
Is the sushi shop’s nearby guard getting quite distant?
M Impermanence? It’s no longer stagnant.
>>1That shield was somewhat annoying, but just flying creates a different strength, so it doesn’t seem like a pure nerf.
Did the opponent float during the 5U in free movement?
>>2It’s not good right now.
It seems that the M reincarnation has changed so that it can be picked up.
On the contrary, it seems like a nuisance to be used as a normal bullet, doesn’t it, Shin Mujou?
It seems strong that you can start a combo from a throw if there’s a setup.
I’m more interested in the sushi restaurant, so I can’t focus on Galleon.
>>7To be honest, I didn’t think it was that strong. But it seems like Rock Slide is doing quite well, and the slow startup on throws can be pretty annoying. I can understand why that would be the case.
Also, if I don’t incorporate throwing, the damage output is low.
It’s about differentiating from Fastiba, who outputs firepower while carrying things without getting tangled up.
Shiten→M reincarnation→5M→H body light→U reincarnation is the new central connection, isn’t it?
Did the swapping of the edges and ends involving the Four Heavenly Kings disappear?
Is an adjustment coming too?
The patch notes still aren’t out yet, as expected.
We’ll do a live stream right before the 27th!
Galeon doesn’t deal any damage at all without falling rocks.
GGST’s tournament support is ending, so what are you going to do, Arc?
I have a desire to try hard in ranked matches while I can, since my Meitera-san is likely to be weakened.
It feels more like a setup character than a throwing character.
I wonder if it’s a loop where you finish with a throw and set up falling rocks.
It would have been better if the falling rocks were at the middle level.
>>21The installation attack triggered by the lower section is a mid-level attack, that’s a game from the Heisei era.
I wonder how much adjustment will be needed.
Even just with Versacia, you can see the changes in the behavior of the Four Kings and Impermanence, so it’s likely a fairly significant adjustment.
It’s really situational, but having a rock swap combo is nice.
The dash is slow.
It seems that there is a special adjustment for this no charge earthquake, so the damage doesn’t really increase much because there’s a correction for one hit.
I don’t feel a strong impression, but personally, other than the ultimate technique being interrupted by darkness, I think it’s pretty good.
Isn’t the guard cancel a bit slow?
Was the光焔 effect this thin?
The guard cancel hasn’t changed, has it?
Somehow, the screen, including Versacia, looks slow.
>>29I also thought that way, but I think it’s because I’ve overdone it with Garou.
Is the update content coming the day before or on the day itself?
>>30We will do a live broadcast the day before, but wasn’t it on the same day for version 2?
It seems that only being able to lift with rock punches and falling stones could be quite impactful.
A pure throw without the Garreon rock entanglement is something I can just easily discard.
That is precisely the differentiation from Fastiba.
Can I combo from a throw?
When I’m facing it myself, the Versacia’s dash looks incredibly fast, but it somehow feels slow.
It seems like you can no longer do something like 2A3 times, huh, sushi restaurant?
Is the impermanence that has become a normal projectile instead of stagnation strong in its own way?
>>38If you put out impermanence, you could generally confirm a lot of characters for free outside of the usual, so I think it’s a pure weakening…
Well, when you look at Versachia from an objective perspective, it does seem slow after all.
The Versatia 5L that had been crashing until now is likely being negated by the Galleon’s L attack, so this is a significant weakening.
…? Why has it been treated as a level-up without even being offset until now…?
>>41It’s overall 1 frame slower in attack than other characters.
>>41It’s because it’s occurrence 7.
“It’s stranger to be farther than 5L.”
Isn’t it because it’s slow and you have to time it carefully?
>>44Pushing the button… ?
Seeing the sushi shop’s weakness, it’s no wonder Bear and Nil would also get scolded!
I wonder if Versacia’s enhancement 5U advantage has disappeared; Galleon is rampaging with long-range attacks.
I can’t stand 2L more than 5L, mom.
Even though they said there were so many adjustments that couldn’t be fully introduced in the live broadcast, once it was revealed, it was mostly just common adjustments, so I won’t have any expectations until the actual patch arrives.
It’s a powerful and transporting monster, but if it means its performance has dropped, then that seems reasonable.
