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You have to operate everything with the directional keys except for cancel, and to confirm readiness for battle, you have to specifically move the cursor to the face icon first before making the decision…
I wondered why the mouse wasn’t responding at first after starting it up.
Regarding the UI, Momochi finds the text too small and hard to read.
They said to consider the age of the people playing more.
Don’t worry, all UIs are amazing.
I wonder if there wasn’t a single person who was concerned about the UI or response.
The UI of Rumma is seriously at a Showa level.
Changing characters requires selecting the battle settings every time, and the response is sluggish.
I think it’s probably the worst room specification of this century.
Is there really any point in going through the trouble of using a mouse for this…?
Why don’t we release it about six months from now?
Why is the response so bad…?
The sluggishness from the menu screen really dampens my motivation.
As expected, they’ll probably properly create the UI from now on… probably…
The character changes in ranked matches are also confusing as usual.
Since it’s displayed on the left, you can select it by pressing the left key.
I haven’t played fighting games in such a long time that I have no idea how to move at all!
I want to use the child of dark karate, but it’s quite difficult.
The UI of Lumma is crazy, and it’s surprising that there isn’t a lobby in the Reiwa era…
The game is quite fun, but
Isn’t there a feint button for this?
Isn’t the pronunciation of Rock’s Gale Fist strange?
>>17
It’s been like this since ancient times.
Since it’s an online test, I can still understand that there are no tremors.
You might think that the lack of a Tremor waiting screen is also the case in the retail version.
The background music is good for now.
I can enjoy it in the shallow patch, but I personally feel like I won’t be able to keep up with the fast pace of developments after about two weeks since its release.
They never fixed the odd room match specifications during Samurai Shodown, so I’ll just give up.
It’s been like this for a long time, but why is Rock pronounced in Japanese while Terry and Geese are pronounced in English?
The competition aspect is quite unsatisfactory, but since it’s a network test, I get the feeling that they’re pulling out past versions and letting it slide.
The UI is really bad, it’s terrible.
I was used to Geese’s pseudo-American pronunciation, so I was a bit surprised when I first heard Rock’s very fluent Japanese version of Reppuken and Raging Storm.
The specifications and UI of Rummma are just a copy of the trendy fighting games like Strive and Tekken without any unique flavor, and no one is complaining about it…
Why is the response so bad…
>>25
Regarding this, in any fighting game, it really doesn’t need that kind of uniqueness… it’s just not necessary, right?
Whoever made the gauge at the bottom this small in such a brightly colored and vibrant game should just die!
It would be better if the guard crush gauge, which basically should not be consciously considered, was in a more visible location than the REV and super special gauge…
>>26
I guess it’s just become a habit to put the Garklages over there…
The REV gauge is too small, so it’s hard to notice it.
Let’s put the game content on the back burner for now.
The UI and specifications are garbage, aren’t they!?
Isn’t the menu screen and other things overly sluggish?
It’s weird that it says “OVERHEAT!!” in big letters and the character is glowing red, yet it’s getting weaker!
Is SNK bad at making games?
>>30
If things were going well, the company wouldn’t be on the verge of collapsing halfway through.
>>43
It’s been a while since the revival, so I hope for improvements soon!
Send those complaints now while you can!
>>31
Sent!!
Especially the room matches are too brutal…
After the round ended, I tried to skip the scene out of habit from Street Fighter 6 and pressed the start button, and I really wish they would stop showing the opponent’s ID, connection compatibility, and waiting players in the center of the screen!!!
>>37
I wish this could at least come out with a long press.
The two-month period may seem free at first glance, but it’s already impossible!
Since it’s already a beta test, stop making excuses like “it’s just a beta” and set up the training mode from the beginning.
I suddenly had to fight the CPU and couldn’t see the command list, so I was like “???”
It looks like SGP and overheating are combining to become really strong!
There are certain techniques that can be executed with simultaneous button presses for braking and others that cannot, which feels a bit off to me. Has it always been like this?
