
Putting aside whether it’s strong or weak, the character concept itself is not good!
It has historically been the top character that reduces fighting game friends.
I think the feeling is best suited to something like Street Fighter 4.
>>27In Street Fighter IV, Guile’s Sonic Boom recovery is extremely short and his uppercut is strong, so for those who dislike Guile’s basic concept, it’s pretty much awful.
>>33It felt like, so what, in a game with saving.
The fact that this guy himself isn’t benefiting from the saving is also significant.
>伝統という言葉でずっと守られ続けてるけどどこかで大幅改造は必要だと思うんだよねI can’t hear well, so I would like you to come closer and then talk.
Isn’t it just that it doesn’t match the game concept since it was used during the Street Fighter 2 era?
I think it’s questionable to say that this sentence has a bad concept meaning it’s weak.
Even if I can forgive Sonic, I wish they would do something about how unexpectedly strong his regular moves are.
A character that is annoying when used by others, but not particularly strong when used by oneself.
It seems this guy is at a disadvantage against Zangief.
What is Guile’s unfavorable concept?
I can still understand the concept of doing it firmly while lowering the line, but…
I wonder if it’s really possible to switch it up.
I want them to either increase Sonic’s stun or make it impossible to do aerial attacks.
It’s thanks to Guile that late-released projectile characters with invincibility and air throws are allowed.
The concept is a character that wins by waiting, so I understand why it can be frustrating.
This guy is better suited as a mini-game in the World Tour rather than being playable.
Given that they have invincibility against projectiles and good ammo, their synergy with the Street Fighter 6 system is too strong, and since both have top-class performance, I think it would be fair to at least give all characters projectile invincibility on their SA1.
It’s like… the combos are so sticky and long that they’re too technical and gross.
>>13It’s the same for 5, but once activated, you end up with quite a redundant combo even when looking at the fighting game as a whole…
From a conceptual standpoint, if you tweak it a little, the game breaks, so you can’t strengthen Dhalsim carelessly.
>>14Sagat said it’s fine because they’ll let me out.
Sagat is strong in a way that’s different from Dhalsim, being a type of strength that leads to great proliferation.
Stop changing it with your knee.
>>15It’s still acceptable because it’s uncool.
If it were cool, I couldn’t forgive it.
>>35I thought it would be more the other way around, but…
“If it’s ‘easy to use and cool,’ then the population will increase, but since it’s a difficult character, could it be like this?”
They say the breakdown is weak, but since the throw is strong, it’s just a matter of throwing.
Make Sonic’s charging time a little longer.
Despite being said to be strong, I wonder why its usage rate is around the bottom 3rd or 4th?
It’s stressful to just wait and become passive…
Shouldn’t we strengthen this guy, who doesn’t really increase in number even if we make him stronger?
Are you trembling at the thought of Zangief possibly entering a peak period thanks to delayed armor upgrades?
It’s frustrating that the Sobat Reverse hits some opponents really well.
Give me the middle section of M. Gile.
>>23M is weak at the edge, so it’s okay to receive it!
What’s with that strong rush?
If the combos are long, the person being hit simply feels stressed.
>>26Are you going to play Samurai Shodown?
Isn’t throwing in the air unnecessary?
>>28I don’t need all the characters.
Let’s use characters from another game as a reference so that we can differentiate the height for anti-air sliding attacks.
I can understand that the concept is annoying and so on, but this character’s combos, aside from the edge, are actually on the shorter side, aren’t they?
I think this character is meant to fight carefully and win until the end of the time, so I would like their combos to be strong but their comeback potential to be weakened.
The 4 Gile seems to fit well, but I probably dislike the 5 and 6 Gile so much that I’m altering my memories.
Well, from the user’s perspective, I don’t want to deal with Sonic Loop either, so it would be fine if Just Sonic were removed.
Isn’t 4 just being excused because it has monster-like performance as well?
