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Shahenzan

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Everything posted by Shahenzan

  1. ????? Max drinks Jamie is not "decent" he is a monster lol. You let that character carry over drink levels, why wouldnt the Jamies just throw round 1 if it's looking bad, drink up, and crack out on you next round? Plenty of Jamie players already don't mind betting on SA2 at round start because of how strong it is, I aint trying to see more of that behavior lol I'm not saying Jamie couldn't use some help, especially at level 0/1. But carrying over drinks round to round would be foul. Manon gets to have that system because what she does is make her existing gameplan pay out better for her. She puts you in the same guesses, the same ways, it just tips in her favor the more you get hit by it. Jamie goes from being a rekka character with some funky buttons and meh frame data to a highly mobile, well-rewarded grappler that ALSO still has his funky buttons and his rekka on roids. Surely you see why he must be restrained the way he is????
  2. On paper alone its understandable. AKI lacks a lot of the well established "good things to have" in this game. She doesn't have a cancelable low, she doesn't have a DP, she doesn't have fast (like Juri s.mp fast) plus frames, a lot of her good moves are susceptible to DI, etc. The only other character with that many weaknesses who is still considered really strong is Marisa and that's because she hits like a brick shithouse. AKI does have a projectile going for her, and a solid level 1 reversal (which is better off on defense than say Kimberly, Lily and Gief as far as widely regarded "weaker" characters). She does have high damage when her opponent is poisoned and that's not too hard for her to make happen. She also has a lot of knockdowns that leave her at big advantage to do various setups, though as far as I've seen she can't do anything super fucked up to you like the actual anime setplay characters of the game (JP with tears, Blanka doll, Kim cans). I don't think she's bad at all, but out of the characters with her weaknesses she doesn't offer something overwhelming to help you that no one else can. If you're ok with lacking defense options to do big damage, Marisa would be better. If you're ok with not having much in the way of cancelable buttons while still being otherwise well rounded, Deejay is stupid strong and has a DP to boot. Poking with long stuff and fireballs? Dhalsim does that better. IMO AKI's kinda like a Ryu of weirdo characters where it's not so much that they're bad, just that the characters who are most similar to them seem stronger in a way where they are getting way more value out of their options. It's still early so maybe she's stronger than she seems but at this point I get the dooming lol
  3. Congratulations on the upgrade from Kyle bro I'm sussing out how I feel with the patch lol My first impression was to be thankful for nerfs, but I didn't grasp just how buff the system mechanic changes would make characters. I'm seeing everyone get wall break from round start because of WA, extremely messed up mixups on blocked WA etc. It seems damage is overall way up which is crazy and I do not care for. Positive bonus granting burst is also a big mistake bc it makes breaking the wall with WA pay for itself, and ironically encourages playing lame after getting it so you can get as much burst back as possible if you need it. But you know, nago beyblade hits low and his new 6h is pretty criminal so how mad can I really be...?
  4. Modern is definitely real and a direction they want to take SF in. If SF7 had no motion inputs I would not be even a little shocked lol I personally dont give a fuck if a game goes all in this direction, I'm pretty eager for Granblue Rising and motion inputs are dead as a doornail in that game. But it's weird in SF6, because classic and modern are both relevant options in the game. If it sees no changes it's gonna be like grooves or MBAACC moons, with modern being an alternate version of a character that might be overall better or worse. I already know some people talk about playing modern into specific matchups, like modern DP characters into Honda/Blanka.
  5. I'm glad indeed, after all that scum dipper strive activity. Earning it fair and square out there with dragonlash!
  6. juri went soft out here making silly poses, fighting in her pjs, kidnapping people for experimentation... they needed to put the crazy back in sf
  7. I think off his sweep target combo into drink and ex rekka into drink hes + on the knockdown. Ex palm also seems to let him get two drinks on a lot of the cast without a punish. That said base Jamie definitely is not very strong, and people always gravitate to whats stable. He looks really fun though, and the drinks do pay off...if he gets them I heard someone translate the discussion on that tier list and it came down to "down down motion for a dp is actually bad because it means she has to stop moving to use it. Good input defensively, but not good for advancing and keeping ground" and "not having a throw loop in the corner in this game really sucks". They all seemed to agree she has a lot of potential though.
  8. I dunno if I can handle another two years of sonero playing a tour winning character while I play honest mid tier as usual...
