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Phantom_Miria

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Posts posted by Phantom_Miria

  1. 36 minutes ago, Hawkingbird said:

    I put Jamie in not fun due to how much of a knowledge check that MU is. I played my share of Jamie's and I'm still not sure when I should be pushing buttons and when I should be defending.

    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

  2. 5 minutes ago, Sonero said:

    JP is closer to not fine than he is to fine.  Giving his level 3 smaller range probably does a lot calm down the situation. Him cashing out from full screen for that much damage is silly at best and poorly conceived at worse.

    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.

  3. 22 minutes ago, Vhozite said:

    On the flip side, can we take a second to appreciate how much better hitbox are in SF6 compared to SFV? In 5 JP’s cane would be missing a hitbox for half/the entire stick and Chun’s are would have maybe 2 pixels of forward disjointed hitbox.

    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.

  4. 1 hour ago, AriesWarlock said:

    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.

  5. 1 hour ago, AriesWarlock said:

    An article written by KingHippo. Wasn't he on SRK?

     

     

    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.

  6. 7 hours ago, EvilCanadian said:

    yes command grabs must be buffed

     

    and buffed a lot

     

    don't be scared too buff it too much

    I think they tried to buff command grabs in this game by buffing the damage a lot, it's the highest damage from command grabs in a while, but they also make you lose all oki on top of being just inherently risky to attempt compared to how effective regular Drive Rush pressure is, so it still doesn't work out apparently.

  7. After watching Luffy getting manhandled at this event, and being pretty unimpressed with Idom too, and seeing the absolute state of Lily and the fact that Zangief might as well not be in the game with how many times he's been sighted, I've come to conclusion that there isn't anything wrong with any of these characters in particular but I think it's the whole archetype that's crippled in VI.

     

    The only effective use of command grabs I'm seeing is from characters like Marisa, Blanka, JP, Honda, maybe even Jamie even if he got other issues, because those characters have gameplans that don't rely on command grabs and thus can use the ones they have as surprise move to get people scared. Gimmicks, basically. Marisa forcing you to twitch and eat more of her knuckle sandwiches, Blanka closing out matches with that dumb hop of his you'll mistake for another of his hundreds of dumb moves, JP jump-scaring you because he can, that sort of stuff.

    Characters who have to constantly threaten and use their command grabs to win tho, I haven't seen much success from them. I straight up don't remember Lily landing a grab in this event at all, although I'm probably wrong. I definitely remember seeing Luffy getting punished for trying to landing grabs way more than ever landing them.

     

    Command grabs still have the huge recovery they were given mid-way through SFV, because SFV was all about being in your face and grapplers could get really snow-bally with V-Trigger, but in VI it's Drive Rush to be king, and Drive Rush makes a lot of characters able to go for heavily damaging mixups and be plus if they're wrong. Grapplers' Drive Rushes universally suck and they still die if they guess wrong. There's no reason to pick a grappler if you only care about competition because everyone else has safer, better roads to damage.

     

    Not that I really care personally because Manon is fun to use and everyone can win with anything online. I'm the guy who switched from Cammy to Falke when she was released, because she was fun and she somehow carried me to Diamond while she was labelled the worst character in the game and Cammy was Rashid tier. There's no low tierdom that scares or concerns me.

     

    It's just that I also like watching the characters I play in tournaments, and Luffy is dropping Manon after this and I expect Idom to follow very soon.

  8. 3 hours ago, Hawkingbird said:

    Chun's words have weight because Juri is direction less. Vengeance is what she lived for and it's gone now. The "what are you doing with your life" speech will hit hard

    So this is a case of:

     

    Juri: "For all my rough exterior and sadist attitude, I really wonder where I am going with my life. The sudden and violent death of my parents left me filled with trauma and anger against the world. I try to fill the void in my soul with crime and senseless violence, but it does nothing to hide the sensation that I'm alo-"

     

    A.K.I.: "Poison. Poison small children. Poison my own father and mother. Poison the village's water supply. Disperse deadly poison in the middle of the crowd on a busy city day. Poison. Toxins. Venom. Ichor. Nerve gas. Snakes. Serpents. Scorpions. Having a pet cobra. Having a pet rattlesnake. Breed and eat poisonous frogs. Unleash 222 live vipers in the middle of an elementary school. Poison (the Final Fight character). Worship Master F.A.N.G's naked sculpted body (Gigachad) as the apex of the human male form. Season food with Cyanide powder to develop resistance to it. Poison."

  9. 6 hours ago, -PVL93- said:

    I'm not enritrly sure Aki translates well into 3d from concept art and her udon comic self. Not in a realistic style anyway. I kinda hope Capcom does an update similar to SFV where you have a selection of shading/filter for the character models 

    I think she's translating very well. Her hair somehow looks good even though it's one of those hairdos that always look weird, and she is obviously designed to look off-putting between the white face makeup that leaves her face featureless, small eyes, how lanky she is, and also the fact that she's nuts.

     

    The style of SFVI isn't realistic anyway, it's still very anime-inspired stylized with highly detailed character models.

     

    Also, I don't think she's necessarily reminding me of Juri. A.K.I. looks like is supposed to be a lot more unstable and unambiguously evil compared to Juri, who kinda goes between being a sadist criminal but also helping the good guys in V.

     

    I haven't seen anyone talking about this strangely, but A.K.I. has a big snake theme going.

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