
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.
Strong or weak.
A punch is like a middle or upper kick while a kick is like a lower one, right? Of course, there are exceptions.
P has a high scoring ability, while K has a low one.
There are certain trends, but it really depends on the character.
The creators are also suffering.
I think kicks tend to feel slower and have more reach.
Aren’t they all just punches, those boxers?
It’s not really about distinguishing between the two or anything.
It’s just that there are a lot of buttons.
I got the name wrong, didn’t I?
There are guys who only use punches instead of kicks.
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.
Well, if you’re preparing buttons for punches and kicks,
Boxers are a bit…
Because it’s easy to understand…
Better than some incomprehensible buttons like “dust.”
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…
If you make this area intuitive, it will become 3D fighting.
I think the standing medium kick is designed for wake-up moves.
It feels like strong kick is a move suited for standing anti-air.
Even a boxer can kick, right?
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.
LPRP is easy to understand.
Vertical slashes and horizontal cuts are easy to understand for guarding.
I like the Guilty method of categorization.
Generally, each button has a role that transcends the character’s framework, right?
It’s probably because those who make games also struggle.
I think 6-button games are unnecessarily complicated and outdated.
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.
There are few games that make good use of all six buttons.
The 6-button look feels a bit excessive, doesn’t it?
The four buttons of weak, medium, strong + special are great, right?
Friendly to the patting force too.
BB has a clear role like 6A for anti-air! It was easy to maneuver.
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.
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?
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.
When using it strongly, it automatically uses the gauge, so there are times when it has a design similar to the middle.
Weak, medium, strong, and small, medium, large naturally coexist in fighting game terminology, don’t they?
At the time of Ryūko no Ken, it was already 4 buttons, and only Capcom insists on 6 buttons.
The Melty Blood format feels just right.
It may be a homing instinct.
Even though Shoryu is big, the Hadou is strong.
Why?
I prefer the 6-button scheme because it’s more enjoyable to play.
Depending on the situation, I adjust between small, regular, and large portions of rice.
LMH
I understand that it’s fun to see how many people are distinguishing their preferences.
I’ve always been playing with my fingers on the buttons, so I don’t know how to handle the stick.
ABCE Homing
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.
The sound of the crash in Street Fighter V felt great!
Tekken is super easy to understand!
GG’s huge counter and the screen shake in Tekken also feel good.
I thought Guilty was easy to understand with the 4 buttons of PKSHS, but there was also D.
I have the impression that each character can be reduced by about one button.
Aren’t there not that many games with a regular pattern in combo routes these days?
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.
Is there no manufacturer in this world that possesses manliness made through force?
Is Varcha PKGE?
The combination of routes where the combo connects from weak → medium → strong and P → K varies depending on the character.
Tekken has buttons that are quite intuitive in what they do.
A peculiar feeling that the button has no intuitive meaning at all.
When I played Capcom vs. SNK at the time, I thought four buttons were enough.
You can usually get a knockdown with crouching heavy kick.
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.
Although I haven’t used it, it seems like people who are used to Ed or the Street series would get really confused.
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.
Blanka’s 4F is weak K, 5F is weak P, and the crouching light is 6F, so I make mistakes in urgent situations.
The fact that there are 6 buttons in fighting games has contributed to the ongoing perception that they are difficult.
Honestly, the controls for Street Fighter 6 are quite difficult compared to current games.
It might be modern.
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.
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.
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!”
The 6-button itself barely has any stock left.
It’s like a progenitor, but not a standard.
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.
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.
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.
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.
I think the store is fairly differentiated.
Alright, then let’s use the Eltsvay with just one attack button here.
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.
Guba has few buttons, but there are many simultaneous presses for special actions, you know…
Isn’t the arrangement of the personas nice?
Strong Strong
Middle
Weak Medium
Weak
I think the troublesome part of Persona is the simultaneous button presses.
Sometimes I suddenly can’t remember which was what.
Please include a weak and strong punch, a weak and strong kick, and about one special button.
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.
There are now more levers and buttons, so six buttons are not particularly a lot.
The basic system of the controller originally incorporates 6 buttons plus 3 simultaneous vertical presses, effectively making it 9 buttons.
Street Fighter 6 has 6 buttons, but I always have to be aware of the drive gauge, and it didn’t suit me.
There is no reason to be fixated on the old arcade’s 6 buttons.
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.
6 levers…!?
There’s no reason to be bound by the fact that the arcade game cabinet had 6 buttons, even for home use.
Is the arcade version of Street Fighter 6 not using 6 buttons?
Isn’t it basically a lever and 8 buttons for Arcade 6?
Are there any fighting games with weak, medium, and strong PK 6-button setups besides the Street series?