
“There is a thought that if it’s difficult and I’m weak, it would be tragic, so I should become strong.”
There are two hearts.
The blue Rilo’s Eddie is overdoing it.
Even Slash’s Ed is going too far.
It’s really hopeless when someone is weak despite being difficult, isn’t it?
As someone who can’t use difficult characters, it’s the former.
There’s no way to do anything about it!
The Devil Jin from a little while ago was incredibly difficult yet miserable.
I don’t really understand the current Devil Jin.
I remember that ACPR’s Eddie was in a position where it felt like, “Is it really fun to be alive?”
Eddie’s strength fluctuates occasionally due to adjustments.
Miria was strong all the way until the Strive.
The blue Rilo edi not only has clones and drills, but also showcases a parade of crazy techniques like JK, Break the Law, and Damned Fang.
I often think that it’s not that difficult when someone says something like “It’s hard!”
If you can cut off half of the characters and it’s not that difficult, why not use them?
Isn’t “cutoff” about humans, not just characters?
Whether it’s a character or a player, if a strategy that can cut the opponent in half isn’t difficult, then that’s fine.
The discussion about whether or not I will use something is quite different, or rather, it falls into the realm of mixing things up.
If it’s not difficult, those who want to use strong characters will just end up using them all the time, but I don’t have any memory of Asuka being like that.
First of all, if you feel that it’s “not difficult,” it usually gives the impression that you’ve probably used it.
Secondly, those who jump in during a discussion about whether a character is difficult by saying, “Then you use that character!” are as far gone in terms of human decency as someone who can combo from a reversal mid-range attack with invincibility.
It’s often said about Savior’s Zabel and so on…
I wonder which is more appreciated, difficult maneuvering or difficult combos.
If it’s difficult to use, then I can forgive it a little.
I’m sorry, Chaos is not allowed.
Characters that find it difficult to perform skills can make it easier to accept defeat and give up, in a sense.
Rather than realizing it’s impossible after practicing, we can immediately move on to the next character.
The sense of danger in the tagline “Standard characters that allow you to learn the basics of fighting games.”
A character that becomes stronger because of the difficulties of the Heisei era.
They’re just doing simple things, yet they’re strong.
It feels like only the users say, “This character is difficult, so it’s okay if they’re strong!”
Asuka is overdoing it, but it’s frustrating that we need to have at least a rough understanding of what the various special gauges and stances do in order to know what they’re going to throw at us.
Asuka is not strong to begin with.
I’m just eating there because it’s too bothersome to deal with measures.
Now, let’s deal with the chaos by just moving forward while guarding.
In the current environment, just pressing buttons with Pochyo or the chief is stronger.
I heard that Zangief and Abigail are the strongest in the current season of GGST, and I thought it was an insane game.
A character called Dickinson that’s easy to handle.
In the past, Eddie wasn’t difficult at all.
Well then, why don’t you try using it! I got yelled at in response, so I tried using Eddie.
It was so easy to win that I became an Eddie user right away, and I’ve become stronger than the guy who got angry.
If someone says “then just use it” while talking about fighting game characters, they clearly aren’t interested in having a conversation, so you can just ignore them.
It’s Dhalsim.
When it’s been done for over ten years, a stability-freak starts to emerge, and you have no choice but to nerf it.
I think saying “try using it” or “swap characters and fight” is just shifting the focus of the discussion.
When people who are complaining about the character are speaking from a perspective with completely misplaced knowledge and resentment from past losses…
I completely understand the feeling of thinking, “Well, you should use it first before saying that…”
I wonder if the Kien wind and provocative Jeppa will disappear in the future.
If there’s a character that can easily guarantee a win rate of 50% or more, I can’t think of a reason not to use them.
It’s a pity that only the difficulty remains after the nerf…
There are characters who want to stay in the grave forever.
Due to being born in Arc and raised in Flappan, I feel that characters who can rely on combos and set plays are the easiest to play.
In Street Fighter 6, it’s rare for Capcom games to reach out, but Vega is fun!
