
By the way, I’m just now watching the MV of the thread picture, but I thought it would be more stylish, and instead, it had footage that felt like a live-action version of the AC department…
>>1
Basically, it’s all MV that’s too early for humanity…
There is no translation for the provided text as it appears to consist of nonsensical sounds or characters that do not convey a meaningful message in Japanese.
The repeated abuse motion of the horse is too much for the AC department.
>>3
Il Salvatore & Ganacci are quite the AC club.
Are you going to get involved with Nakoruru, Ganatch?
The attack does not continue.
I can’t break the guard.
The little tricks won’t reach.
Can’t escape from the defense.
The counterattack is either blocked or countered.
If you overheat, you’ll lose.
I have started to not know how to get my attack through.
I’ve been using Terry and managing to win somewhat just by shouting “Let’s make it work!” while firing off rev bursts, but I’ve really hit a wall now.
I tried using Billy, but the step character is quite busy to control… If I can consume frames, I end up wanting to do precise wake-up pressure…
Isn’t it pretty much over if the only options after a just guard are a cancel fatal move or B large earth?
Regarding defense, keeping distance with REV guard to prevent continuation might be one of the strategies.
Isn’t the micro-upward dragon BR too important in combos?
>>15
I want everyone to be able to do it.
I just started, but could it be that this time Billy is in a difficult situation?
>>17
Strong person
>>19
So it was just that I touched it the wrong way.
I was surprised that the three-section mixed mid-level strike was so tightly packed with nerves in the stick.
>>22
I think that if there wasn’t enough attention during the development stage, it could have caused quite a bit of trouble.
>>17
Currently very strong.
I think it will drop to some extent as understanding of the defense system increases, but it still seems to be quite strong above a certain level.
>>17
Strong strong
I can set up combos for 5F pressure, but there aren’t many good ones for 4F pressure, and it’s really frustrating…
I believe Billy will definitely be strong in an environment where hyper defense permeates.
Billy will probably be in the top five no matter what happens at worst.
I just started today, but for some reason, I’m leaking Shoryukens a lot! Is it because my inputs are bad?
>>25
It seems that it won’t leak if you fill it up to 9, but if it’s a leverless, it can be quite a hassle.
>>25
I think it has become quite prioritized for the rising dragon.
>>25
It’s better not to do things like moving in small steps and shooting waves since it can transform at 636.
If you want to shoot while dashing, it’s best to complete the command with the 236 Rev button.
It seems that if you go up to 9 with the wave, it will be prioritized.
Billy’s strong attack, in addition to that reach, incorporates step inertia.
In other words, the CPU reacts like it’s from ancient times, so you can’t really understand the strengths and weaknesses of the characters when fighting against the CPU.
>>29
If I make a quick decision in the CPU battle, I just make them perform their moves and then after I throw them, I just keep throwing them when they get up…
It seems like if you prioritize and put in up to 9, it results in a jump cancel, and when that happens, the dragon punch won’t come out, so the hadou will come out instead.
In SNK games, some people have gotten used to the quarter-circle movements being 2369 since a long time ago.
>>30
It can also be used for the fastest aerial moves.
History has proven that if you don’t properly manage those who carry weapons, it can lead to serious consequences.
To prevent the rising dragon leak, 2369 can actually be done with a stock or GG.
It’s not necessary to go that far due to the priority relationship.
>>34
When it comes to hitting the wave in a stock, it’s quite traditional to do it with a half rotation…
Isn’t Billy’s potential bullet-evading ability insane? I got hit from the side!
I really can’t hit the griffon; has everyone given up?
>>36
“The specification rate is the lowest, Griffon.”
>>46
The highest usage rate is the lowest.
If it’s C or B, I’ve seen quite a bit of it.
The upper dodge is strong…
Even professionals sometimes let the dragon rise, so it might be important to have a mindset of being somewhat unapologetic and motivated.
It’s a B, but the griffon hits quite well.
Your legs and arms are too long.
I finally made it to B rank.
Isn’t this game difficult?
>>41
It’s not so much difficult as my left hand is busy.
1236 is ingrained, and a lot of Rising Dragons come out.
