
ハンマーより使いやすそう
Are there going to be more ways to faint again?
Hammers and things will become even more worthless.
By the way, how about the enhancement?
Isn’t it okay to cry over weapons without offset?
I’m not really interested in Street Fighter, so… that’s how I feel.
It must be because they brought over the movements from Street Fighter, but the movements are quite nimble.
The requirement for a considerable amount of accumulation aside, being able to achieve offset, which has a low barrier to entry for just one time, across all weapons could lead to significant changes.
If this is allowed, then everything should be offset and distributed among all periods.
>>7Light Bowgun’s Response
I definitely want a lot of them just for the looks rather than focusing on just one collaboration.
Like back in the PSP to DS days.
Is it again Akuma?
I want to play Monster Hunter, not Street Fighter.
>>10There are a lot of things in this game, like overly strict reception hours and unnecessary precise inputs, that seem to reflect misunderstandings…
It’s nice to have detailed graphics, but it’s too heavy; at least give me more comfortable setting options.
If gestures can have counters, then I feel like they should just distribute all weapons from the start so everyone can use them.
There are also flutes that cry!
If the offset motion is easy with this, I would laugh.
Honestly, there are no weapons that seem unfinished, so please complete the basic system to a certain extent after correcting the numerical adjustments that have created disparities… The new systems like parrying and blade clashes are the worst they’ve ever been so far…
If that’s not possible, then we could just distribute it roughly like we do during rides or hunt techniques…
I wonder if Akuma’s wall will be created.
Let’s revive the swap technique settings starting now.
If we don’t handle the next adjustment properly, it seems like there will be people who lose to the weapon type Gouki.
It’s a collaboration with a strong commitment, and I feel good about it… but if we can do that, there are more things we should be doing, right? That feeling is strong.
Honestly, collaborations aren’t interesting unless they come from the monster side.
I thought there would be an announcement about the adjustments!!
Why aren’t you coming!!!
Hurry up!!
>>23By the way, when will the survey about the planned game content come out?
It’s almost the end of May…
>>23If you announce that first, the discussion will become all about that, and the collaboration won’t get any attention…
>>26I think if they were made properly, it would just end with a discussion of strengths and weaknesses, and people would naturally focus on the collaboration instead…
>>26Isn’t there a possibility that later topics will be overshadowed?
>>23Is the product survey in May going to be silent…? No, by now I want it to be after the update.
The man-hours spent on Akuma are all with the SF team.
If the Monster Hunter team’s updates are not being neglected at all, then it’s a wonderful collaboration.
The motion is…
If it turns out that Gouki is stronger than a bad weapon with this, I would definitely be angry.
>>29If I can easily offset it, I might be able to win against half of the weapons.
>>30It seems like you can get it out from the action slider, so isn’t it faster than most weapons?
If we’ve made it this far, the product survey for May should be at the same time as the end-of-month update, right?
Is there a counterattack motion?
If it doesn’t have practicality, it’ll be completely dismissed as just the usual, so it’s better if it can be used.
>>35I’m going to kick you because I’m not Akuma…
No, the kick is just a joke, but it supports layering, so it’s seriously a superior version…
>>42Set armor > It seems like it can be layered, but is it impossible to wear normal layered outfits over the set armor?
The collaboration offset seems stronger than the current thread graphics, flute, and heavy.
If this makes it super easy to offset, I honestly find it frustrating…
>>39From the video, it looks like the motion comes out faster than the sword and shield, lance, and hammer.
>>45If it’s an impact, then it can be delivered with one button, yes.
>>45I was wondering what Drive Impact was, but this is it, timed with Ajara Kan’s attack.
It looks easy to use, but I still don’t know how it will actually turn out.
>>55The motion to release is fast, so I think I can adjust to it even if it’s somewhat difficult to use.
The complete opposite of a bug stick.
It’s funny that the hammer hasn’t been enhanced yet, so I hope it stays that way without being upgraded.
If it was crafted as intricately as a great sword, it might make me laugh.
“This is where we put in a lot of effort!”
It’s fine that Akuma is strong, but please don’t neglect weapon adjustments because of that, okay?
If we offset it, then of course we can put in the maximum, right?
Is it sane for a game that has been around for a decade to get disrupted by internal collaboration issues?
>>46It appears that the company collaboration is the trigger, but ultimately the poor quality of the production is the cause, so it’s hard to say anything definitive.
I thought Geralt seemed more interesting.
It seems stronger than the light during times when the meat quality is questionable.