I think Vega JP is suitable because there are parts that are imposed with the vibe of Arc games.
The difficult thing about a challenging character is that it’s fine to make them strong, but I think that a character who is strong because they are difficult is usually strong up to a point and not too hard.
But… Gouki is delicate…
Stop adjusting based on physical strength already.
While examining the situation of walking throws just outside the slight advantageous throwing range,
I couldn’t catch up with Akuma no matter what, and it made me laugh.
There was a time when I was playing Arcana Heart 3, but I thought this game is really hard!
There was a random person who fought with me for about 50 consecutive matches in the tropics, so that’s a nice memory.
If you’re saying it’s difficult, I want to see a success rate of at least 50% in actual practice. If you’re not making mistakes, then what’s so difficult about it?
It’s a bit different, but the difficulty of “easily explosive” types tends to be more stressful to use.
Strong characters like that
It’s not about doing difficult things and finally becoming strong.
An image that is strong enough without doing anything difficult.
It really depends on who you’re specifically thinking of.
There are characters that can be used effectively even with basic usage without doing anything difficult, and there are characters that require proper play to perform well.
I’m swinging Marisa like Hakumen or Rabelis, but the defense is weak…
Anyone who can say that Asuka is not difficult is honestly impressive; it means they’re able to see the entire screen with that level of gameplay.
Fighting games are games that you practice to avoid making mistakes, right?
When dealing with someone like Asuka or Nine, I feel like, why do I have to care about your icon?
The character I found the most difficult to use was AC Johnny.
Well, I think the direction of difficulty is different from that of Asuka and the others.
How are the Six Paths of Flame Evil treated?
Fio’s maid, Rokudou, couldn’t achieve stability either.
I’m using Jack-O just because she’s my type.
The blue Rilo edit spins and raises the GB, so even if you can guard the initial middle-low choices…
If it collapses on the next or the one after that, I feel like the damage taken is almost the same as if it had collapsed in the first move.
It’s fine as long as there are difficult and broken elements, but stop having everything other than the main strengths.
I’m writing while remembering AoRilo Edit.
It’s really difficult to the point of wanting to throw up, whether it’s just basic combos or movement.
If you break it down, it may be difficult, but I hope you don’t say that characters who are put in incredibly tough situations just by doing simple things are difficult if they can’t handle it and get eliminated.
I think it was a character that was tough in a good way, as the more you acquire incomprehensible lever techniques like Kum, the better the situation and damage become.
You don’t have to do anything difficult; just rubbing a Hawk Drop can also be simple and strong.
The current Asuka has been weakened multiple times, but rather than being strong or weak, it feels like the environment is bad because there are too many Johnny and Ram.
W Fukiage is just the right strength for its difficulty.
The difficulty of combos comes in various forms, but challenging parts that can be extended yet become guaranteed punishments if dropped continue to provide excitement.
Parts that can continue the attack even if dropped are too easy to use, but I certainly enjoy using them.
This time, the fireflies are amazing.
I’m anxious about when the punishment will come.
“You’re like Clive, strong but so easy, it just makes me think ‘come on, enough already.'”
It’s not always the case that there are actions you can take to induce mistakes from difficult characters.
Whether you can exploit the weakness of “it’s difficult” depends on the opponent, which feels unreasonable.
Having individuality in characters is acceptable, but the differences in the common system are hard to understand.
There will be issues regarding what exactly qualifies as a common system.
There is some character disparity in Drive Impact, but there are also some adjustments like the downward adjustment to Vega’s push contest, so it’s relatively balanced.
Look at the performance difference of the REV blow.
Personally, rather than saying that the controls are difficult or that there are many things to memorize for combos and set plays,
I think characters where basic combos can lead to counter hits or situations without counter hits but where the turn changes, or where basic combos require precise timing, are more difficult.
Johnny from some time ago was incredibly difficult at a basic level, there was no help, and the situation was bad.
I think it was the worst adjustment because it looks like it shouldn’t be difficult, yet it’s difficult and weak.