  9. stuff like this is exactly what I did not want to see from parries lol
  10. I thought I was ditching kim because I had doubts about her buttons being relatively stubby, but after this beta I might be locked in lol. Character gets to do a lot of silly stuff that I enjoy It felt good to have things start clicking. Structuring offense to avoid DI, buffering and using DR to cash out when it mattered, using alpha counter to stop pressure... It is a lot of shit to manage but it feels fun right now to juggle it. I understand the distaste with DI, because it absolutely shapes the game regardless of how used it is in a match. Personally I'm ok with it but I'm also a type lumina player so I'm used to structuring offense around stupid universal options lol. My least favorite thing at this point is parry, especially perfect parry. I get the feeling that it's going to limit offense in an unpleasant way, and drive impact already does that so I worry about what two mechanics that work like this are going to do. Nothing to do but wait and see how it develops though.
  11. Why though? Every example of a cross-gen I can think of that gets cut off, gets cut off because it literally cannot function anymore, or some essential feature is added that the old-gen cannot handle. PS4 SF6 is graphically very obviously toned down but they're confident enough to put it on the system, include it in crossplay...I cannot imagine it is a lot of effort to put DLC on a store and given that there are still a lot of PS4s out there...Like why stop?? Maybe I'm talking out my ass but I also dont think recent console gens are comparable to older jumps. Like PS4 to PS5 feels like mostly playing the same games but with some kind of PC parity. The obsession with live service too, means games go on a lot longer than they used to. I guess we'll see...tell you what if we all make it till the end of SF6 and they cut off PS4 before the last DLC, you and @-PVL93- can tell me I owe you guys a chicken sandwich lol
  12. Guess I'll just have to see what exactly that package offers later then I totally agree that last gen holds games back and Id rather not see games on them... but if Capcom felt the same way they probably wouldn't have made a ps4 version in the first place lol They went for style over actual graphical fidelity anyway this ain't tekken. Strive probably gonna stay on ps4 forever despite being the worst version, don't see why capcom wouldn't do the same thing.
  13. You guys really think they'll do update rereleases like the old days? I highly doubt we see something like that... at best bundles that come with DLC characters on discount Don't see why they would drop PS4 either, install base is still too big to justify leaving behind. Graphics...? I just don't see it
  14. They tried doing something like that in Strive, where the characters have a lil difficulty rating out of 5...for the most part it just serves as a joke for players because some of these ratings ended up being very questionable This guy for instance, seemed difficult initially as his rating implied. Meters to manage with sharp penalties, unorthodox movement...then people realized he is probably glue sniffer in chief. I appreciate the spirit of making things like this to guide new people but I'm looking forward to seeing who they rated wrong for SF6 lol
  15. I liked Metro City Bay Area and Hillside plaza...it would be cool if they remade Skies of Honor in a way that didn't make people upset/actually ill too lol
  16. I thought I would be a Kim player or maybe JP, but now that I've seen everyone in some detail I think it's Deejay hours, he just looks fun Everyone looks good now but I do wonder what will end up being the "make or break" traits for being good in this game...
  17. You can call the thread whatever you want But wherever i go I will lounge
  18. JP is like a buff saruman throwing up weird crystals and ghosts and shit in a suit Call me basic if you must that's good enough for me
  19. It was a very ambitious game and i respect that about it, but imo it was a net failure Pushed rollback and crossplay waaaaay before other jp devs caught on...but fucked up the implementation and never really fixed it. Had an amazing system for keeping track of other players and watching replays with CFN... but that contributed to stability issues too. Let you buy characters with free in game points...but struggled to keep the in game point economy fair or interesting and eventually just pushed gacha. Had a training mode with frame data but..it took them a while. Catered to competitive players heavily from the get go... at the expense of casuals and only began to remedy it long after launch. That's just as a package. As a game...I think it was too focused on limiting things in a way that was just unpleasant. Range on normals felt bad on a lot of the cast relative to other sf games because they wanted you to play in very specific ranges. Moves were locked behind vtrigger which was never really a good system because it ultimately rewards someone for getting hit with explosive tools. Crush counters were a system that took a long time to fix because the reward on smashing them in neutral was too silly for too long...I didn't play much of sfv after like season 3 but I'm lead to believe it mostly got a lot better as a game. Ill buy that but overall i think the core of the game revolves around too much unpleasant shit to ever be something id call great lol
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