I think it would be a good character if you remove the standard anti-air and mid-level moves.
>>39Isn’t Guile’s normal anti-air technique not strong at all?
I have to differentiate them, but I’m not getting any returns.
I think the middle section is annoying and doesn’t need to be there.
To be honest, I dislike 5 more in terms of the creepiness of its behavior.
Jamie and Juri also have combos that can easily hit around 30 hits with a lot of little tricks, right?
I can’t believe that Guile has such strong rushdown and high ability to move forward.
>>43Understood… I will crouch down…
>>49Since I’m a character that struggles with horizontal ground battles, I can accept having strong normal attacks, but if I can just rush forward, that’s a different story.
Shooting! Shooting!
I think if they adjusted the beta version of Guile with hitboxes covering about half the screen, he could become the strongest, but they don’t do it, right?
Knee replacement simply doesn’t look good.
Is that what you call the moves of a professional?
To be honest, I think the performance of the Rush attacks is designed based on cool animations rather than considering character differences.
That ridiculous long combo needs to be dealt with.
You’ve been hitting for over 8 seconds by the count, right?
For now, throwing in the air is strange, isn’t it?
I really think JP’s air throw is unnecessary.
That guy uses it a lot.
>>53It’s a normal anti-air character, so it’s different from Guile.
>>55But at the very beginning, didn’t the normal moves also have anti-air invincibility…?
I don’t really understand why this guy has invincibility while some other characters don’t.
That’s right.
Let’s eliminate air throws equally for both Guile and JP.
“Everyone, switch left and right and throw an empty attack.”
It’s fine to blame those who can’t react.
I seriously don’t think aerial throws need to have character differences.
It’s fine to either apply it uniformly or get rid of it altogether; it’s just something like that.
It seems that Blanka has been forgiven.
Well, characters that are strong in gi are all fine being nerfed, right?
Perfect
Perfect.
Perfect
BLADE
Perfect
There are people who are overly critical of the summer, but I think 6 is stronger with a dragon punch that can come out without charge and has 1 frame of invincibility for anti-air.
In terms of concept, this one is worse than Lily.
Because of who has it, you know~
Since this guy and JP have them, let’s give Dhalsim a float throw as well.
Even if this guy gets weak, the anger will just shift to the next annoying character.
The era is all about psycho air throwing.
The point is, why does this guy have invincible anti-air? It doesn’t matter which is stronger, the Shoryuken or the Summer.
If there’s an invincible move that can be used instantly, then I’ll just use that instead.
Long combos that are unnecessarily lengthy and poorly executed swaps are not limited to just this guy.
It’s really annoying that I don’t shoot the blade up close anymore.
I’m flying while thinking that the command for the anti-air move should be diagonal up instead of straight up, rather than just calling it a summer move.
At the point of summer, it’s definitely weaker than Shoryu.
Jamie is said to be the weakest Shoryuken, but being a Shoryuken to begin with is strong.
>>74It’s not something that can be simply defined as strong or weak.
Charging commands allow you to perform a special move with just one button as long as you’ve charged it.
There is one that is particularly compatible with a waiting style for a gun.
>>77During rush, the mid-level charge crushes and becomes advantageous at close range, and deceptive jumps come flying in from all directions. There are options to consume charges with cancel rushes and small attacks layered on top, so in terms of the system from version 6, there are overwhelmingly more situations where the dragon punch is effective.
There’s no doubt that Guile is strong, but if this guy had a dragon punch, it would have been crazy.
The invincible anti-air has been a tradition passed down.
But sometimes, he was doing a slight walk with the mid-range Sonic Jasper, then hit a big punch with Sonic Jasper and took down Higuchi, right?
Shall we all do our best?
I wonder why this guy has the reasoning not to learn judo, while all the DLC characters except for JP and Elena can do judo.
>>78Gai has rush judo.
If the gap in the wave is as good as Sonic’s, then it’s fine?
