DevZero

15 posts

DevZero

DevZero

@DevZeroFGC

Katılım Ocak 2026
288 Takip Edilen4 Takipçiler
DevZero
DevZero@DevZeroFGC·
@NeoJudai It’s the same in everything man. Not exclusive to the fgc. People just want to complain and be angry.
English
0
0
0
404
DevZero
DevZero@DevZeroFGC·
@XBOX No Killer Instinct. The disappointment never ends.
English
0
0
2
3.1K
DevZero
DevZero@DevZeroFGC·
@MachoorTV One characters idiotic damage doesn’t get forgiven because another has it.
English
0
0
7
118
DevZero
DevZero@DevZeroFGC·
@_RushG Involving Ronaldo and the dj was a huge mistake. I’m actually fine with the graphics and a game having a higher skill floor but I get why it’s off putting.
English
0
0
0
25
Rush_G
Rush_G@_RushG·
@DevZeroFGC The collaborations, corny marketing, some say KOF15 is the superior game. SF6 massively overshadowed CotW too, people don't like the graphics, they find the gameplay initially harder to get into, poor UI and clunky menus / lobby system. It had shades of SFV on release
English
1
0
0
205
Rush_G
Rush_G@_RushG·
I want to point out there's a lot I like about 6, it's hard (for me) to play SF and Drive Fighter simultaneously. Getting hit by DI, a 'bad' parry, AA DP whiffing; it's annoying but I'm accountable. Just don't find 6 fun or rewarding. There's no modern 1v1 fighter I enjoy 🥲
Rush_G@_RushG

Still not enjoying SF6, I'm no more consistent than I felt probably 6 phases ago. Game always boils down to check raw DR, be ready for yolo DI, PP fireball or die. How are constant reaction tests + screen freeze a rewarding experience? Don't get the appeal, yes I do suck at it!

English
8
0
42
5.6K
DevZero
DevZero@DevZeroFGC·
@_RushG I don’t know why the game didn’t get more traction. It’s really good overall and they keep investing in it but it’s hard to commit to with the current state of the player base and the netcode. I need something to break up playing sf6 exclusively.
English
1
0
0
29
Rush_G
Rush_G@_RushG·
@DevZeroFGC Agreed EU matchmaking is very slow, I hate how they removed the WiFi indicator before selecting a match A friend said once you hit Legendary Wolf you get a lot more matches but my patience wore thin by Diamond 4. I wasn't enjoying it enough to justify continuing
English
1
0
0
52
DevZero
DevZero@DevZeroFGC·
@_RushG Yeah, I feel mostly the same. I want to play it more but the connections are often bad. Not enough people playing in Europe. And the rev blow spam is crazy. Should be a cool down on how often you can use it
English
1
0
1
34
Rush_G
Rush_G@_RushG·
@DevZeroFGC I do like it, love the neutral, meter management is less harsh compared to 6, the (Ken) combos are more satisfying. BUT! People just mash Rev Blow when in SPG. It's not too bad on the ground but folks do air rev blow only as a form of "mix up" is tiring. It ruins the game IMO
English
1
0
0
60
DevZero retweetledi
TSM Leffen
TSM Leffen@TSM_Leffen·
its been long enough can we all admit yasuo getting shot in the head 12 times in a row and removing all his mix into making him a strike throw char with -15 normals and the worst assists in the game was maybe a little too much.
English
22
29
341
44K
DevZero retweetledi
Neo
Neo@NeoJudai·
Motivation Academy: SF6 EU #20 Saturday April 25th @ 11am EST | 4pm GMT | 5pm CET! - Powered by @matcherino - Due to concerns about connections from far distances to provide a better tournament experience: The rules for SF6 EU tournaments here at Motivation Academy have been updated! Please make sure to read them to see if your location is allowed in for the tournaments! Signup NOW! See you guys then! Signup link down below!
Neo tweet media
English
2
5
15
2.1K
DevZero
DevZero@DevZeroFGC·
@SQuirrel147 Doesn't even need to be longer. You could talk over the matches and explain your thought process at interesting points
English
0
0
0
61
SQ
SQ@SQuirrel147·
I got lots of feedback on this video! Seems that people would like more analytical commentary interjecting the matches. For those that watched, would you still watch this type of video if it were 20 minutes longer? I always worry about video length turning viewers away 😭
SQ@SQuirrel147

🚨How I Won the First Big Strive 2.0 Tournament I made a video on my TNS run the other day! I want to explore ways to make tournament content more interesting to watch 🤔 Let me know what you think! I edited this in 6 hours lol 🔽 #GGST