There were too many scenes where problems were solved with violence at the sushi shop…
>>50If it’s designed to float, then transporting it from one end to the other has probably become quite difficult.
>>54I see, if it’s not a knee buckle, then it changes completely.
Alright!
I see, so Versatia knows about Galeon because it’s connected to Bahamut.
“It seems that it’s called ‘Forgive Me, Dragon of Money,’ Ruoh.”
I found myself looking at Versace a lot; it’s changed more than I expected.
I think Galleon is doing their best to make adjustments.
I might end up like the early version of Vayne because I tried too hard.
>>52Given that she has a command throw and a move that can gain advantageous frames, it’s hard to see how the initial Vayne could be anything but overpowered.
Because the sushi shop did whatever it wanted.
In the end, Vein only had breaking with bait fishing.
Since the occurrence of throwing the koma (top) is slow, if there’s no setup at your feet, it feels like you can just mash during the triple attack.
Jumping can be countered with an anti-air throw, but what options do we have for breaking through a challenge?
>>58After waiting a bit, spinning the staff should allow for a guard advantage against Galewon.
>>58Isn’t that M wave motion or seismic footwork that becomes advantageous when you release it late?
>>58It’s certain that 5U is aggressive and destructive; from what I can see, there doesn’t seem to be anything else.
I don’t think much will change as long as the exchange between impermanence and brilliance continues.
It seems that there might not be a significant weakness, considering there are clear breakdowns and offensive options regardless of distance, so it doesn’t feel that weak.
It seems like there are also air-deflection throws.
Just slow on my feet.
>>64A fast throwing character is a nightmare.
>>65What… are you saying that my sister Tama from Aquapazza is to blame!?
You really are slow on your feet, aren’t you?
I think it’s a pain that the fast-throwing characters are so bad, but I at least wanted them to be average.
It seems that the L command throw is slow enough that it can be entered after blocking a close H. I wonder how that works.
I think it would be strong if there was a top that could be thrown from 5L.
It seems that there are quite a few options for middle-range restraint with slow frame consumption and timing disruption using a seismic kick and a snow avalanche.
It’s quite a mystery that even though it’s a 6f character, I still win due to the oppressive judgment, so I have to change my combo patterns to deal with the 6f group.
>>70Isn’t it a matter of attack strength rather than judgment?
Elforte is just a huge hassle, so it’s not as easy as it sounds…
It seems like it would be quite difficult to fly because of the soul-through.
Even without comparing it to other games, Belial’s command throw is just plain awful.
It’s tough to make them fall once, but set plays from anywhere are extremely strong.
It seems like I’ll become a character like that.
For the time being, if you can bring it to the wall with a U rally, that’s where it’s different from a festival that allows all of humanity to participate in a rock-paper-scissors tournament equally.
I want Bikara to become stronger, but I also feel that the current performance is quite reasonable, so I have mixed feelings about whether it should be changed.
>>78In other words, characters that are specialized for long-range attacks become even stronger when they are enhanced, further increasing their advantage, while characters that are originally weak don’t change much and just end up attracting more hate.
I want to complain that Ababeri’s aerial command throw hits grounded crouching opponents, while the aerial command throws of grappling characters do not hit grounded crouching opponents.
However, I’m still convinced that it’s not acceptable for other characters to have stronger long-range attacks than Ababeri’s Hadouken.
>>79That guy’s skills are incredible, but when I see my health decreasing during his combos, I think, “Well, it’s fine then…”
Bikky actually feels quite reasonable if you increase the bullet strength.
Just the sight of Abaveri running when I can shoot Anagenesis makes me go crazy!
If it’s Ababeri, then it’s Diaptra and Wild Shin!
I think it would be fairly good if Vikara becomes stronger with the beach ball or even if the probability just decreases.
>>85Cheese launch!
I feel like it would be really difficult to get close to an opponent when you have slow legs and no straightforward charging technique or projectile attacks.
It’s probably because there are things to do even without getting closer.
>>86It looks like it might be a Slahé, just in case.
>>89It seems like it can be guarded, so it’s not as bad as a slash.