Only those who are not wearing a uniform should strike Gaile.
There are confirmations like “Summer moved” and such.
But Guile is tough on JP, you know?
A character in a gi is taking risks and using a wave attack with little return, so there’s no way this guy is going to be allowed.
>>85NN-
I’m Jamie, but I’ve got the upper hand against this guy.
Most Guile players are not properly preparing for Jamie.
>>86The pressure of the Bakkai’s bullet removal is more than I imagined.
It’s fine that there is the element of air throwing in the game.
Why does someone with strong waiting skills have an air throw?
Even though it’s strong, it has a personality that gives it a disadvantage against Mariza Zangi~
If waiting for a gun is not good, let’s introduce a system with negative penalties.
Strong maneuvers in exchange for normal attack anti-airs → I understand.
Instead of a standard anti-air, there’s an airborne throw → Stop giving advantages over disadvantages in relation to benefits.
In most cases, Negapena is not a character that waits for a chance; rather, it’s the characters that can’t move forward that suffer.
Characters with waiting concepts tend to be less prone to negative penalties.
Characters that are weak to the point of being unable to step forward are not set up that way and become a headwind.
>>93That’s a defect in the system, so we should improve that; it’s not a matter of directly importing negative penalties.
Unlike waves, you can’t shoot Sonic while moving forward, you know~
Guil is a character that requires patience from both sides, right?
That’s why it’s meant for masochists in two ways.
I don’t care about the ridiculous anonymous revision proposals, but can we please change the flavor soon?
>>96Even just what I understand brings quite a flavor change when I’m with Elena…
>>96What do you want for a change of flavor?
It’s not like the Rising Dragon and Air.
I think it would be enough just to eliminate the middle of the rush.
It’s twisted that Sonic casually recovers the D gauge and rushes in.
This game has quite a few characters that are strong in waiting, so it’s designed in a way that is incompatible with negative penalties.
The height of the return at the edge of the screen is probably the balance point.
In other words, let’s confiscate the replacement from Guile.
In the next adjustment, I hope they lower the defense a bit and adjust it to focus more on offense for Guile.
Well, it’s not about being strong or weak, it’s about changing the flavor… If the season is going to be 3…
It’s strange that this one has a replacement feature attached to it.
It’s strange that even if Ken works hard to carry it to the end, he switches while skipping with a knee buzz; the visual is also a mess.
>>104It’s fine because you can easily transport it with one touch, right?
>>104What are you talking about?
When you suddenly jump in, I think, “Are you coming from me!?”
Well, it’s a game where you have to attack somewhere…
>>105Since there’s a side counter, the attacking return is also high.
Martial arts practitioners tend to prioritize politics over their own character.
I wonder if they made it thinking about swapping.
>>108There’s no way I couldn’t imagine a game that only involves such a simple swap.
If you seriously listen to the requests of an anonymous person, Sonic will end up as a character with the same stiffness as Wave, no invulnerability for Summer, no air throws, and no swaps.
>>109I think everyone except for Guile users is fine with that.
>>109For an amateur request, this is quite a good adjustment.
After that, shorten the gauge of SA2.
>>112In the second half, it’s fine, but won’t the first two just become weak characters?
In Street Fighter 6, who corresponds to not wearing a gi?
Originally, I wasn’t good at Capcom fighting games, so I still don’t fully understand the term “karategi” intuitively.
>>113For now, Mai Terry.
Well, they are saying that substitutions are not allowed, so there’s a good chance that Guile will end up like that, right?
Regardless of opinions from anonymous sources.
I believe that my character is normal.
Requests below amateur level…
The anti-air that isn’t executed with the Dragon Rising command is weak enough to be just right.
Invincibility is too extravagant.
>>118Then let’s just delete all the anti-air in Modern too!
If Mai joins, then Luke, Juri, and AKI will also be in their uniforms.
