump, the headbutt dropping, the restart of the offense is truly unpleasant.
>>65
The rush is a bit slow, but it extends, so Zangief has high continuous offensive power.
The throwing range of Zangi’s standard throw is wide, and his command grab interruptions are strong, so you basically can’t shimmy.
In fact, it’s difficult for the opponent to break down completely in judo.
Even if the rush is slow, it’s the same if you have a top-class suppression.
Not just with Zangi, but I want the throw to be in a panic state for about 1000F if it misses.
>>69
If you get guarded against a shoryuken or a somersault, it would be nice if you felt that much regret.
I’m having so much fun with Mongi that I feel like I’m losing my humanity.
Regarding Zangi, the discomfort from the rush, headbutt, and hell thrust is stronger than the throw itself.
The headbutts are hitting a lot, so I seriously think, “Ah, this is probably a pretty uncomfortable type of attack.”
If the normal throws are adjusted to be as easy to escape as Tekken, it would probably become a terrible game.
By the way, I can’t escape even in Tekken.
The side that is causing the unpleasant connection may actually be having fun.
>>76
Since I’m telling you to have fun, you should enjoy it too.
When I set it to counter after guard and tried it out, I found that there were quite a few hits that were advantageous, which was a bit scary…
In the case of Zangi, the moves that can be executed from a rush are extremely powerful to an unrestrained level, and his high health further exacerbates that decisive behavior.
>>80
If you are wary of the throw, you might get pinned down, Uriah.
When I try to escape, I get thrown.
It sounds like I’ve been doing quite a bit!
>>80
Knee, large foot, large P, penpen, middle section
It’s problematic that there are many options to be wary of even in striking.
Most people are just making noise without knowing the benefits of Jam can.
A life hack that shows the armor and forces a lower-level initiation, also reduces combo damage is quite effective.
If Honda did it, it wouldn’t be acceptable performance.
>>82
Anyway, Honda will also get armor or a bulletproof vest next season, so please take care of that.
There’s a bizarre humor in the fact that Zangi has a command throw that counters those techniques where he gets stuck.
Die from habitual throwing input.
The return on standing weak K from Zangi is too high, and it’s frustrating!
The only ones who believe they are reading each other are the ones using the throw, but from the perspective of the one getting hit, it’s not even rock-paper-scissors.
>>88
It’s strange that if you accidentally try to back jump, you can almost never counterattack.
>>88
If you jump, you can deal damage beyond what you receive from being hit, and while you lose to guard, you can win against jumps and scrambles. So isn’t it just rock-paper-scissors no matter how you look at it?
If you’re saying that throwing from an advantageous frame is unfair, then every action taken after losing the advantageous frame carries risk, which is why it’s called an advantageous frame in the first place.
If your striking choices are not strong, you can’t effectively use throwing techniques…
Not at all…
Countering with Zangief is very difficult…
While stopping the rush with a big punch, Zangief is using armor and evading the low attack with a kneebreaker, creating a reversal option.
Even though I know the rush is coming, I can’t help but get stopped a little…
>>92
Pull them in a bit and use a medium punch impact or a medium punch impact that can handle both! But if you do that, even if you can guard with an early chop, you’ll get touched and your distance will be closed in, so Zangief will be pleased!
It’s nice being thrown by Juri…
Unforgivable.
>>93
Occasional air throws.
But you know, I really like how Zangief’s actions are flashy yet often surprisingly solid, he’s a pro… that’s why I like him.
I really like how Ryuu’s kicks are sharp and precise.
If someone says that’s just how throw characters are, I suppose that’s true.
Often, I realize (ah… this won’t last…) after just one time.
>>95
Ah, uah, SA3.
Am I going to die? Wasn’t Gouki supposed to be fragile?
Ah, I died.
>>95
I wonder about the spinning top that ends after being thrown three times in this day and age.
>>101
That response
What would Pochomkin think if he saw this…?
If judo is too strong, we can only bring back combined grappling like in 4!
And now, a shitty game is born where the defending side is too strong!
>>97
I’m not saying you should be able to set it up, but as a option for the 6 throw escape rock-paper-scissors, it’s weak, so I wish there was a bit more.
I’m a modernist, but I wondered if I would be stronger if I could perform weak screws with commands, so I practiced, but it’s too difficult.
I wonder if weak screws will start coming out with weak + SP or something!
>>99
First, you need to know that you can get a result without making a full rotation.
