Search Results
7/23/2025, 10:02:12 PM
7/11/2025, 7:40:46 PM
>>530838115
Many girls unironically think Manon is pretty.
I'd agree with them if outfit 3 was her base.
Many girls unironically think Manon is pretty.
I'd agree with them if outfit 3 was her base.
7/6/2025, 12:06:57 AM
>>530089231
>2 gauge bars on round start
Terrible change, most characters have no agency or threat without a healthy amount of drive, which means most match-ups would want to just handshake at round start and stall for meter. Round 2 onward would be full of guaranteed burnout sequences with level 2 supers and whatnot. You'd have to change a million things about every character to not make it too dumb to play through, especially if...
>parry depletes gauge
This makes sense, or at least you could make it so parrying a single normal/couple of lights is Drive gauge negative overall, but it would still probably have to come with other changes to avoid turning SF6 into a pseudo guard-gauge game.
>chip damage is back (but chip kill only during burnout)
Too many of your changes make blocking even worse in a game that already makes you not want to block basically ever.
>raw DR consumes 4 gauge bars
Retarded to make raw DR more costly than a DR cancel, but 2 bars for raw DR would be great. i seriously don't think it would need to come bundled with too many other changes to combo structure or anything, less damage overall as a result is also desirable.
>reduce SA bar generation
No brainer, honestly. I don't know why super meter gain doesn't scale in a combo like in other games, legit feels like a bug.
>remove throw loops completely
Removing them altogether when 99% of all normals are already minus on block completely kills offense. Winning neutral needs to be rewarding somehow, offense is supposed to be your reward.
>2 gauge bars on round start
Terrible change, most characters have no agency or threat without a healthy amount of drive, which means most match-ups would want to just handshake at round start and stall for meter. Round 2 onward would be full of guaranteed burnout sequences with level 2 supers and whatnot. You'd have to change a million things about every character to not make it too dumb to play through, especially if...
>parry depletes gauge
This makes sense, or at least you could make it so parrying a single normal/couple of lights is Drive gauge negative overall, but it would still probably have to come with other changes to avoid turning SF6 into a pseudo guard-gauge game.
>chip damage is back (but chip kill only during burnout)
Too many of your changes make blocking even worse in a game that already makes you not want to block basically ever.
>raw DR consumes 4 gauge bars
Retarded to make raw DR more costly than a DR cancel, but 2 bars for raw DR would be great. i seriously don't think it would need to come bundled with too many other changes to combo structure or anything, less damage overall as a result is also desirable.
>reduce SA bar generation
No brainer, honestly. I don't know why super meter gain doesn't scale in a combo like in other games, legit feels like a bug.
>remove throw loops completely
Removing them altogether when 99% of all normals are already minus on block completely kills offense. Winning neutral needs to be rewarding somehow, offense is supposed to be your reward.
6/21/2025, 12:07:49 AM
6/18/2025, 9:25:45 PM
6/12/2025, 5:22:37 PM
>>527163513
I do
I do
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