There are characters that pay homage to Dhalsim in other fighting games, but there aren’t many that resemble Guile.
>>122Who?
>>125If it’s Arc, then there’s Axel or Faust.
>>130Dhalsim doesn’t have a counter like Axel, and he doesn’t have a dragon punch either.
It’s not like throwing objects like Faust, doesn’t have any random movements or throw characters either.
>>140If you start saying that, most homage characters have some kind of arrangement, so they don’t usually equal each other!
>>144I don’t know about other homage characters, but this is the first time I’ve really heard that Axel the doctor is a Dhalsim homage.
>>125Isn’t Billy quite similar in terms of character concept?
When Billy is strong, he really doesn’t let anyone get close.
There’s no way they would lower Sonic Summer at this point, so if they’re going to make adjustments, it would likely only be a replacement.
If you ask what you can get in return… what would that be?
If the negative penalty system is implemented, I think Guile would be adjusted to have boosted performance assuming he will receive negative penalties, so he would become even stronger.
I think the mid-tier rush will not decrease overall.
>>127Many people don’t understand how challenging it is to attack modern characters that have been erased.
It becomes boring instead when you reduce it.
>>139If you don’t understand the middle and lower levels in the first place, please use a parry that can take both.
That’s the specification of Street Fighter 6.
I can’t take care of situations where I take heavy damage without using the system.
>>156Saying things like that, I feel like you’re going to get angry after taking a hit from something like Ravushka or hitting the bottom of the Torubaran on the edge.
>アークならアクセルとかI heard for the first time that Axel is a Dhalsim homage…
>>129It seems like they’re judging based on just having a long reach, like Dhalsim.
>>129For people who got into Capcom fighting games, it’s easier to understand if you explain it in terms of characters like Dhalsim.
>>137I think it’s fine if it’s a rough image like a frame, but I don’t think you should say “homage” because it could be misleading.
I’m dreaming too much about Negapena.
From now on, even if I’m cornered, I’ll recover my gauge with a throw escape.
Isn’t that tough?
>>133Characters that can’t shimmy in judo will have a tough time.
>>133Isn’t it bad if you shimmy?
I mean, what kind of Guile do you usually fight against if you think he becomes weaker with negative penalties…
Ferry in GBVS has a drill kick and tissue jump, and since her attack range is long, she has some Dhalsim elements.
The one that seems like Dhalsim from another manufacturer might be Alcyon from Breakers.
The accelerator is Billy.
It’s not that there are no Guile tributes in other games; it’s just that shooting characters are nothing compared to Guile, who is like pure garbage.
Billy is strong in a fistfight when he’s at his best.
Like 6A.
Even when finally getting close, it’s just a regular technique.
Fighting is also strong, you know.
Since ancient times, in most games, it has been said that it’s your fault if you can’t avoid being hit in the middle stance, so give up and accept your defeat.
There are those who go overboard with their mid-level moves, causing a stir, but basically, in this game, there are only mid-level moves that are visible at a certain speed…
>>150I think it’s a frustrating element unique to Street Fighter 6 that you can shoot irresponsibly because you can gain an advantage even if you don’t hit during a rush.
>>168Continuing the attack from the mid-level is not uncommon in combo games, so it’s not something unique to Street Fighter 6.
>>168I’m pushing forward using the gauge.
The one who’s attacking is the great one, that’s all that matters in fighting games.
Isn’t it a common phenomenon to complicate things by thinking that everything you know is the origin of it all?
Since Necro is a direct junior, that’s aside from that.
After that, Luffy is mostly turned into Dhalsim.
Akira is in the Dhalsim category, but he is not a tribute to Dhalsim.
In fighting games, “homage” generally refers to design rather than character performance.
>>154In that sense, if we say whether doctors have a semblance of a gimmick or not, it might not be entirely absent.
I thought I wanted a character with a long weapon as easy to use as Billy in Garou.
