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Vhozite

MEGA Elite
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Posts posted by Vhozite

  1. 1 hour ago, Hawkingbird said:

    In Zangief's case he needs a functional level 1.  His level 2 is not bad at all. 

    I’ll take your word for it I’ve literally never had Gief use his level 2 against me lol. I’d like to assume it’s better against fireball characters.

     

    Funny enough at my monthly Gief won a comeback round using that super the entire room was screaming lol. Philly has A LOT of Gief players apparently 

  2. 4 hours ago, Phantom_Miria said:

     

    EX moves being something you can do straight from the first second is probably my favourite part about SF6. I'd very much prefer for the Super Meter to be isolated and just be something you slowly build toward level 3 unless you have reasons to waste it on a level 2 or 1 when needed.

    I don’t want EX moves on the Super meter either, but I REALLY need Capcom to give a lot of these supers another pass.
     

    It’s one thing to save for level 3 as a conscious choice. It’s another to save for level 3 because you’re playing Zangief and level 3 is your only super that’s fully functional and worth using.

  3. 1 hour ago, Sonero said:

     

    Then I have a list of characters that need to lose their reversals.

     

    :coffee:


    I wouldn’t mind some characters losing their reversals, but really too many characters don’t have a compelling reason to burn super besides level 3. Either they have access to everything they need with drive meter (like a reversal) or their SA1/2 are just bad and not worth using. 
     

    It feels like general roles of the SA system were supposed to be:

     

    SA1: situational reversal/situational damage extension

    SA2: Utility

    SA3: Big boy reversal/damage cash out

     

    And instead we got:

    SA1: Reversal you don’t need unless your character is bad or burnt out. Probably trash anyway

    SA2: Unless it’s some kind of install (and sometimes even if it is) just save for level 3

    S3: Your only good super 

  4. 4 hours ago, -PVL93- said:

    So how are we feeling about AKI? 

     

    Solid mid? 

    Borderline bottom? 

    Hidden top once tech is discovered? 

    Idk about tier wise but generally I’d say AKI is my least favorite SF6 newcomer so far.  Odd looking character and her gimmick isn’t particularly revolutionary. Also the poison VFX on your character are a bit distracting imo, but thats a nit pick.

     

    Gameplay wise I haven’t seen anything yet to indicate she’s crazy good or bad, so I’d say she’s middle of the pack. Fighting her the 3 biggest things that stick out to me are:

     

    1.  (like Miria said) she seems reliant on drive rush for combos.

     

    2. Between the fireball and decent amount of non cancelable normals, she seems more susceptible to DI than some other characters

     

    3. DOT from poison is negligible and not something to be afraid of on its own. Obviously if she pops you into a combo it sucks, but I’m not scared walking into the pool or landing on a fireball. 
     

    As much as I don’t like her she seems very well balanced. That said I don’t see her being particularly popular. She needs more setup and situational awareness to excel then a lot of characters.

  5. I need to apologize to SF6 for shit talking the music. While I still think it’s a bit of an acquired taste, some of these songs are now banger status for me. 
     

    One thing about game music is that I tend not to like until I’ve played the game enough to associate the music with something specific like a character, stage, boss fight, etc. Now I can listen to the soundtrack on Spotify in the car and be hype for SF6 even when I’m not playing.

  6. Ngl I would go electric for my next vehicle if I had a reliable way to charge it. While I hate the weight and lack of sound I like the idea of there being a lot more freedom to use space because you don’t have an engine or transmission up front. I like fast cars and one thing I absolutely hate is how every front engine car with more than 5 cylinders needs a mile long hood to hold the engine. I hoping with the skateboard style platforms everyone is using we can get more smaller cars with high HP. 
     

    Also as someone who does most of the repairs and maintenance on their own car I’m super looking forward to not having to do oil changes or constantly check on brakes. 

  7. 6 hours ago, elliephil said:

    So maybe you do see where I'm coming from with it being scrubby to mash it out? It's a hail mary a lot of the times. (And since I didn't mention this earlier, I made the assumption that people understood that it was being used while holding down+back lol)

    I understand why you and Sonero don’t like (I don’t either) but I disagree that it’s scrubby to do so. I’ll never agree that a player shouldn’t abuse a dumb mechanic. In fact if you think a mechanic is poorly designed/implemented I think the correct thing to do is to abuse it as much as possible so Capcom/other players see the issue as much as possible. 
     