It’s difficult, or rather frustrating, to definitely counterattack after a basic miss.
If the basic combo is such a difficult game, then I’ll just throw in a character to simplify things.
Even though I’m pushing for anti-air, it’s tough when they don’t fall, or when the pressure from the relentless attacks is incredibly strict, that’s the kind of difficulty I’m talking about.
It can also be said that the character is just weak.
It’s like the discussion about adjustments based on physical strength; when the level of agreement was low, the words that were used expanded in scope and became conveniently reused, which is why things keep becoming distorted.
The character I use feels the most difficult and the one I’m trying the hardest with.
Let’s evaluate only the characters we’re using after mentioning our own character, or let’s evaluate only the characters we aren’t using.
I think I’m a tech character chief.
The Mishima tribe lives true to the idea that it’s okay to be strong, especially because the winds are harsh there.
It’s fun because you can input quickly with combos and keep yourself busy.
It’s really difficult to check the maneuvering and to increase the command input speed, so I really don’t want to do it.
GGST wants to increase the number of mind games, so they say they will increase defense power, but then there’s that thing with the behemoth cancel, so I really don’t know what they’re thinking.
If you lose to the director twice, you’ll die.
The current GGST is way too much of a guard crush edition.
It’s really pointless to have strong characters that are easy, so I want strong characters to be difficult.
Easy and strong characters become even stronger when played thoroughly.
If a character lacks depth and their bottom is clearly visible, and they are also weak, that would be quite despairing, so I think it’s better not to link depth too much to strength or weakness.
In the current game, there are characters like Marisa and Lily.
There are easy and strong ones in the standard category.
It’s not very good because it would render the existence of other standards meaningless.
If it’s strong, I at least hope there is an option to say it’s difficult and decide to stop.
There’s definitely room for doing things that are simple yet difficult, and it suits my nature.
In a fighting game kind of way, I think it’s fine to say that characters with fewer actions are easier, and characters with more actions are difficult, regardless of their strength or weakness.
Both Pochou and the chief make it enjoyable to use…
I don’t want to be greedy, but I want Kai to be charged up in the sky D.
Pochu is really fun to use, but the stress of not being able to summon the behemoth I want is overwhelming.
It’s difficult, but if I can work hard and become as strong as an easy and powerful character, that’s fine.
It’s difficult, but if you work hard, you’ll become the strongest, which would be just too much.
Will they adjust the balance when implementing the unique character?
It seems there will be a trial play at EVOJ, so I’ll find out then.
BB’s Izanami is a character that becomes increasingly advantageous the more difficult combos you perform, so it was very rewarding to master her.
If you work hard on something difficult, you become stronger, but it’s a Dhalsim with just enough strength to avoid getting scolded.
When I see myself suddenly winning well and then suddenly losing in a streak, I…
I can strongly feel that I’m winning just because things happened to align, not because I’ve grown at all.
I feel like my little one hasn’t really grown at all.
When Zero SP was ported, the top player of Hokuto no Ken, Mr. Hato, was using Enja during his stream.
They said that fighting normally is stronger than aiming for the Six Paths.
Still, he sometimes gave me gestures and was a nice guy who taught beginners from the basics.
Skilled people spend hours in training mode, which is amazing.
When it’s a game I like, I don’t mind losing, and I’m like, “Let’s just quickly move on to the next one!”
It’s probably because there’s no determination to seriously get better and become stronger.
The Flame Evil of Ken Sam was quite strong.
It has strong aspects that are unrelated to the six realms.
I find it slightly irritating when people don’t skip the intro before the match starts, so I wish Tekken would let you skip the opponent’s intro like Street Fighter does.
It was tough that we couldn’t utilize the common system because of the loser character…
Since I used Ganatch first, I thought “Wow, Garou is busy and difficult!” but it turned out to be just this guy…
I initially disliked JP.
Well, I don’t really like it that much even now.
Only JP users like the early ones, right?
I want to make the person who said “This is an Ark game, right? Lol” fight Asuka.
