
Now diamond
Sliding really works.
Combos really get tangled up.
SA1 vacuum wave K, SA2 vacuum wave P, SA3 inverse wave K never quite sit right with me.
Let’s use Julie too.
It’s nice that Shoryu is K and SA1 is Vacuum K.
Even if I try to perform an anti-air while crouching and I accidentally omit the input, it still properly executes the anti-air move.
I’m a bit worried that it’s happening at 9F.
The awkwardness of the combo is amazing.
You have a look on your face like you want to kiss…
I couldn’t believe at first that SA1 didn’t have invincibility.
It clearly has the movements and effects of being invincible.
As weak as Terry?
>>6The feeling that the unnecessary difficulty doesn’t come with a return is similar to the early Terry.
I really like that the panicked P big P target combo startup has quite a bit of leeway.
I don’t understand the distinction between the strength of the scythe, the shot limit, and the variations.
The reach and firepower are considerable, so I feel that if a skilled person uses it, it could be quite strong.
I’m incredibly weak to impact and my strategy is weak, so my win rate below platinum is probably trash.
When I’m using it, I’m wondering if it’s strong whether I win or lose… ?
Just a little more carving is tough.
I’m constantly doing Core Copacabana Weak Side Slash with Medium Kick.
I’m not sure what to do after I make a BO.
Aren’t there any special moves that don’t roll and have no counterattack?
I’m really annoyed by Elena’s slash using Elena, so it’s totally fine to nerf that.
Ryu is seriously an overwhelmingly terrible character.
What the heck is up with how strong Dogura is?
>>14You shouldn’t equate people who make a living from fighting games with casual players.
>>14During Juri’s time, I was about 90% win rate until Legend…
It’s funny that JP is at a disadvantage.
I love the feeling of bonus time when I hit a big win.
Hey… why… isn’t the derivative coming out…?
Where is the bullet removed…?
I wonder if I really have any strengths that match what I’m struggling with… but I’m using it because it’s fun.
Because Joss is really messing up.
If there’s anything else, it seems like I can go.
It might be better not to be greedy when it feels like it could break at any moment.
>>20I totally understand.
It’s really tough to go touch this character on my own, isn’t it?
I think Sura is doing pretty well.
Rhino Horn, Spin Size, Medium Punch Medium Punch, Medium Kick Heavy Kick, 2 Medium Kick Heavy Kick, Strong Kick Strong Kick.
Since it doesn’t hit when crouching, both the user and the opponent need knowledge, right?
Juri-chan… It’s tough dealing with Elena because my middle kick and far kick don’t reach, and the expected damage is lower.
Eh…!?
With the former big P’s reach, if you commit power harassment, the opponent will automatically whiff their moves, so you can easily counter with crouching medium punch.
I guess this is how you would use the character.
I encountered Dokura Elena on the first day, but since it was the first day, she was really weak.
Is it not good if Elena’s Joskul is a hit with +4?
It is acceptable to have an advantage of +8 only during panic time.
You don’t need to use modern because it doesn’t slur.
They say it’s a JoSchool, but it really falls far short of being a JoSchool.
It’s still convenient, though.
It’s tricky to know when to use SA.
I’m only using 3.
What are the four major Ks from Josuke?
Don’t run away…
Using a medium foot guard -3, seriously… turning the rush medium foot guard into +1…
Make it so that crouching medium punch connects from the copa counter…
Seriously, if this changes, it will become much more comfortable.
I think it’s a vital lifeline, and it’s really strong, isn’t it?
>>36I want you to be able to freely use the normal large foot and standing large kick.
Is it -2 with the tip guard?
Only Elena has a confirmed counter that doesn’t trigger and an invincible dragon ascension with OD! Probably.
I haven’t touched it yet, but wasn’t that character supposed to do something with that rolling thing?
>>39The purpose is 90% combo parts.
I’ve been thinking about it for a while.
We shouldn’t be doing overall adjustments and introducing new characters at the same time.
>>41If we don’t do it together, it’ll be a hassle.
>>44Not that.
It means “There will be fewer people playing the new character.”
It seems like I can’t find a use for the middle foot.
If only it would hit crouching like a fire kick…
It’s really incomprehensible that I can’t do wake-up pressure in SA2.
Because Mai was such an overly easy-to-use strong character.
They brought out a character that looks like a squid.
I don’t know if it’s strong, but it feels like a lifeline, the standing medium kick.
There are a lot of skilled players around 1500, but when they get spun around and occasionally shine, they end up losing.
I feel that transport and firepower are serious.
The set play is too strong.
Seriously, the opponent in the dance battle is tough.
That guy is too weak even when weakened.
It’s confusing when a character kicks even though I’m pressing the punch button.
Elena from Jiminy Bumbum is super good.
>>55At first, they said it was ordinary, but now they’re saying it’s top-tier.
>>55I’m grateful that you released the explanation video with such incredible speed…
I’ve been hitting impacts after seeing it go around at a mid-range, but I don’t know if this is a countermeasure!
Putting aside strong and weak, I actually like it quite a bit.
It’s quite fun.
I laughed that we won after getting a counter darkness transition from SA3 after using SA2.
Invincible time is so long…
The 6 major P’s are seriously strong.
How is the return after hitting that Jos-like one?