Well, the insect sticks are just slow to come out, but canceling them is relatively easy.
The biggest problem is that nothing happens from there, so it’s okay to get angry when Akuma starts to pursue.
I don’t care about collaborations, just give me the patch notes.
>>53There are plenty of features that aren’t even mentioned in the patch notes anyway.
Both Rance and Konshin.
Now all weapons have been distributed with counterbalance!
>>54Seriously, don’t mess with me…
>>54……let’s do it.
The Gato Gato is too funny.
If this cancels out and there is a proper approach motion, I would laugh.
I wonder why they do silent updates in this era.
Even though there’s an upper.
It’s the kind of thing I often feel in mobile games, like “This isn’t the time to be doing a serious collaboration, damn it…”
>アイテムスライダーから豪鬼のアクションを選択することができます。>例えば「アシストコンボ・豪鬼」から様々なコンボ攻撃に派生させたり、必殺技「豪波動拳」や「豪昇龍拳」を放つことができます。It seems that you can cancel from any motion with this.
They said the weapon adjustments would be at the end of May, but since there are many items… if it gets postponed to the summer, that would be hilarious!
>>64Didn’t you say that the end of May is just the first adjustment and that there will be a second large update?
>>67Since it was said that the second round would be from the end of May, it is not confirmed that weapon adjustments will come at the end of May.
Well, the other thread was really buzzing.
I think the reason you’re always complaining is because of the hammer’s wear…
>>68Well, of course, no one is going to grumble in a lively situation, right?
If this turns into an online Akuma, it would be a hassle in many ways.
Will the placing counter-forces lose to this before seeing?
It’s not a complaint, but…
It’s just that there is no trust, so it’s nothing but anxiety.
>>72It’s a company that focuses on nerfing right away… No, seriously, that leaves a bad impression.
>>78It’s really amazing how, from the pre-release video to the interview and the post-release letters, it’s all just full of gaffes and lies…
If you adjust to 6, the drive impact has a gauge system, so you can’t spam it.
It would be a problem if I could.
>>73If you’re a hunter… stamina…?
>>73But you’re just going to use stamina or health anyway, right? Or maybe cooldown, but either way, if it’s not something as effective as a great sword, then just being able to use it at the speed of a video makes it stronger than others.
>>73I’ll use as much stamina as I want.
Well, I don’t want to be assaulted if it doesn’t fit the occasion, so I’ll just pull back…
It’s a relief to have a place where I can吐き出せる.
Well, I don’t think it will end up being that careless, right…?
Even melee characters without counter moves can have strong responses to charges and aerial attacks.
All that’s left is an armored attack for counterattack; if that comes, the Street Fighter Wilds era will definitely arrive.
>>79Isn’t that Akuma Wiles?
>>79The important thing is the motion value; that alone determines whether it is practical or just a visual bonus.
>>92A complete set of skills and slots for Akuma is important too, right?
>>94>「豪鬼」シリーズの「ワンセット防具」を装備するか、「重ね着装備」を使用することで、専用アイテムやジェスチャーが使用可能になり、豪鬼の専用アクションがおこなえます。So, isn’t it okay not to be cursed by a set of skills?
Everyone will look like Gouki, but…
>>106If you make it a one set with Akuma, the damage from the Akuma motion significantly increases.
>>115So it doesn’t matter if that’s industrial waste; at the point where it can be offset, I have no choice but to layer up with Gouki…
>>92It’s obvious that just being able to offset once isn’t a bonus…
If there’s no decrease in defense in the Akuma state, then it’s a good deal.
I’m not really that interested in Street Fighter.
I wonder if, by collaborating with DMC and wearing Vergil’s costume, the Spirit Release: Unmatched Slash will have the dimensional slash effect, and the Iaido Draw will become the Swift Iaido motion…
>>80I think it’s better to do collaborations in a more casual way, like just throwing together some past works, because there are definitely people who aren’t interested at all.
>>80Honestly, I prefer simpler collaborations like getting equipment similar to USJ, where it’s just straightforward and easy to engage with.
Oni – Hunter Oni Z
If you’re going to go all out like this, it would be better to create a weapon type collaboration slot and completely make it like Gouki.
(Monster that returns the impact)
If you can get one offset for a consumption of 25 stamina, isn’t that a good deal?
Well, if developing a collaboration with our own company raises motivation, then that might be fine too.
I would be happier with a collaboration that has unexpected elements, like Reshen.
