Home » Game » Fighting game » [Fighting game] In fighting games that have weak, medium, strong punches and kicks, how are punches and kicks differentiated in terms of tactics, regardless of the weak, medium, and strong distinctions?

[Fighting game] In fighting games that have weak, medium, strong punches and kicks, how are punches and kicks differentiated in terms of tactics, regardless of the weak, medium, and strong distinctions?

Basic button layout: Weak, Medium, Strong. Weak, Medium, Strong. *The top row is for punches, and the bottom row is for kicks. From left to right: Weak, Medium, Strong.

1: Japan Otaku Reviews

Strong or weak.

2: Japan Otaku Reviews

A punch is like a middle or upper kick while a kick is like a lower one, right? Of course, there are exceptions.

3: Japan Otaku Reviews

P has a high scoring ability, while K has a low one.

4: Japan Otaku ReviewsYeahx11

There are certain trends, but it really depends on the character.

5: Japan Otaku ReviewsYeahx2

The creators are also suffering.

6: Japan Otaku ReviewsYeahx1

I think kicks tend to feel slower and have more reach.

7: Japan Otaku ReviewsYeahx6

Aren’t they all just punches, those boxers?

8: Japan Otaku Reviews

It’s not really about distinguishing between the two or anything.

It’s just that there are a lot of buttons.

9: Japan Otaku Reviews

I got the name wrong, didn’t I?

There are guys who only use punches instead of kicks.

10: Japan Otaku Reviews

Whether you can execute a combo when you hit, the length of the reach, the openings after a swing, well, what to change varies.

I don’t think there are many characters that are like both P and K.

11: Japan Otaku Reviews

Well, if you’re preparing buttons for punches and kicks,

Boxers are a bit…

13: Japan Otaku Reviews

Because it’s easy to understand…

14: Japan Otaku Reviews

Better than some incomprehensible buttons like “dust.”

15: Japan Otaku Reviews

Since the character has limbs, I want to have different motions for the arms and legs, right?

A character with no limbs? I don’t know…

16: Japan Otaku ReviewsYeahx5

If you make this area intuitive, it will become 3D fighting.

17: Japan Otaku Reviews

I think the standing medium kick is designed for wake-up moves.

18: Japan Otaku Reviews

It feels like strong kick is a move suited for standing anti-air.

19: Japan Otaku Reviews

Even a boxer can kick, right?

20: Japan Otaku Reviews

The punch has a quick attack hitbox activation and recovery time.

It seems that kicks have a longer reach because they have a slower occurrence and recovery.

21: Japan Otaku Reviews

LPRP is easy to understand.

Vertical slashes and horizontal cuts are easy to understand for guarding.

22: Japan Otaku ReviewsYeahx5

I like the Guilty method of categorization.

24: Japan Otaku Reviews

Generally, each button has a role that transcends the character’s framework, right?

It’s probably because those who make games also struggle.

25: Japan Otaku ReviewsYeahx10

I think 6-button games are unnecessarily complicated and outdated.

26: Japan Otaku Reviews

Perhaps standing weak punch tends to get you killed the most.

In the air, it’s primarily enough to rely on just two moves: flipping and diving.

28: Japan Otaku Reviews

There are few games that make good use of all six buttons.

29: Japan Otaku Reviews

The 6-button look feels a bit excessive, doesn’t it?

31: Japan Otaku Reviews

The four buttons of weak, medium, strong + special are great, right?

Friendly to the patting force too.

32: Japan Otaku ReviewsYeahx2

BB has a clear role like 6A for anti-air! It was easy to maneuver.

33: Japan Otaku Reviews

I had never done a strike before, so I was a bit taken aback by the six buttons.

I can’t quite grasp which technique is for what purpose.

35: Japan Otaku Reviews

I’m not really deeply into it, so I don’t know.

Do you ever use techniques other than those that change motion or properties?

36: Japan Otaku ReviewsYeahx1

It’s just that when you’re doing street (performances), it’s exactly that – it’s the middle of it all.

There are things that can only be done in a state that is neither weak nor strong, even if I can’t explain it.

37: Japan Otaku Reviews

When using it strongly, it automatically uses the gauge, so there are times when it has a design similar to the middle.

39: Japan Otaku Reviews

Weak, medium, strong, and small, medium, large naturally coexist in fighting game terminology, don’t they?

42: Japan Otaku Reviews

At the time of Ryūko no Ken, it was already 4 buttons, and only Capcom insists on 6 buttons.

43: Japan Otaku Reviews

The Melty Blood format feels just right.

It may be a homing instinct.

44: Japan Otaku Reviews

Even though Shoryu is big, the Hadou is strong.

Why?

47: Japan Otaku Reviews

I prefer the 6-button scheme because it’s more enjoyable to play.

49: Japan Otaku Reviews

Depending on the situation, I adjust between small, regular, and large portions of rice.

50: Japan Otaku Reviews

LMH

52: Japan Otaku Reviews

I understand that it’s fun to see how many people are distinguishing their preferences.

55: Japan Otaku Reviews

I’ve always been playing with my fingers on the buttons, so I don’t know how to handle the stick.

56: Japan Otaku ReviewsYeahx2

ABCE Homing

57: Japan Otaku Reviews

I think the operations in the Melty Blood series, which involve weak, medium, strong, and special buttons, are relatively easy to get into.

With a 4-button setup, you can place your fingers on all buttons with an arcade controller, and with a pad, you can press them all with your thumbs.

58: Japan Otaku Reviews

The sound of the crash in Street Fighter V felt great!

59: Japan Otaku Reviews

Tekken is super easy to understand!

60: Japan Otaku Reviews

GG’s huge counter and the screen shake in Tekken also feel good.