    If you really want to know what I think…you (not you like Ellie) can’t be mad when people don’t block when the game gives you 100 alternatives to that action and blocking is a terrible place to be anyway. The community wants every game to be as aggressive as possible with long combos and crazy offense bc “fun” but also spent 75% of SFV’s lifespan begging for a defensive mechanic and dick eats SF3 as the best game ever made. What we have now is what mfs asked for. 

  8. I’ve been saying since week 1 that drive rush needs to cost more, and I guess I still think that. However, higher cost wouldn’t actually fix my issues with it just like adding punish counter to it wouldn’t address it either. Those “solutions” feel like the same as devs giving low tier big bodies more health instead of actually fixing their functional issues. 
     

    The overwhelming majority of my issue with drive rush is when it’s combined with lows…mainly cancelable cr.mk’s. It can be very obnoxious outside of that  (Deejay teleporting across the whole stage bc you dared to be near his fireball) but the more I play the game drive rush with cancelable lows is the big thing that feels broken. Fighting a character who has that vs a character who doesn’t makes 6 feel like 2 different games. 
     

    That 15% extra damage scaling isn’t changing shit either it’s still by far the best thing in the game. 

  9. Dropping combos is not scrubby it’s a mistake. Complaining that a mechanic got you blown up for your mistake when it was used correctly is scrubby. Expecting people to play a specific way because of what happens in other games and complaining when they don’t conform is scrubby.
     

    Stop interpreting what I say in the most backwards way possible because you don’t like the mechanic you look illiterate.

  10. That’s exactly what he said lol.
     

    12 hours ago, elliephil said:

    Perfect parry is mostly bullshit because it most often seems to happen when I'm hit confirming, in the middle of a combo, or punishing a whiffed move. 

    No mention about parry canceling into block or being low risk. The only other thing he mentions is that the skill doesn’t exist outside of 3 and 6, which doesn’t matter because we aren’t discussing other games.
     

    That doesn’t happen unless you’re dropping lol. You can replace parry with literally any counter action and it would apply. Mashing DP/Super/DI or possibly even a jab. Complaining about getting got after dropping a combo because the opponent isn’t behaving the way you want during hitstun is literally scrub mentality 101. If the opp knows you might drop your combo mashing a way out is literally exactly what you should do lol. 
     

    There have been several good arguments against perfect parry. Whining that it lets people blow up gaps from sloppy play is NOT one of them and you know it lol.

  11. 1 hour ago, Phantom_Miria said:

    Because you really don't want to play a game where someone scoring a random perfect parry leads to you losing 40% of your life, at least, and then get cornered as well.

    Except that perfect parries are very rarely random. The overwhelming majority of the time it’s used to counter something expected. If you want to argue it’s low risk because early parry recovers in to regular parry/block sure, but they are definitely not random occurrences. Im not saying it needs to do full damage, but maybe 35-40% max. Half damage penalty sounds like it just shouldn’t be in the game. 
     

    Also don’t talk to me about “random” when cr.mk xx drive rush leads to easy 30% confirms or strike/throw mix for very little risk. 

  12. Man I really hate the damage scaling on perfect parry. Every time I’m hit with or land a perfect parry the person getting parried is being real predictable. Not sure why the reward for punishing flowcharts needs to be 50%.
     

    For comparison, Drive Impact scaling is only 20% for a very similar use case. cr.mk xx drive rush, probably the most powerful neutral tool in the game, is 32%. 

     

  13. 2 hours ago, Pair of Rooks said:

    Who you playing you attract 1&dones like that? Dhalsim?? 😂

     

    Srsly tho the basement is top tier for gaming. Naturally cooler, darker, and soundproof-er.  I envy..

    I play Manon, but I don’t think it’s the character people just running from close games in ranked. Like if someone barely pulls out a W in a close match it’s so common that they leave lol. I feel like I’m more likely to get a run back if I just run a train on them lol. 
     

    I will say I got a time over win vs a Cammy bc I got tired of chasing him. It evened it up 1-1 and he did not rematch lol

     

    Also my setup (read laptop sitting on a Walmart folding table)  is upstairs not in the basement. 

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