>>62If it’s a panic cancel, it can connect from medium kick, but the medium kick is too short and only connects when you’re really close, like during the just frame.
Recently, it has become more common for BanBabaan to be called KEI.B.
I think it’s just a regular, straightforward A-1 Elena, seriously.
The central firepower decreases in a strangely high way.
Don! Don! Spin size! Rhino horn! Scratch wheel!
That’s amazing, everything fits in!
The pros are busy with EWC right now, so it’s not the time to be playing with Elena.
I heard that Dogura is a character that excels in movement, but they probably aren’t a character you should forcefully engage with.
It’s like moving around aimlessly and leading the way.
But it’s fun to spin around and push up and down…
The higher you go, the more serious the responses will be, I suppose.
>>69Well, if it’s a set play, there’s no correct defense when that is put out.
>>69Was there a lower section?
>>75Not at all.
>>75None
It feels like selecting between rolling, smashing, stopping throws, mid-level attacks, and observing the situation from a favorable position.
Enhanced derivatives with more than one rotation are really strong…
There are people around who are switching characters due to adjustments being heavily based on nerfs.
Whether watching or interacting, it’s hard to determine if it’s Elena’s strength or if I’m being taken advantage of.
It seems like nobody has any knowledge just by looking at the thread, so I feel like I can go for a while without being found out.
Isn’t Elena in Diamond 1 sliding too much at the start?
I understand that it’s a character that wants to do something new by sealing foot rushes and judo, but it’s difficult.
It seems that Dogra feels some potential from Elena after all.
Even though the initial Ed is generally regarded as having a mixed evaluation, Dugra claimed that Ed was strong, and is there also Elena?
>>78Ed has become more focused on firepower and mobility this time, so the direction may be similar.
I think it might be due to the motion, but I probably misjudged the sense of distance a bit.
Before you know it, Sagat will be coming, so it’s busy here.
I wished SA1 and 2 were reversed.
I think you don’t need to use the rolling during the maneuver with Jos.
The second hit of the middle punch targeting feels off visually when it misses on a crouching opponent.
Elena’s Jos’s blatant drop, with a +2 hit and reach, looks like an incredibly bad move when used from a rush.
Just visible.
After playing Rivasa SA2 and spinning around, I died, so I’m trash.
The power is quite amazing.
Isn’t it about the low kick without the rolling derivative that was mentioned in the BanBan video?
It’s too painful to just counter with a middle kick and call it a day.
Can you force me to stand if it’s a panic can?
I wonder if I can do things like punishing with a size and then using a rolling wake-up pressure.
>>92Do it a lot.
There are places where it’s better to extend firepower, but in the center, there are fewer opportunities for oki-zeme, so I do derivative oki-zeme instead.
Please make it so that there is a cancel on the middle foot and give invincibility to SA1.
The zoning isn’t bad, the enhanced corner set play is too strong, the side set play is also too strong, and the damage from panic cancel starts is insane.
Absolutely strong.
There are many “none,” so there are areas where performance is boosted to compensate.
I want to quit judo, Fighter 6.
Isn’t the defense too weak?
Even though the fighting style is completely different, it reminds me of the early Marisa in terms of the feeling of battle.
After performing an invincible guard, dealing over 4000 damage without using any gauge is just monstrous.
It seems that the theme of the character tutorial is to observe the opponent’s posture, but is there really anyone who can reach a level where they can even engage in mind games about whether they can stand up or not?
>>100In short, isn’t it the same as whether you can hit with a middle kick or not?
>>100It feels like even if Elena rushes in, the lower tier is too weak for anyone to crouch.
As long as SA1 doesn’t make a really weird hit, it will connect to the Super Dragon Punch.
When you give it invincibility, it tends to lead to around 2800 damage with a rough SA1 attack.
The +36F wake-up pressure at the edge is too hellish.
I think it’s strong to have 4000 reduced from the panic can and have the edge taken away.
There are many situations where you can shimmy, right?
Moreover, the return on a successful shimmy is insane.
>>104It’s a new character, but for some reason, their posture leans back more, so I often end up missing my shots…
I sense a strong will in the fact that, while the middle foot has generally weakened, the bent p is long, so it’s strong.
It seems like it could work out pretty well depending on the development, doesn’t it?
>>109I think it’s already pretty much at the top.
The reach is crazy, and at that point, you can force your opponent to move (stand up).
If it didn’t require standing confirmation, I could have said that medium punch is strong!
When it comes to moves like crouching medium punch on hit 7 or crouching medium kick guard -3, the character’s situation changes significantly.
SA is honestly all weak.
>>114That is an agreement.
Trying to make the former big P look stupid and getting hit by slaps all over.
I don’t think characters like Middle Foot TC are really that necessary.
I feel like people often have excess SA when watching replays.
A character evaluation in a situation where only development has progressed but character strategies have not been addressed is not reliable at all.
SA is mostly specialized for combos, but it’s hard to land if you’re not used to it, and there’s not much good about it.
I think SA2 is quite strong.
>>121If that was a 1, I wonder how much the story would have changed.
It’s true that if you can confirm the target con, it would be strong, but most of them just feel like that!
I was looking at the legend rank, but it seems like I’m only using target controls since I was forced to stand up.
When trying to use it in the style of other characters, it feels incredibly restrictive.