61: Japan Otaku Reviews

I thought Guilty was easy to understand with the 4 buttons of PKSHS, but there was also D.

62: Japan Otaku Reviews

I have the impression that each character can be reduced by about one button.

64: Japan Otaku Reviews

Aren’t there not that many games with a regular pattern in combo routes these days?

66: Japan Otaku Reviews

In Tekken, can we say that the common moves are mostly the left and right uppercuts and the one-two punch?

Even light has quite a difference.

67: Japan Otaku Reviews

Is there no manufacturer in this world that possesses manliness made through force?

68: Japan Otaku Reviews

Is Varcha PKGE?

69: Japan Otaku Reviews

The combination of routes where the combo connects from weak → medium → strong and P → K varies depending on the character.

70: Japan Otaku Reviews

Tekken has buttons that are quite intuitive in what they do.

A peculiar feeling that the button has no intuitive meaning at all.

71: Japan Otaku Reviews

When I played Capcom vs. SNK at the time, I thought four buttons were enough.

73: Japan Otaku Reviews

You can usually get a knockdown with crouching heavy kick.

74: Japan Otaku Reviews

It’s difficult to unify the functions of the buttons assigned to the hands and feet because the combat styles are different.

If it’s weak, medium, or strong, it might be easier to unify because the motion is free.

75: Japan Otaku Reviews

Although I haven’t used it, it seems like people who are used to Ed or the Street series would get really confused.

78: Japan Otaku Reviews

Six buttons are really too many, don’t you think?

I just realized that I’m not suited for fighting games because Street Fighter is the most popular.

80: Japan Otaku Reviews

Blanka’s 4F is weak K, 5F is weak P, and the crouching light is 6F, so I make mistakes in urgent situations.

83: Japan Otaku ReviewsYeahx1

The fact that there are 6 buttons in fighting games has contributed to the ongoing perception that they are difficult.

84: Japan Otaku Reviews

Honestly, the controls for Street Fighter 6 are quite difficult compared to current games.

It might be modern.

85: Japan Otaku ReviewsYeahx1

AKI’s low sweep is crouching heavy punch, the anti-air is crouching heavy kick, and heavy punch doesn’t cancel, which makes it intentionally adjusted compared to other characters and it’s annoying.

87: Japan Otaku Reviews

There may be many buttons, but even if there are fewer, operating it can be busy, so it doesn’t necessarily mean it’s simpler.

88: Japan Otaku Reviews

Since the time of Street Fighter 2 on SFC, I’ve been thinking, “Don’t assign the attack button to L, at least for R!”

90: Japan Otaku Reviews

The 6-button itself barely has any stock left.

It’s like a progenitor, but not a standard.

91: Japan Otaku Reviews

You can play with 6 buttons in Street Fighter, but it’s essentially 8 buttons.

I’m also using 8 buttons for Tekken, so it doesn’t change for me.

92: Japan Otaku Reviews

I think it’s really unnecessary that there are three levels of strength plus an EX version for the same special move, aside from the usual techniques themselves.

93: Japan Otaku Reviews

The basic operations in a fighting game are not like Airdasher and feel sluggish with low freedom, so there’s a sense of managing with the differentiation of the 6 buttons… and so on.

In the fast-paced era of 2 o’clock, we didn’t differentiate as much as we do now.

95: Japan Otaku Reviews

Reducing the number of buttons and adding a rapid-fire combo made Persona good for casual play, but when you try to take combos seriously, it became extremely difficult.

96: Japan Otaku Reviews

I think the store is fairly differentiated.

97: Japan Otaku Reviews

Alright, then let’s use the Eltsvay with just one attack button here.

99: Japan Otaku Reviews

I think it really depends on the character when it comes to Persona.

I think everyone should be able to handle something like the 1’s Three Lions con, but on the other hand, regarding the 2’s Yukari, of course, they can’t do that, and I feel that the top will gradually lose as well.

101: Japan Otaku Reviews

Guba has few buttons, but there are many simultaneous presses for special actions, you know…

102: Japan Otaku Reviews

Isn’t the arrangement of the personas nice?

104: Japan Otaku Reviews

Strong Strong

Middle

Weak Medium

Weak

105: Japan Otaku Reviews

I think the troublesome part of Persona is the simultaneous button presses.

Sometimes I suddenly can’t remember which was what.

108: Japan Otaku Reviews

Please include a weak and strong punch, a weak and strong kick, and about one special button.

109: Japan Otaku Reviews

With the current number of buttons, it’s fine to have simultaneous presses in any fighting game with just one button, right?

In Street Fighter 6, there are simultaneous button presses too.

110: Japan Otaku Reviews

There are now more levers and buttons, so six buttons are not particularly a lot.

111: Japan Otaku Reviews

The basic system of the controller originally incorporates 6 buttons plus 3 simultaneous vertical presses, effectively making it 9 buttons.

112: Japan Otaku Reviews

Street Fighter 6 has 6 buttons, but I always have to be aware of the drive gauge, and it didn’t suit me.

113: Japan Otaku Reviews

There is no reason to be fixated on the old arcade’s 6 buttons.

114: Japan Otaku ReviewsYeahx1

With a PS controller, there aren’t enough buttons, and you have to press them simultaneously, which honestly makes me wonder about Street Fighter 6 even now.

115: Japan Otaku Reviews

6 levers…!?

117: Japan Otaku Reviews

There’s no reason to be bound by the fact that the arcade game cabinet had 6 buttons, even for home use.

119: Japan Otaku Reviews

Is the arcade version of Street Fighter 6 not using 6 buttons?

122: Japan Otaku ReviewsYeahx1

Isn’t it basically a lever and 8 buttons for Arcade 6?

124: Japan Otaku Reviews

Are there any fighting games with weak, medium, and strong PK 6-button setups besides the Street series?

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