>>93Whether I like the world or not aside, it was packed with Behi and Laeshan…
I would prefer weapon adjustments and weapon layering over being forced into collaborations for games I don’t know.
>>95I hope they’re working on additional features and adjustments for this.
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If Akuma’s moves are too strong, everyone might end up using him, but is that okay?
>>96It’s okay.
Oni himself has become kind of lame, and I’m really not feeling it…
Is that how Cammy is now?
> ※ジェスチャーには攻撃判定があります。It didn’t work out.
You can become Akuma! You want to carry Akuma even more, right?
I’m really happy about this kind of collaboration.
It’s a matter of whether the original game is well-completed as a game and has enough volume.
6 Gouki is a million times better than 5, but give me that chonmage.
As I said in the previous work…
Fighting games have a clearly divided customer base.
Let’s just settle for a joke like the Rise knife wave there…
Things like this are meant for playing around with friends and for perverted types like boomerang hunters, so it’s unlikely that they’ll be seriously incorporated as attack motions.
Since you probably can’t shoot in weapon draw state, it doesn’t really matter whether you distribute it to all weapons.
If I’m going to play, I’d rather use Chun-Li and Cammy instead of an old man like Gouki, you know?
I love large collaborations that change the atmosphere dramatically, but I’m worried about Akuma because it feels like too much effort is put in the opposite direction.
I also liked Akuma during the Rise.
The game is fun, but the management is not cool.
>>116Even if you accidentally play with a cheater, I will ban you, but if you get an S rank, I’ll change it to give you a reward. In the tournament, it’s really frustrating how people casually say unreasonable things and then retract them after thinking about it a little more…
>>140It’s really frustrating that I can accept the adjustments to the flute’s buff reduction and those who take away the compensation from other sources because it’s not unreasonable.
I might lose damage to moves like dual swords or Akuma’s… Just kidding!
>>117I can’t laugh…
Isn’t it better to use the Rising Dragon for problems that don’t reach your head?
Don’t you think we don’t need a hammer?
Is it really okay to make us wait a month and a half for the addition of a veteran battle? Are you guys looking down on us?
>>119It’s probably just a matter of slightly increasing attack power and HP, since they likely won’t be adding new motions.
If you keep dawdling, everyone will lose the reason to finish Albedo Online.
I can tell you’re putting in a lot of effort, but is that really the right place to do it? That’s the usual Wilds.
Even if you say it’s a significant increase, I can’t really say anything since I don’t know the base value…
If someone is too skilled, it could mean that they’re a landmine if they aren’t Gouki…
>>124If that happens, I won’t wear Akuma no matter what.
>>124Well, there probably isn’t anyone who would do that in the current Monster Hunter…
If it’s Albah or Mira, it’s understandable even if it’s not perfect… but if it’s Ultimate Behemoth, you’d think, “Wait a minute!?” However, there probably won’t be much content to that extent…
I’m looking forward to the collaboration itself, but I can’t enjoy it sincerely unless you do what you need to do first…
It’s already a terrible system with offsets, so don’t make it worse with layering.
>>126I wanted them to properly handle the other great swords before doing this.
>>132Is it greedy to want a deduction even though there’s a counter?
First, give me the patch notes for weapon adjustments.
Jamie takes medication more, and even without the DLC, it seems fitting, right…?
At least release the announcement after the weapon adjustments; why are you being so reluctant about it? That’s really how I feel.
If you have time to do collaborations, you should prioritize weapon adjustments and fixing bugs instead. Are you underestimating us?
>>133It’s probably something that was decided before the release… even though the core Monster Hunter Wiles isn’t ready, they’re rushing to get the collaboration done.
I wish it could have been DMC after all.
There’s a lot of Street Fighter, and it makes me think “Here we go again with you guys.”
>>135If you’re going to do it, I think you should choose someone other than Akuma.
The counterattack motion is probably Ashura Senku.
If you can continue weapon deployment while canceling the drive impact, then that would surely be strong.
It seems there are quite a few people who think I would implement something so crazy.
>>137Given that response, there is a possibility I would want to use the sheathing technique even if it requires additional investment.
The clash between great swords and switch axes is so much fun, though.
>>142I haven’t used a great sword, so I don’t know, but I don’t find the counter of the switch axe particularly enjoyable…
I want the DMC collaboration more.
>>143It’s the same action game, after all.
>>147Since there are no longer people at Capcom who can create this kind of Akuma, it’s impossible, you know…
Honestly, I always collaborate, so there’s no freshness at all…
I don’t know about Street Fighter 6, but the person on the packaging was nice.