>>99
Because my uncle will misuse it, it’s no good.
>>99
I understand… If it comes out in training mode, why can’t it be used at all in ranked matches?
I wonder why even something like a live rush can miss in ranked matches, seriously.
It’s a bit hard to accept that characters with strong strikes but weak throws are left open to mix-ups, while characters with strong throws but weak strikes get their strikes adjusted.
I really hope they don’t have strong flying abilities just like that.
>>104
Compared to ZERO3, this is totally normal, so it’s safe!
I mean, it’s fine to remove SA3 from combos, right…?
>>106
Zangief with no dark transition jump, combos allowed, and super high damage SA3.
Lily Manon with blackout jump allowed, combo OK, and normal firepower SA3.
If jump during blackout is not allowed, isn’t it fine to not have combos…? I think that every time.
Destroyed by a body press in midair.
I hate that!!!
The body press is good, but I feel like the jump K might become a bit weak.
Isn’t Juri’s judo kind of weak?
If they say it’s strong just by being there, then that’s as far as it goes.
>>111
Judo itself is weak.
But the other options are just too strong, Zuri-chan.
>>115
Is there really such a strong option as you say?
I’ve been using it quite a bit lately, so I want you to tell me.
>>125
At the overlapping moment while standing, it’s an utterly broken strength, isn’t it!
>>145
Is that all…?
>>164
Hey hey hey
>>164
As expected?
>>175
Isn’t saying “broken” a bit too much?
I think that even with the presence of a standing middle stack, it’s still inferior to other characters’ judo.
It feels like I’m being eavesdropped on when I’m in a situation where I think I’m about to escape a throw!!!
Dealing with modern dance really frustrates me…
>>116
Being mindful of the fall before the jump can lead to quite good things happening.
It’s fine that I can combo, but why is the scaling at 50%?
If a high-damage special attack that cannot be comboed suddenly becomes able to combo while having the same scaling as others, it would just be a high-damage special attack.
I think the reason people dislike coin tossing is that it becomes a game of rock-paper-scissors regardless of the skill difference.
>>119
No matter the skill difference, all wake-up pressure is just rock-paper-scissors.
>>122
That’s a bit too much of an extreme argument.
Juri’s judo is considered weak because she gets countered with a backstep.
Zangi and Marieza have slow backstages, so they can easily do judo.
Even though it’s weak against flips, has a poor invincibility, and moves slowly, it seems that its strengths are quite significant since it is at a higher position.
I think it would be good to combine the SA3 of Zangiriri Manon.
If it’s Juri-chan, the match against Zangief must be so tough that it drives her crazy.
We have no choice but to do our best in ground battles.
Recently, Mai has been re-evaluated, and it finally feels like it.
Doesn’t Zangi do a Shoryuken or something?
Being taken to the edge is really tough.
Lily has high firepower, and Manon also increases in power with medals, right SA3.
I think it’s okay to have 3000 damage since you can’t fly after the blackout, but it’s lower damage than the strong screw.
In short, it’s unfairer than rock-paper-scissors because the defense side has fewer options due to the fact that it’s a “guaranteed no.”
The modern dance’s aerial moves are as sparse as my bangs.
Ken is a throwing character.
I’m still just starting out, but I was a bit surprised to find that hitting Lily’s rush with the tip gives an advantage and leads to a command throw…
Around the time I deleted the junk can screw.
It’s not wrong to feel that it’s tough because this parry game seems to have a strong adjustment intention towards being weak against throws.
I’m jerking off to Manon, but instead of saying Zangief is unfair, couldn’t they make Manon-Lily able to combo after a double spin and make it impossible to jump after the blackout?
>>140
Everything will be solved if you use zangif.
>>152
I’m getting off on Zangi, Ryu, Mari-chan, and Chun-Li…
Should I weaken the throw and give complete invincibility to the double jump?
The normal attacks are too ridiculous in terms of performance.
Please take the fan from the dance.
The moment you take on a disadvantage in a game of rock-paper-scissors and the counteraction is one action has a modern kind of frustration.
Also, the correction to the cut-and-throw technique is almost all like a regular move, resembling the Raging Fire Fist, which only brings unpleasant elements.
The thinness of the Dance of the Rising Dragon makes it really difficult to not only fly but also to drop it…
Zangi has caused distortion due to being rapidly strengthened…
Why does this guy have 11,000 stamina while Manon has 10,000?
>>148
I dislike facing Manon more than facing Zangi.
