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Phantom_Miria

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Everything posted by Phantom_Miria

  1. "JP is the main villain of Street Fighter VI." "Hold my Crêpe."
  2. GGs. Was the connection okay? It was a Europe-America match, so I was a little concerned.
  3. During this tournament I discovered that Blanka has an air throw now.
  4. Brian_F remains undefeated in this tournament. No one could take even a single round off him.
  5. Besides, I don't think it was her Healing ultra that was the real problem about her balance-wise, it was just something that contributed to it. Even without it, she had undealable high-low mixups combined with janky hurtboxes that made fighting her in neutral a nightmare.
  6. Skill issue. Just mash specials to win.* * Actually making the specials come out may be a different issue
  7. I made it to Platinum 5 starting from Gold 1. Diamond might be in sight. Yay me.
  8. Saudi money, here we go! Just be sure to not piss off any of the royals, if you don't want to end up beheaded or some shit.
  9. Some Manons may also just be twitchy with their super 1 because it's the cheapest form of invincible reversals we have. Just remember it's a low, and you have to block crouching. Don't be like me in that mirror where I didn't press a button and I still got hit because I blocked standing.
  10. So, I've checked out Modern controls Manon for the sake of it. She's so trash in Modern. Standing light defaults to jabs, to use her standing light kick you have to press the auto button. Same thing for standing medium kick since medium defaults to standing medium punch. No crouching medium punch at all, which I think is devastating because it's essential in Drive Rush combos. No standing heavy kick at all, her best poke and punish button at long range that can go into super 1 on a punish counter. She loses her slide command normal that I think will end up being a very versatile and useful anti-air because you can corner people who were cornering you with it, on top of the bullshit side-switch resets into command grab you can do with it even in certain combos. Neutral Special button is her heavy command grab, the fastest one with least range. Had it been the light one that's the slowest one with most range it might have been a real threat in neutral, but not so much now. Not a huge issue because you can still access all versions of her command grab by doing the actual motion. Back Special button is her QCB+LK, the low-hitting slide that gets you from mid-screen. Unlike with her other specials however, for whatever reason, doing the special input will not let you use the other versions of the special. That means no medium version, which is the long flying kick which is like her main ender in juggle combos that gives you a shitton of corner carry, and can also be useful in neutral to punish stuff like Juri's stocks/Jamie's drinks/Lily's wind stuff that they'll sometimes do raw from very far away thinking they can get away with, when they also have to consider QCB+MK huge range. That also means no heavy version, the meterless overhead that's safe when spaced that you can use to be an annoying pest to people blocking low in mid screen (because if they don't block low at that range they're asking to be hit with the slide). You can use the EX version for the overhead, but being forced to use meter to have the overhead option at all seems pretty shitty compared to Classic controls, even if the meterless one can be unsafe while the EX one is only -3. Forward Special button is her anti-air wheel kick which defaults to medium, which is the most damaging one with decent speed. Her Down Special button is the spinning hit-grab that default to light, the fastest, easy to combo one, that also does the least damage. Since these inputs are both a quarter circle forward, you can do the manual motion to control the strength of the wheel kick but not the hit-grab, losing on damage in actually a lot of situation (when canceled from back heavy punch the medium version of the special will combo, which does like 50 more damage. It's very little, but still). So, her neutral is much worse losing stHK, meterless overhead and a bunch of other normals. Her advanced combos I'm pretty sure are gutted as well, because crMP is the cornerstone of her Drive Rush combos, and also a good punish counter that comfortably links into back heavy punch. In exchange you get a one-button command grab that however doesn't have a lot of range but it's fast, but you also get a damage reduction of 20% which means losing over 700 damage on a medal 5 command grab (from 3700 to slightly less than 3000), and two-buttons supers that also end up doing subpar damage. I think her level 1 could be very good to punish stuff on reaction, but it's only 1600 damage and it doesn't come even remotely close to compensating for the loss of everything else. Were there really people concerned that Modern controls would have taken over Classic ones?
  11. I think the characters I met the least are Lily and Dhalsim, followed surprisingly by Guile. Also surprisingly, JP seems pretty common.
  12. In my experience, just drive impact through stHK and stHP. Once she's scared of using heavies, her mediums are underwhelming on their own.
  13. It's EVO 2025. A series of botched balance patches have left SFVI in shambles, Dee Jay is by far the strongest character in the game with unseeable, unreactable, full screen left-right-up-down mixups and deadly zoning. Some say this is comeuppance for the wrongdoings committed on him during SFIV, others that this is divine punishment placed on the FGC for allowing Smash at EVO again. Now, in top 32, there are 31 Dee Jay mains and only one man left standing. Fuudo, playing as the recently released DLC character Fei Long, must stand against the tide and save the FGC by claiming the title of EVO champion from the Dee Jay horde. Will he succumb? Or will he triumph against all odds? Only time and maybe an emergency character ban can tell.
  14. Wolfgang with the true online Blanka experience. What a sight to behold. I hope they find a way to make this kind of Blanka playstyle available in offline tournaments as well.
  15. So, I double perfected a JP today. I ended up losing the set, but I thought it was funny how that went.
  16. I fully agree with the list because my main is listed as mid tier which is the best place you want your main to be listed as.
  17. It's also possible to combo off an heavy anti-air wheel kick, so meterless, but you need to hit them really high with the slowest version of that move. Not easy to do. Go for EX if you want a guaranteed or almost guaranteed hit-grab.
  18. I tested this stuff in training mode last night. EX QCF+P (the spinning hit-grab) seems good against all of Honda's headbutts as long as you are a distance far enough to reasonably react to it. The weaker the headbutt the easier it is, so this is basically a way to shut down mindless full screen, or in some cases mid screen, spam of headbutts. For Blanka Balls, I've seen that EX QCF+P also works against heavy Blanka Ball, but I don't think it's a viable strategy because Blanka can starts using medium and light Balls to bait you, and he'll recover in time to block and punish. Fortunately, it seems that EX QCF+K (the big anti-air kick) will work very well as a replacement, and whatever partial invincibility is on that move must work well because you can even do it pretty late. I've tried in a real match against a Ken's heavy kick, that plus on block move they throw randomly to get plus frames, and it seems like it stuffs that one as well. The special properties on Manon's specials are working very well so far.
  19. Justin Wong vs Nemo. Even in SF6, Nemo can't escape grapplers. Even when he picks a grappler, Justin runs across the one character that can parry throws.
  20. I've played a bunch of JP and, even though I think the matchup may not be that good for Manon, I found him fun to fight in spite of it all. I'm also afraid that he's fun to fight currently, by trying to navigate his bullshit, and he won't be very fun once the broken setups and mixups get developed and he starts mixing you up on top of zoning you. His full screen command grab has a ton of recovery and seems like it can be jumped on on reaction, so I'm actually kinda looking forward to JPs doing it raw, but I expect that over time no one will ever do that move raw ever again and only use it in fucked up setups that make it safe-er and harder to deal with.
  21. My CFN is Lynx, might change it later. Applied.
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