If you can be that annoyed by Guile from Street Fighter 6, then Chun-Li and Mai must be quite something too.
Right now, Chun-Li is weak.
Many people don’t know that Guile is at a disadvantage against Zangief.
It seems like there are many people who speak based on a vague image.
Is there a need to lower Guile any further in this game, where there is a parry system and no guard damage during normal situations?
You can approach almost risk-free while walking through a rain of projectiles, you know?
People who complain about Haru and Mai are just not equipped to handle it.
>>161What about Guile?
>>161I don’t care about Chun-Li, but it’s really funny how someone who complains about Mai not having a counter is getting angry at Guile. If they weren’t a Mai player, I’d be surprised instead.
Please give me a mid-tier modern guile.
Instead of that, it’s lowering the defense power… It’s a mistake that Modern doesn’t have a mid-level attack; Modern already has high defense by design, so reducing offensive options is the opposite…
Regardless of strength, I think there’s something off about the fact that Guile and Ed’s rush are easy to use.
Can you tell me the countermeasures for the dance?
>>167Wait for the update.
If you’re saying it’s an homage in terms of design, then even at the point of Dr. Baldhead (Faust), it’s clearly heavily influenced by Dhalsim!
The sky throwing is way too weird.
I think it’s better not to make characters that are too difficult to counter too strong.
It’s about the dance.
I’m using Manon, but I don’t really understand how to deal with Mai, so I want you to teach me.
Jasper on the flower帳 fan!!
>>178The measures for Marumaru are being told to stop because Jasper is not a solution!
This divine skill can’t even guarantee results, even for Jasper, depending on the distance.
The countermeasure for the dance is the same as lightning.
>>179Is it not there…?
What is that fluttering flower butterfly fan anyway?
Give me Garou and KOF too.
If you’re seriously going to take performance measures for the dance, you need to investigate detailed interactions based on flower, butterfly, and fan strength for different situations. Therefore, players below the professional level often don’t even go that far.
They say to wait for the kill, so I approached during the rush, and then they said my rush was weird.
What should I do, Summer?
If there were measures in place for the dance, professionals wouldn’t be getting knocked out like that in their battles.
The sudden dive into being a dance performer shows that a lot of hate has built up.
You’re getting off on your dance, aren’t you? (laughs)
>>187That’s really true.
>>187Of course.
If Jinrai accepts drive gauge reduction, nothing will happen yet, but I think Hanachou is too strong as the starting point for breaking.
In a game where defense isn’t very strong, being at an advantage after getting a mid attack blocked is a bit much, huh?
If things go badly, there’s a possibility that Jasper might become even weaker in the next update, making it tougher.
It’s strange that you can take advantage with mid-level guard and continue the attack.
>>192Just stop it.
If you can approach with no risk because of parry, then wouldn’t it be better not to shoot Sonic?
I don’t know about girls, but there are probably fewer guys who play fighting games and don’t get turned on by Mai.
>>195A woman who regularly collaborates and increases her zines.
>>195Even a certain V’s girl is hooked, if you want to know.
…I thought so, but that character was supposed to be genderless.
>>210Ah, the Bacha pig has come rushing in.
Just stick to threads about the pro’s face and not the favorite Vtuber’s story.
When I try to use it myself, I can’t quickly differentiate between normal and anti-air moves, and I can’t even pull off winning combos, let alone combos suited for a working adult, so I can’t seem to move Guile effectively.
>>196If you don’t use them properly, you can’t get their full performance, yet they keep getting complaints, so I really think most users might be masochistic.
>>202Having a lot of M is originally a good thing.
>>213It seems that fighting games won’t continue if they’re not for M (mature) audiences in the first place.
>>202That’s a good thing!
Ken says the number one is the exchange with transportation.
It’s not acceptable just because it’s a judo gi.
I’m more worried about the one who isn’t doing the dance.
Are you okay…? Do you want to go to the clinic…?