There are way too many chances to throw the dice.
Zangi probably has six medals.
I’m always doing vertical moves against Zangief, but I feel like I need to do more backdashes, even though I can’t seem to do it.
Zangi is “appropriate.”
It would be great if I could just tear off my penis when I’m being thrown.
It’s strange that there’s no judgment behind the doubly.
The dance bounces like a projectile, and since it goes “one, two, three,” I think it’s almost like Kibakujin Gengyūjiro, so isn’t upper body clothing unnecessary?
The character with the spinning top is already strong just by having a lot of cards, so the others should be weakened.
Hey, Zangi, are you listening?
No matter the skill difference, it’s still rock-paper-scissors, but since you can reduce the number of times you have to play, it makes it easier to close the gap in skill difference with coin toss.
Manon doesn’t deal much damage even if she extends her combo, so I thought about incorporating SA3 in short combos where the scaling is lighter.
It’s amusing how when you cancel from Poir and big P, the immediate correction of SA3 increases from 5% to 15%, indicating careful adjustments to ensure the damage isn’t too high.
It’s great to see opponents get worn down quickly after an early impact with the OD double-rally.
Even if Manon SA3 can’t fly, it wouldn’t be interesting, so we don’t need it.
It’s great that I can hit with a long reach or cancel the second hit of a poke.
Honestly, wasn’t Vega, Ed, and Kami stronger than Gouki? I don’t understand why Zangief was being criticized so much back then…
>>166
Just because they’re a throwing character, it can’t be helped.
>>166
Just being a character that throws coins makes it easy to attract hate.
If you hit the Zangi, you can distract your character.
>>166
Why are you so angry? (LOL) I’m just teasing you (LOL) that’s the thing.
>>166
Is it really God Middle and Jan Can?
The mini-game where you watch the cut-in of Panashi and choose between parrying or guarding is way too boring and not beginner-friendly, so just make it all strikes.
The story of the God Middle era? That was insane, wasn’t it?
>>151
With 2 medals, it increases by 100 from 4100 in batting, so until 1 medal, Manon is average.
Yeah, Vega was especially criticized too…
If we want Manon’s SA3 to have 0 frame darkness, we need to remove the invincibility from SA1 and make SA2’s start-up incredibly slow; otherwise, it would be a problem.
If you fall behind in a double rally, there won’t be a counterattack, so it’s better to stop.
I want Juri-chan to stop using elbow and medium kick from rush because I can’t respond to it with my eyes.
>>177
It depends on the character, but I think it’s generally fine for the K during a rush to be uninterruptible.
If they’re coming in with a middle kick, the guard is even, so make sure to counter properly.
If you think it won’t go through and use something like a medium punch, then you have no choice but to stop it with a placed move, right?
I have a strong image of Manon being able to go all out and not being able to hold back.
It seems like I can at least manage with characters like Juri, Cammy, and Vega, but they’re not worth holding as a secondary.
The basic set around the +2 Rising Dragon Rush combo is ultimately strong.
Characters without are need to be made as foolish as Zangief and Vega.
When you do Siberian work, shout your oath loudly first.
I think it’s probably because there are fewer people in the rank where Ed and Akuma are stronger.
Those who have bullets are unfair.
Manon’s SA3 enhancement was more interesting to get two medals when hit rather than increasing damage with medals.
When I rush in, it’s handled precisely, but when the opponent does it, they can’t respond, so it’s a bad game.
Throwing characters are originally meant to be weak.
If there’s a parry in Street Fighter 6, it’s even better to be weak.
Why are you so strong even in striking, you idiot?
Zuri-chan’s rush is the second strongest in this game.
The best is Luke.
Not raising your hand while doing the Siberian is manners violation, right?
When you are at the edge, just quietly throw it.
>>191
How many times do I need to throw it?
The rise in returns when using a throw after a parry panic is less than that of a regular throw.
When throwing a parry, the damage difference between a normal throw and a command throw becomes smaller.
>>192
What are you dissatisfied with about that?
Say that after you’ve been thrown off too.
I want Zangief to be a character that struggles without anti-air moves but can somehow manage with early air-to-air options.
I was convinced that having a lot of stamina was a fair trade-off for that weakness.
If you remove that weakness, make my stamina 10,000.
Even when I’m playfully attacking the edges, I can still be thrown.
If the person doing judo has a proper frame, even if they lose a reading once, they don’t lose much, right?
Throwing a koma results in severe pain just from losing once, you know?