I started year 1 on Ken. Moved to Ryu at the end of the year into present day. Occasionally picked up other characters like Marisa, Dee Jay, Ed, and Akuma. But still just find myself going back to Ryu. I’ve just gotten more used to his buttons and somehow prefer them over Ken and Akuma’s. And I dunno but for some reason I also like his oki situations more too.
Leaving out M. Bison and Akuma which do stupid damage (pls nerf). The win condition of carry to corner = victory is too easy/strong. They need to either lengthen the stages so corner carry is not as good or change throw loops in the corner. Otherwise, this game will be the same forever. Love the game, but even as a casual I'm starting to roll my eyes when someone gets to the corner and the RPS begins. It doesn't feel meaningful as midscreen interactions do nor the strategies of resource management.
Lengthening the stages is not a good idea. Injustice 2 is a perfect example. That games zoners in comparison to other titles aren't that good. However, the stages made them abysmal.
I play both Manon and Bison, I prefer Mason's Damage... with Bison you have to grind harder than with Manon IMO... like I'll be doing all these crazy combo's with Bison and then get annoyed the person still has 10%life left... with Manon a match is quicker 😅
@@mmt9938 not really... the admiration for Manon players in tournaments is hype AF people actually automatically feel energized watching her play because she can flip the script of the match if you blink... especially with how idom plays her.
@@louisfacade Oh I love how Idom plays her, but for nonpro players playing her, it's frustrating. especially agianst Terry, Juri, any Shoto, Ed, even AKI! LOL I can't get out of Diamond 4
@SaucyCheeseburgerwithRanch Bruh, if you're labbing constantly and watching high-level gameplay on RU-vid for tips and tricks but your ranking status hardly improves speaks volumes. For a fighting game whereas you have essentially two life bars and losing either could cost you a match is insane, especially if you're playing with a character that doesn't have fireballs nor safe means to get closer. Drive Impact is the worst part, because after trying to lay down a lot of damage with a good combo that utilizes most of your Drive Gauge, your opponent (with fireballs) can chase you down to a corner by zoning with fire balls and dp, or dashing up to you just enough to hit you with a stupid long crouch mk to start a combo that pushes you to the corner, where then the HP/HK into DI magic happens. After that, you gotta hope that CFN allows your Super that you've been mashing to come through, which in my case it sometimes doesn't happen by a toxic ratio.
@SaucyCheeseburgerwithRanch It's gambling mechanics which can either make the game ridiculously hard or too easy to play and Master. I play JP, Gief, and Lily. It took me a month to get JP (no labbing) to Master, Gief (mad labbing) three months, and Lily (no labbing) four days. Please tell me, coming from a guy who's played SF ranked since SFIV, how does that make any sense?