Stage Select

Phantom_Miria

Member
  • Posts

    1,286
  • Joined

  • Last visited

Everything posted by Phantom_Miria

  1. If the connection falls frequently enough the game has no way to tell it apart from a ragequit, so that's probably why you're getting a yellow card. It should go away on its own after a while though.
  2. I was expecting for at least some of her moves to be charge, the fireballs most likely. Great, because I wanted to learn a charge character finally. All charge characters in this game are hybrid anyway, if Guile got motion moves expect everyone else to be the same. I guess this has to do with the fact that characters in SFVI tend to have a lot of moves and also need to be relatively mobile due to the Drive Rush system, and charge specials are either hold backward then forward plus punch or kick or hold downward and then upward plus punch or kick. Can't really have more than 4 specials with that. Also, you could probably guess that by the fact that she has a triple crouch jab string in her combos, that stuff pretty much exists to give you the time to charge specials.
  3. No, but I don't think Capcom is trying to smear Chinese people either when Chun-Li is their poster girl. Like, the concern over A.K.I. and F.A.N.G might make sense in a vacuum, but with the context of who's making the game and what's already in the game it just doesn't add up anymore.
  4. I think the doubling down on the Chinese villain is about F.A.N.G, and I recall he argued that F.A.N.G is at least a little based off Fu-Manchu tropes and old media that used to depict Asians and Chinese people as exotic and shit, and A.K.I. obviously also plays on that because she's still taking a lot from F.A,N.G. Still, I think the argument doesn't really work because it's fairly unlike that Capcom, a Japanese company, could push an anti-Asian Western stereotype even by accident, and even if you tried to reframe the thing as anti-Chinese it still doesn't make much sense when half of the face of the series comes from Chun-Li. That kind of reading on F.A.N.G and A.K.I. characters never made much sense to me.
  5. Ah, they Ronda Rousey'd her. I mean, the voice acting doesn't seem as bad as Ronda's Sonya.
  6. Just the fact that A.K.I. is all about being happy to do whatever her "master" says and idolizing F.A.N.G, while Juri couldn't be forced to take orders from someone else if it didn't align with her interests, let alone idolize, should tell a lot about how Juri and A.K.I. are pretty different characters outside of surface similarities. The only thing they have in common is that they're Asian and evil ladies. Maybe the color palettes are pretty close, because they both have purple in their themes, but then again that's just a poison-coded color, and I don't think A.K.I. would have looked very good had they gone for the other poison-coded color which is green. There's already one green motherfucker who slides on the ground too much in this game. Like, if Kolin had been Asian, would she have been considered Juri-adjacent as well?
  7. I don't think I've seen a lot of sweeps from JP players though. The range on that is pretty bad, and if you want a knockdown they'll go for dfHP, which has a lot more range and is a lot more unsafe. Chun-Li's sweep being -7 and with actual range is way worse.
  8. My take on the A.K.I. gameplay. My guess is that poison itself is still going to do pretty minimal damage by itself because I think Capcom is still wary of damage over time being good, and I can imagine why because that added with some zoning can turn some matchups into literal hell. F.A.N.G struggled for damage, but with A.K.I. it seems they reworked poison so that, once applied, the next time you'll hit someone with a poison attack it will trigger an explosion that puts your opponent in a juggle state, and then there will be drive rush combos for those. So, putting poison on people will actually build toward something instead of being almost irrelevant added damage that's ultimately worth around a single stray jab. In comparison to F.A.N.G she got a regular horizontal fireball with a hitbox (so neither the V-Skill 1 projectile with no hitbox nor the arced fireballs) and that puddle she makes on the ground (which is bigger and farther away compared to F.A.N.G's traps). It seems the puddle might serve the function of V-Skill 1 because at a certain point in the trailer JP seems to step close to the puddle and gets poisoned without any hit, so the puddle is likely an area that poisons you if you walk into it but doesn't have an hitbox, it exists to make people hesitate to walk forward or try to jump over into an anti-air. How her stance works exactly is the biggest mystery. She got that slide move that's straight from F.A.N.G, and it's probably going to be closest thing to a reversal she's gonna have without spending super meter (does it lose to throws but is invincible to fireballs and strikes like F.A.N.G's or is it different?), but it's not clear if the multi-hitting/hit-grab jumping attack is a different special she does after recovering from the slide or something you can cancel from the slide. She has coward crouch, and coward crouch might go into the slithering stance that's been shown and memed about, but they never show exactly coward crouch going into slither so it's not 100% clear. If it works the way I'm assuming that stance can go into either the two-hitting kicks that lead to a combo, the jump attack or the command grab/throw. Having a command grab in your toolkit but not depending on it for your general gameplan is usually pretty good, that's why you see Marisa getting so many people with her command grab but proper grapplers suck. Her range seems decent. The first they showed I think is her stMP which seems to have decent range and speed, maybe not Manon's stMP but around there. Much like F.A.N.G she might play like a semi-zoner who can suddenly get in your face and pressure you. F.A.N.G's problems were that he was defensively weak in a very offensively-oriented game, his damage was on the lower end without good punishes, his Triggers and V-Skills were weak and his pressure was nice but not ironclad, especially once you know what's not real, so just play Bison instead. A.K.I. already looks better as far as usage of universal mechanics go because she has a slow, scary fireball she can Drive Rush behind, and then either low, overhead or stance into command grab, so that alone might make her at least mid-tier even if everything else isn't super good.