>>145I don’t know their name, but I think that person is refreshing.
Is it PSO2 that is neglecting the main game and only doing collaborations?
>>146There are still more contents in PSO2.
I’m not fond of the possibility that this could be implemented at the end of August, even though it’s supposed to be released around summer.
Gouki: There are layered outfits.
Weapon: No layered clothing
Armor: You can layer clothes, but you can’t use the cancel gesture.
…w
Comparing it to PSO2 is disrespectful to PSO2.
Since I was able to play Monster Hunter by taking ideas from PSO.
The cosplay type basically requires a full set of equipment.
>>154It also supports layering…
>>160It says that even with layered clothing, the armor has better performance.
>>165Is that all you can say? Did you watch the video?
>>173The attack power of the special action for Akuma changes depending on the main weapon equipped.
When equipping and using a full set of armor, your attack power significantly increases compared to using layered armor, and effects such as a stun effect are granted for “Assist Combo” and a canceling effect for “Drive Impact.”
>>160Isn’t the special motion like canceling based on having a full set of armor?
>>175It can only be read as something that can be layered, but… where was it written?
>>183With this writing style, it only looks like a special effect is granted when it’s a one-set.
>>183Reading comprehension is being tested.
>>183Redo国語 (Japanese language) from elementary school.
It seems that DMC might overlap more with the Monster Hunter audience than Street Fighter 6, but I wonder how that really is.
As expected, the numbers are too different.
Many people might think, “Is it another Akuma like in Rise?”
Also, make sure to give that to the teacher, Alma.
The Switch Axe should have a counter added to the sword mode…
>>159I’ll give you a sword counter.
Boost your resistance to fainting with armor.
If we’re talking about collaboration, there are a lot of similarities in direction with Exoprimal.
It’s sad that Exoprimal is almost dead.
If there were something like guild quests and charms or crafting, even after the tournament, pro hunters would play forever, but making it a game where you finish once you clear it by eliminating depth and high difficulty doesn’t really match with Monster Hunter, after all.
>>162I want something like a guild quest, but I don’t need charms or forging that will never be completed… I just want to swing around my finished equipment.
Why do they send the same material again when it lacks freshness after just one rise?
>>164Those who come at you with Tamamitsune as the opening move have a different demeanor.
Dante’s layering was separated by different parts, wasn’t it…
Why is it one set?
Listen and be surprised, other than great swords, countering is basically boring.
Isn’t it that the insect glaive fits the image of just action more than counter?
>>170Wiles’ Just Action is basically a negative factor, so I don’t need it… Why is it that success is weak and failure is even weaker, it’s just a parade of weakness?
>>170Just isn’t interesting…
Even if it’s a collaboration within our company, many people from other departments are involved, so there’s no way we can delay it…
Don’t you think it would be better to learn a little more about society?
>>172Since I didn’t mention the survey or adjustments, it can be delayed as much as needed.
It’s called setting priorities.
>>191The survey says May and there are also articles about it…
>>208How many days are left?
>※ワンセット防具を装備して使用する場合は、重ね着装備での使用時と比較して攻撃力が大きく上昇し、「アシストコンボ」などには気絶効果、「ドライブインパクト」には相殺効果が付与されます。With this writing style, it seems that fainting and countering won’t be effective unless set up as a one-set equipment.
Maybe if the game balance was good, I would have been like “woooow, god, god, god, god” praising this presentation.
The reality is that there’s time to create something like this, but what about everything else?
>>176I think it’s inevitable since the team responsible for the trash is different from the team that creates this kind of stuff.
That being said, it makes me feel like “So this is it?” so please improve it quickly.
The hammer has always been turn-based, but Monster Hunter stopped being turn-based a long time ago.
When will you upgrade?
>>177Wasn’t the hammer in Monster Hunter…?
>>177I lost to the water’s surface…
I guess I’ll be fighting while using basic shortcuts, but I wonder what the controls will be like.
It looks quite difficult to use.
Even if the collaboration equipment’s counter isn’t particularly strong, the fact that counters other than the great sword are still worthless hasn’t changed.
>>180They might come with a mitigation nerf for great swords in the balance adjustments.
The counter for Switch Axe is not fun because it requires future prediction unless you’re up against a really big motion.
The first nerf made it hard to predict what they would do in a negative way.
I’m not interested in the streets, so please let me do the veteran king again…
They should have learned from the successful experience of Sunbreak, which left everything ambiguous with all upper adjustments.
>>186I wonder why they reverted the motion value.