I think it’s more about forcing movement by setting up falling rocks rather than that.
Although it’s a popular character that can become a street performer panda,
Considering the character setting, there’s no other possible dilemma than this concept that seems difficult for a beginner to adapt to.
I won’t ask for a significant enhancement of Bikkura, but…
As expected, something worthless should be dealt with somehow.
>>88The worthless side has already been nerfed.
Since the original character is a slow-moving character that doesn’t move unless CT accumulates…
>>92The human form isn’t quite that extreme.
Every turn, you may stop movement, and if you move for a certain period without using a special move, you will remain immobile forever.
It seems that nothing will change with Anira, and it looks like only the U jump will be tweaked and that’s it.
I could say that if you only hold the coin toss, it might actually make it easier to break down, so it’s suitable for beginners.
When it comes to throwing a coin while it’s set up and obtaining firepower, the difficulty increases dramatically.
Depending on the person, this slowness might be interpreted differently just because there’s a dash, so it could be a misunderstanding regarding Galewon…
I think the main family’s Surah has become guardable now.
I can’t help but feel that Versacia looks strong even when watching the battle videos.
It seems that even A has changed, standing on the principles of other-power and impermanence.
I think the weakening of Versacia is really significant, though.
Even if they say it’s a throw character, it doesn’t really have that typical throw character vibe.
A little disappointing.
>>101Both hitting and throwing are painful; since there’s already Fastiba as a typical throw character…
The character’s direction is pretty much like Gareon.
The galleon seems to have turned out rather plain as a result of carefully trimming down the aspects that looked like they could become problematic.
>>102It’s not that the damage output from tossing the stone is good enough, just in case.
This is probably the key part.
In the air of Versacia, M is connected to M Reincarnation, but is it that the advantageous frames of air M or the startup of M Reincarnation has changed?
When something terrible comes out, you still have the habit of criticizing it.
If you get guarded when you’re worthless, it’s definitely a throw, so you really have to shoot properly.
With the installation and throwing coins, that’s just not good enough.
Since there are also rock throws, they are not the type that would normally be a regular spinning character.
Considering the original work, it’s a slow character with a ranged weapon, but that type is already present…
Since the original is doing it solidly, I’m looking forward to something like studio mode.
If you buy the DLC, you can use it, right?
It seems like a triple without a charge will fly away and eat.
It has a normal annoying vibe, doesn’t it…?
>>111Since the lower section is not guarded without rocks, it’s probably unavoidable if we’re assuming rocks.
Apparently, the one dropping debris from the sky can fire alone.
There might be sushi restaurants that are becoming faster in rotation.
To be honest, if you can freely transform into anything else, the returns probably won’t be that massive.
What caught my attention from watching the video was whether they were pressuring the opponent more with the reach of the throw itself rather than the throw itself.
It’s a game where various characters impose themselves to that extent.
The cause of transport and firepower is probably that 5U, right?
I don’t remember the name, that spinning thing.
I learned Kunzite from Nine.
>>117I’m telling you that it won’t be allowed in the Reiwa era!
I’m curious about how much the reach of the spinning top is.
I’m being waited on at Gran 5M and Bear 5H, but I’ll be coming in from outside! Make it as long as that!
>>118I feel like it’s still valid if there’s one character separated.
Well, if that’s all, then Bazaraka-san is the same too.
>>118sand
giga
In the first place, is a head-searching mid attack permitted in this weak breaking game?!
I think Kunzite is already beyond the scope of what is allowed from the start…
I guess they intended to balance it out by making it so that it can’t be freely shot at any time due to its compatibility with the unique system.
I wonder how Bea, the woman who has everything, will change with Versacia being this different.
>>124Make all Riding Free completely confirmed!
It feels like Garreon might be able to do it because he has the forbidden U move, knee crumble.
I probably can’t carry as much as Katarina.
Bear can’t connect the secret technique from Rising Dragon ♥
>>126At least I hope they don’t lock it.
Bear wants to lose the watch, but it’s part of the character’s personality.
Well, just reduce the usual firepower…
I remember trying not to let Bear’s health drop below blue in P4U…
The sexy cuteness of holding a relaxed Woon in a victory pose.