  9. Basically, people are saying they can "fix" A.K.I., as in, they think they can turn the bad girl around into a nice waifu, and other people are warning them that there's no fixing that girl. Naturally, the whole conversation is stupid, because A.K.I. is fine the way she is and in needs of no fixing whatsoever. In fact, with the right guidance, I'm sure that she can be even worse!
  10. https://www.streetfighter.com/6/en-uk/character/aki Chad rain enjoyer A.K.I.
  11. Yeah, text only with names cropped out is definitely better.
  12. Be the change you want to see in the world. The people must be awakened.
  13. You can tell by how she moves that A.K.I. is an absolute animal in bed. F.A.N.G confirmed once again as absolute gigachad who effortlessly gains all the best pussy in the setting. Now tell me: how many hot young apprentices does Akuma have? F.A.N.G got at least one. Ryu got one, and he wasn't even looking for it. Bison got one for each month of the year, plus Cammy. Akuma? That's right, nothing, 'cuz he's a loser. Crusty-ass sunflower-looking motherfucker.
  14. Got to Diamond 1 with Jamie in about a couple days. Platinum is toxic as fuck between people who one and done and weirdos who literally just jump and DI, but at least being annoying as hell with Jamie is fun. I miss Manon's longer normals, but at least I don't have to deal with the russian roulette that is trying to land a grab as a grappler.
  15. I've actually started playing Jamie seriously on a whim and I made it to Platinum 5 with him after doing really bad in the placement matches. The answer is that it depends because a Jamie player is likely also looking at how you're reacting to his rekkas. He's -6 on block on the first hit until level 4 where it becomes -3, but it can be spaced and Jamie's entire gameplan is induce people into trying to punish him or claim their turn, find out they're just barely out of range, and then whiff punish them into an actual full rekka for a solid 15% damage. The whole point is making people afraid of pressing buttons or make them lose their patience. Add random sweep into drink, fuck-it-we-palm into drink (two drinks if EX hits, it's safe anyway so just throw it out), and on a meager drink level 1 EX divekick into DP juggle into drink, and you have an optimized Jamie on your hands. /s
  16. He's not really cashing out from full screen because that combo everyone does starts off from either close-range scrambles into Drive Rush or some whiff punish into Drive Rush. That combo requires the heavy version of Stribog to hit, which is the one that actually splashes full screen, and to combo into that move you need a lot of frame advantage (it has 28 frames of startup), so either punishing with a heavy button or drive rushing into that heavy button. The combo starts in close or mid-range from footsies, so I don't really see it as a full screen combo, it just leaves you there at the end. If you reduce the range of level 3 heavy Stribog is still gonna splat full screen and he will just not be able to do the final cancel into super, but everything else still works. He can still go into super 1 and I think I've seen Kakeru having a Super 2 route as well that I assume has mixup potential to it.
  17. This. Like, I reinstalled SFV recently to test some stuff and because I am planning on trying to get back to Super Diamond with Falke, and while doing arcade for the hell of it and I realized. SFV is a metaphor about the incommunicability of the human race and our inability to understand each others. Because all the characters in that game are trying to reach each others, but no matter how hard they try it seems they can never touch anything. Do you remember Ryu's jab in SFV? That's existential nightmare right there. I love Chun and JP disjointed stuff, give me more.
  18. If it's shorter stages, smaller combos and weaker characters that people want, SFV is still up and running.
  19. This. I too thought it was weird in the beta that it was weird how perfect parry was punished with massive scaling, and once the game came out I quickly realized how much sense that made because it's pretty common to get perfect parries even on accident, it's a mostly low risk thing to try, and eating a full punish off a dude who got a lucky perfect parry is just a big no. It's a sign, like the special exception on wall splat if you are jailed into blocking a drive impact, that the devs really thought about things in this game. Except maybe being a little too cautious with grapplers.
  20. Saudi and Western activism bullshit aside, Kakeru made it look like he was playing Third Strike in that grand final. It really felt like he leveled up live on stage against Angry Bird. And this is only after 2 and a half months of the game being out.
  21. It's obvious what the Saudis are trying to do, but you can't really expect the players and commentators to say no to that kind of money that would get reinvested in the scene, even if it is blood money basically. So... Just enjoy the show, remind yourself that the Saudi royal family are pieces of shit and be happy to take some of the money they're throwing out thinking they can turn a sharia state into a high-tech streaming/gaming utopia somehow. The good thing about the FGC in my opinion is that, unlike some other scenes that have basically been concocted by devs and corporates, it still exists based on an independently existing grassroot scene. If esports ever turns to shit or the Saudis actually manage to monopolize things and abuse their position, the scene will just scale down and keep going on even if poorer compared to how it used to be.
×
  • Create New...
Stage Select