Well, it’s true that there aren’t any characters with throw counters in Ark games.
Hakumen wouldn’t take it unless it’s for Akumetsu.
I felt that the initial 6 had a significant amount of about 50% compared to others from shaga medium punch and Amnesia.
It seems like Persona wanted to reduce situations where newcomers would say, “I pressed invincible but got crushed!” so everyone was made to win by throwing in retaliation.
I take great pride in the day when the popularity of Guilty will be compared to that of Tekken.
If it’s difficult in Street Fighter 6, then it’s fine. What came out was probably the initial Chun-Li… It didn’t have acceptable performance.
The fact that GGST, which has already gone through over two years of updates, had worse balance than the initial SF6 with the early JP means that the initial SF6 was considered well-balanced because of GGST.
Well, GGST still has worse balance now.
Don’t post smelly replies.
Slash’s Eddie is not strong.
Super easy Kai is strong.
I think JP was too much on the wild side at first and then became too boring after the nerf, so the current state might be the best.
When asked which version of GGST is the favorite,
Personally, I think it was around the time before Splatoon 3.
Zun3 is a hassle with additional characters, and right now people are saying to remove the guard crush.
Even though everyone says it’s rubbing, Shavi’s backlash is just too weak and it makes me sad. Why isn’t it invincible but just armor?
Interesting games are not necessarily the same as the popular games.
It’s a different game, but this Monster Hunter is just really a terrible game yet it’s the most popular one right now.
I think that while Amata is the strongest in terms of Persona’s backfiring, without Koromaru, Kuma is the strongest.
Types with stance variations are generally difficult.
Characters that impose difficulties level 8 on the other party, while the user faces level 10 difficulty, are 💩.
I know you like practicing with that character, but don’t force me to focus on just specific matchups.
Are you weak even when it’s difficult, Terry?
Seto is super cool and looks strong, so I occasionally practice combos in training mode to have fun, but it’s difficult.
Which way am I facing now!?
The current Street Fighter 6 being more balanced than Guilty Gear Strive is honestly open to debate.
Even if we compromise, if it’s within the margin of error, it’s better to go with the simpler option.
If we’re talking about balance, throw in Tekken too.
I think all the games now have good balance compared to the ones I used to play in the past.
He’s an uncle who keeps playing in that stance.
The disparity between the top and bottom is quite small, but it feels like there is a lot to say about Street Fighter 6.
I think it’s fair to say that there is a good balance regarding disparities.
I’m the type of person who just eats what’s served, so at that time I just switch to a strong character and have fun.
Tekken may be the best time for newcomers to start right now.
Does the balance here mean character balance?
A soft guy like me might prefer the current Tekken the most.
I thought it was ridiculous to say the initial version of Street Fighter 6 was well-balanced, but after playing Garou, I understood.
UNI is difficult, so there were quite a few strong examples.
I liked Yuzuriha because it was interesting.
It’s not so much rumors, but regarding now, we are just waiting for the announcement of the next adjustment schedule.
I still think he’s strong, but Clive, who has been weakened in terms of his early performance (paraphrased), must feel discouraged, right?
There are various things, but the atmosphere in the competitive gaming community where top players don’t choose their words is pretty harsh.
It seems I’ve been really disliked by the Tekken players I collaborated with, and it makes me sad…
If you’re saying that Clive is tough to use in the current environment, I won’t forgive you.
UNI2 has a simple and strong character named Uzuki.
It’s recommended, it’s cute, it’s recommended!
Although it’s cumbersome to use to a certain extent, most people say that fighting with the Phalanx isn’t fun… But I find it enjoyable.
Collaborative characters in Tekken are disliked every time, but compared to when Akuma was introduced, this is relatively better.
If anything, it’s a good position in terms of balance, Nii-san.
Could you tone down the effects a bit more, Clive?
I find Victor more difficult than Clive.
So I guess Clive was gradually accepted according to the Tekken standards.
I want all fighting game players to use Hotaru.
I want to hear your thoughts because this character is just amazing.