Billy is strong at all distances—far, middle, and close.
It was the usage rate.
Wasn’t the Gryphon relatively easy in MOW too…?
>>48
Since the performance of the throw is modestly like garbage, it’s a character that uses small hits to try hard to land Daidalos.
>>57
The throw itself was fast to execute and had a sufficiently wide range, making it strong.
Due to a bug that allows invincibility to be granted at any time during the TOP state if there is a gauge, it simply won’t work if read.
Beta was strong, though, wasn’t it, Gryphon?
How much weaker has the Griffin become since beta?
>>51
There was a ridiculous follow-up throw, but it wasn’t from the strong side.
The follow-up throw and Olympus was also punished as an afterthought.
Bee!
Since Olympus didn’t reach anything with Guard-6 and also shut down the upper dodge, the embodiment of violence was Beta Griffin.
When I counted, it had decreased a lot.
Isn’t the Ganache on the bottom too cheap?
>>55
Is it just the lower section that is cheap?
>>55
So standing still is stable.
2B2B>2A>A There is only the earth.
The griffon is.
It was discovered that my lifeline, the standing Copan, does not hit opponents who are crouching.
Everyone using it has an atmosphere like a wake.
Billy will probably dominate for a while since the far C comes out quickly and can be canceled.
It seems like I could play forever with Kain’s Tremor.
If only the Rising Dragon wasn’t a charge move.
I think Justice Hurricane itself is strong in this work as well.
The firefly’s thing is just strange.
I learned that the backstep has lower invincibility from the first frame.
Isn’t it strong?
This game’s defense system is so complex it might drive me crazy.
I want to investigate the chaos, so please set up the counterattack quickly…
>>65
Is a guard reversal for the recording not good?
It’s true that it’s bothersome, though.
Rev Guard is strong because you can end the offense just by doing this for now…
Billy thought that the first day would just end with this initial hunt, but it turned out to be surprisingly strong, and his evaluation went up.
It’s tough…
The defense system is well-built to match the intensity of the offense.
I want the blow to be adjusted quickly… it’s too strong…
>>72
I thought that even if I returned it, there might be times when I lose, and it seems like it’s not 1 frame armor after all.
>>83
You’re trying to make an impact and stand out in a strange way…
It feels like the defense system is so strong that the game might end up being completely different between casual players and professionals.
I can’t cancel the JD at all…
I thought there were special moves that couldn’t be unleashed because they were too smart.
You can pull it up by entering a command! Just add it to the command list!
>>67
Was there a passive tutorial first…?
>>75
It was said at the beta stage, but it couldn’t be used in the final version either.
The line movement tutorial has been added, but
Gauging is all about preparation and getting used to it.
Aren’t the characters without the Shoryuken BR generally cheap?
After playing with Ganatch, touching other characters really feels like a different world.
It’s a nice system called breaking from anti-air that can significantly reduce damage, and there are characters that can also reduce damage from the ground and can run; you can gain a huge advantage and wonder if it’s really okay to get that much power with just that amount of rev gauge!?
Isn’t Marco strong? But there’s something subtly peculiar about him.
I have no idea what I should do with the recording function…
Even professionals are vague about blow jobs…
Stop missing each other when we both counter with Jenny’s REV blow.
I’m starting to have fun turning around at 21 (JD) 4B with Billy.
REV has no 1F armor, so if you stack properly, you can crush it.
>>88
That’s why I’m going to do a JD-style brow.
This game’s stacking is somehow difficult from the start…
>>90
Getting another panic can is great, isn’t it?
>>90
What is it about frame consumption that’s so difficult…?
Ganatchi is strong at basic throws, crushes, and holds, so I’ll use Overheat.
Alternatively, a shitty two-choice from REV handstand.
The character differences in Blow are more amazing than I expected.
In the combo trial, they really emphasize the precise timing starting with a close-range weak attack, you know?
Isn’t it much more important to have a big feint with no trials or a wild close-range start with small steps?
Think of combo trials as button pressing practice.
The duration of the technique is probably really short overall, and since attacks come out during the run step action, the frame consumption doesn’t work out well.