English
12
2
164
6.4K
DevZero
DevZero@DevZeroFGC·
@Unconkable @Play2XKO I’m fine with everything except the yas s1 change. Add the push back on block but on hit makes no sense.
English
0
0
0
89
Shaun Rivera
Shaun Rivera@Unconkable·
Hey everyone, just checking in on the latest patch. It’s a little too early to say until we get all the data back, but the nerfs we applied to the cast seem to be hitting where we intended so far. Happy to see the discussions around new counterplay tech against scenarios that previously had very few options available. We'll keep watching how the meta shakes out. Separately, 1.1.3 came with some unintended bugs, particularly for Illaoi. To be clear, this is not at our quality bar, and it's important our next update is more stable, so please keep sending your bug reports with #2XKO_BUGS on social. We appreciate your patience as we get this sorted.
English
54
59
805
121.6K
DevZero
DevZero@DevZeroFGC·
@yohosiefgc I’m fine with everything on yasuo except his s1. Nerf his ability to stall and deal with projectiles, fine. Nerf his mix, ok if that’s not he’s intended to be. But nerfing his mid range tools too?
English
0
0
0
30
Yohosie
Yohosie@yohosiefgc·
Happy patch day y’all. some notes on the latest patch: Overall Patch Vibe We’re taking this patch to remove some of the least interactable portions of our game, on a champion level. Some champions (aka Ekko and Yasuo) don’t have clearly defined strengths and weaknesses, so we’re using this patch to continue to carve them out. Our hope is that with this patch we are in a position where we have reached the appropriate baseline and we can tune around this champion power, rather than making significant shifts. Read below on some additional color on the nerfed champions, and some notes on what’s coming next. — Health Reductions We took a pass at each champion’s health, and made adjustments to better align archetypes. Illaoi and Blitzcrank having the same health, or Vi and Darius having the same health doesn’t align with each champ’s fantasy. Ekko I mentioned this with Blitzcrank last patch, but hitbox/hurtbox adjustments are an underrated big impact. Ekko’s aerial normals and specials are significantly worse, particularly j.S2 which was overtuned. These, plus d.H and n.H adjustments, mean Ekko does not win interactions he should have no business winning. We’ve also made a big combo change for Ekko, in that by raising j.S2 minimum height, Limit Strike is no longer possible at the end of every single route. This is most impactful off Tag Launcher, where he’ll likely go for j.H > j.S2 into f.S1. This hurts Ekko’s meter generation, which means less supers in general. Yasuo Yasuo’s j.d.H overhead not being cancelable on block was having the impact we wanted at the highest levels of play, but unless you were extremely dialed into defensive systems, defending against Yasuo was an intense knowledge check. For reference on n.S1, the pushback is about 40 more units. As for where this leaves his conversions, LMH > n.S1 > stance.M (without run momentum) can be done without any timing adjustments. Also, we tuned stance.S2 so that it’s still very strong, but not overwhelmingly so. In terms of timing, j.L hits at the same timing it used to due to the lowered height, and stance.H > stance.S2 > j.[S1] still combos in the corner. Warwick n.S1 doesn’t do it all now. Illaoi We’ve removed the infinite blockstring, and we are going to be removing her unblockable soon, so don’t get used to it. — In terms of what’s coming up: We’re going to make a sincere, concentrated effort to not impact combos going forward. We know that combo adjustments cause a lot of player pain, and we’re going to avoid doing this moving forward. This may not always be possible, but when we do it we’re going to do it with the intention of helping combo stability rather than hurting combo stability. Jinx and Caitlyn, in particular, have instances where pushback or knockbacks or minor reactions are hurting their ability to convert in a meaningful way. Finally, on where we sit, we’re taking this patch to pull back some power on champions that are outside their power budget, so we can buff appropriately. Future patches will have buffs for lower and mid tier champions, and maybe some high tier champions!!!! find out!!!!!!! — thank’s
2XKO@Play2XKO

1.1.3 patch notes are out. we’ve got ekko and yasuo nerfs, returning cosmetics, and more. patch drops mar 10, full details here: riot.com/4b3biNu

English
39
59
469
73.3K
Tong Never Sleeps
Tong Never Sleeps@TongNeverSleeps·
There are so many fighting games coming out, and many already exist that we aren't supporting enough. Unfortunately, there are only so many days of the week. How would players/viewers feel about if we doubled up certain days and hosted on TNS2 as well? I don't want any community to feel like they're getting a second tier experience but I also want to support more games.
English
57
77
651
33.5K
Shaun Rivera
Shaun Rivera@Unconkable·
2XKO top 8 at #FFXVIII2026 was unbelievable…I can’t count the number of times we were all reeling back in our seats. Huge props, especially to @TheSupernoon for the grand finals reset and @bleedBTW for the well earned win.
Shaun Rivera tweet media
English
3
11
324
13.1K