>>36
There was originally only one way to input braking.
The game part is really fun, but the rest is disappointing, so I really hope they polish it up properly.
Breaking has always required a corresponding technique.
>>41
I’m sorry, I misspoke, or rather, I didn’t express myself well enough.
Among the braking techniques, there is a nuance that some techniques work with “pressing the REV button along with the technique button” for braking, while others do not.
First of all, I was surprised by that response because I don’t think braking is something that can be done on just anything.
The UI’s awful, how did it turn out like this?! It’s really terrible.
It’s not just the discomfort from overheating, but is it really possible for a so-called supercomputer gauge to be that small!?
I was surprised when I was taught in the tutorial.
I wonder if the Saudi oil king wasn’t someone who hired UI designers very often.
>>46
Even if you put in money, in the end, it is the people from SNK who create it, so if they don’t have the sense or development skills, there’s nothing that can be done.
If we start fixing the appearance of the battle screen, we’ll need to do major revisions on the art book that is being released at the same time as well.
>>48
Art books are usually mainly about illustrations and concept art, so it doesn’t matter.
I don’t think anyone would be angry if you made both gauges about 1.5 times bigger.
Please make the UI at least feel like KOF.
That’s good enough.
Ah, the B Panzer can be performed with 236B+REV, but it seems that the D Panzer cannot be executed with 236D+REV and only comes out with a delayed REV.
I think this specification is a bit off.
It might be a UI optimized for oil tycoons.
The REV gauge is the common one that you attach roundly under the stamina bar, so it should be fine.
I had no complaints about the UI of the battle screen in KOF15.
The letters were smaller than those in Garou, though.
The battle part is a network test, so to be honest, I can overlook it even if it’s quite lacking, but the other aspects are really tough.
I’m sorry, but I can’t make a reservation unless you specify the improvements.
It would have been better if it were 4:3, but being 16:9 with it being really small in the corner, the gauge placement is terrible.
The fact that the gauge for guard cancel, which absolutely won’t move unless overheated, is always placed in an easily viewable location is also subtly terrible.
>>56
It’s really hard to understand why the guard gauge is placed in the most visible spot when you hardly need to look at it during normal gameplay… I can only think that it’s made by someone with a habit of making games.
If this is how it’s going to be released, I’ll wait for the sale…
The number one use of the REV gauge is that the EX special move and TOP attack don’t need the REV button, which feels really tacked on and is making me dizzy.
The guys are fine, but aren’t Hotaru and Jenny’s faces just oddly different?
The dance is still better.
It seems like it’s not going to work again this time.
Whether people will stay until the sale…
It seems like it might come back around spring.
The performance of the dance is not bad.
One downside is that it suddenly shakes, which can distract your attention over there.
I don’t think (it’s) strong.
What I noticed after trying it a little is
The menu text is extremely small.
It feels like the response for cursor movement and such is consistently bad.
Even though the CPU isn’t strong, it makes frustrating movements (its anti-air is perfectly timed against cross-ups, and it responds with the fastest counter).
If you’re going to make me do PvP suddenly, then at least let me practice in training mode.
REV blow is too strong → It’s insane to face an opponent in SPG state without SPG → You have to activate SPG in your head and push through while playing it safe.
I don’t think the situation will change as it is, but I wonder what will happen.
When I return to my family home, the much-talked-about Mai strangely feels distant.
I’m not matching at all in ranked matches!??
There is a complete lack of sense in the UI.
If Tremor was attached to beta, the only usable characters would probably be Rock and Terry.
If I start listing the bad points, it would never end…
In casual matches, I can find an opponent, but even after waiting for 10 minutes in ranked matches, it doesn’t start…
There are too many areas that make me anxious, as I wonder about them while doing it.
If you don’t change the size, at least place the REV at the guard gauge position.
Since it’s just a decoration, stop displaying the guard gauge normally and retract it to place REV there.
The blue gauge, which usually doesn’t move at all, is somehow sitting there and it’s annoying even for the video.
