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just look at the distance at which grabs can function, plus Manon's reach.
she really is busted if you meet one that isn't silver or gold scrub ranks, but above.
figures.
no one was talking about spammed command grabs here anyway.
but if you consider yourself to be someone with basic knowledge about SF6, then you should also be aware of the busted state at the moment, especially when it comes to command grabbers.
most of their, if not all EX specials or charged heavy normals simply cancel or interrupt any other EX special, or drive, which is absolutely nonsensical, among many other busted things.
It's a joke mate, you take this ♥♥♥♥ too seriously.
Maybe i can give you some advice here bud. Think about it like this every character has a game plan and a style. Then some people hyper focus on one or two moves.
Manon, zangeif, and lily(still don't see how she is lumped with grapplers.) Their goal is to get in your face and throw you plain and simple. This makes them very linear and predictable. Yes i think we can all say we hate spamming even though many of us are guilty of it(sometimes myself included) use this to your advantage and play against their strengths i tonight i was only really bested by one manon and even then the connection going horrible on their side is mainly what cost me the match. I was fighting her with honda which i started learning a few days ago. The medals with her are another story i don't like that she can snowball across matches with them i feel this needs to be looked at but this is another subject.
Now for the bigger picture ever character will basically have a strategy that is lame,bad,good,great or godlike. From the shotos(ken,ryu,luke) spamming fireballs and wake up dragon punch. Your mix ups (guile and dj) spamming their projectiles and general great normals. To the rush downs(basically have of the roster) spamming lights and for the most part all normals to every special,super,grab,or DI/DR since they have a high amount of cancelable buttons at current. Then of course you have honda and blanka spamming headbutt/ball. Then marisa just torturing anyone that gets in her path(my other main).
Honestly there is nothing wrong calling out things being out of balance many of us are and have even in this thread. But speaking from experience with street fighter since i was a kid and i am close to 40 now. Nothing has ever changed with fighters in this aspect. People will find the easy path to follow until they can't walk it any further. Some cases the path takes them way further then is should. However it's all in what you make of it.
Marisa is also somewhat over powered, imo.
The funny thing is, Ken being the most popular character, is perhaps one that could do with a bit more damage from his hits. He has to do some tricky and long combos, in order to achieve the kind of damage that characters like Dee Jay, Manon, Marisa ... all get with ease.
Man: On should have counters (like Kolin), an air throw or anti-air throw and, at least, two more command grabs... She's a JUDOKA, for crap's sake! That, and they should change her command throw input either a 360-degree SPD motion, or a BHCF -- so as to make it more deliberate and weed out the baby's first fighting game scrubs. When you watch her played by pros, command grabs are hardly ever used -- marked by the cringy "count-up" by commentators that rarely if ever reaches "cinq" -- which is irrefutable proof that the character's design is ill-thought-out.
The fact of the matter is, in three-round matches, Man: On cannot but be spammed because there isn't enough match time to build up x5 medals without rinse-repeating at every opportunity. That means that players will gravitate towards doing the same QFC+P throw in every combo, until they reach medal-5... And then go for command throws. This is something that was obvious from the announcement of the character's gameplay design, and it beggars belief that Capcom did not think to address it before release.
Without adding anything substantive, like new abilities, I'd trade EX-only medals in exchange for some more damage on her QCF throw (still scaled in combo)... That way she'd be restricted by stamina meter, and would have to choose a tactic; while getting some more reward for her non-unblockable throw. Ideally, however, she needs a largely ability set. We're in 2023, and five abilities, of which three are derivatives, is far too 1991 for modern games.
I hope this does not come out rude but don't trust canned videos. Seriously some people have blind spots against certain characters/styles. As well you can find videos all day of any character just destroying every body from the most amazing combos and plays to the cheesiest bs that you will every see. For the sake of me saying this i submit this video.
https://www.youtube.com/watch?v=g1k94zOeL2k
This man has zero respect for honda and marisa. Everyone he fought except the dj and one match with chun li pretty much acted like deers in the head lights. I never get fights this easy period.
And when I've played against platinum Manons, I've found first-hand how insane their reach is, how quickly they can drain your health and how much that becomes a mental concern.
It sometimes feels like an ordeal, like I know how to play against them but it requires a lot more concentration. And not because they are a more complicated challenge, but because they hit harder than most others and have greater range.
yeah, Ken is way too strong and almost always safe on his moves.
we need to see some minor adjustments almost across the entire board, and thanks to Punk, we can probably even expect Cammy to get nerfed, even though i believe she's fine right now.
Doesn't seem that hard to go to training mode, have Manon do that whatever thing you're talking about and learn how to stop it.
Nobody who doesn't play Ken would ever say anything about him needing a buff, I can tell you that much.
She has a big grab yes, but thats it.