One thing I can say is that it’s much better than the initial version of Street Fighter 5 at this point, so I feel relieved about that.
>>76
Monja can only be improved based on the premise of having IP power and corporate power; we’ve seriously shown the will to improve, and after several years of effort, we were able to rebuild it.
When it comes to whether this can be done in the same way, I can’t feel very reassured.
>>87
With the presence of oil money and the gameplay aspect, it’s made to appeal (outside of Japan), so that should be reassuring.
Japan is hopeless. The fact that modern games are being praised shows that there’s a demand for simple fighting games, and there’s no reason for professionals or streamers to suddenly switch to another fighting game. Since the general public only decides what to play based on that, there’s no reason for them to move on.
With REV Blow, just throw it away if it’s rubbing against you.
Something that flies? I wonder what we should do.
>>78
Bussasss
>>82
Honestly, it’s still better that it looks a bit chubby with some charm.
Fireflies are seriously amazing.
The bug that prevents matching can somehow be fixed by repeatedly rebooting, but it’s really annoying.
Checking whether the bug has been resolved is easier to understand by doing a room search in a room match.
In KOF, there are so many characters that it’s hard to create detailed models for each one, but I wish Fatal Fury would put in a bit more effort.
The early Street Fighter V gets talked about a lot, but what happened?
Isn’t it better to just combine overheating and the gauge?
Isn’t it like the drive gauge in Street Fighter 6?
>>83
If it overheats, it would be nice if the REV gauge just turns into a GARC gauge.
Intuitive and easy to understand.
The UI was otherwise normal, except that the character names were hard to read.
>>84
What is the reason for the poor cursor response in the menus and such?
Seriously, I was wondering if there were any delay issues for a while, so I was checking the device and trying various things like lowering the resolution and processing to reduce the delay.
It seems that recent game development is being done by people who don’t play games.
Jenny is not that ugly if she behaves normally, but some of her victory poses are just too ugly.
I haven’t forgiven the fact that Samurai Spirits’ online play has never improved.
Isn’t it strange to have lighting shining on the contour of the jaw, or rather the face, all the time?
I wondered if moving the firefly would make it less noticeable… but when I moved it, the standing picture that had always been ugly was actually quite cute.
In terms of reliability, SNK really tends to be unable to make improvements like this, so it’s extremely low.
>>92
In the end, I hardly used the room, so my memory is a bit fuzzy, but the bug that made Samurai Spirits freeze in the room never got fixed, right?
I think Hotaru has an ordinary face, but everyone calls her ugly…
You should be able to make the gauge bigger.
Basically, it will be released as it is…
Street Fighter V was able to go from -100 points to around 70 points in the end thanks to Capcom’s power.
I wonder how much I can turn this into a positive with SNK power…
Modeling feels like it’s from a bygone era…
Hotaru looked quite cute in the PV and trailers, but why does she look like this when actually playing?
Also, get rid of the one that goes through Hotaru on the menu screen.
Because they did a graphic update after the release at 14.
The improvement in character graphics is still about 0.1 millimeters.
I will never do UI.
I’m sure I’ll get used to the UI, but please do something about the poor response of the menu.
Is there a delay effect after pressing?
>>102
After pressing, there’s a delay, and for some reason, there’s a pre-input response, so if you tap quickly a few times, it will continue to move even if you lift your finger off the button.
Is it a fighting game?
>>102
The tutorial also had a mysterious delay that was intense, and it doesn’t seem limited to the menu, so it feels like there’s some kind of bug, and since it’s affecting the overall experience, it seems like it could be fixable.
The gameplay aspect is, as expected, disorganized, it’s a pain of a game, and it has that classic SNK issue of strict input sensitivity, so I’m really at a loss on what to do.
This is the most difficult game to get super rare items in right now.
By the way, if it were two months ago, we would have already completed the master up and downsized, so let’s hit the remaining ones and have them fixed with a Day One patch.
Use AC to feint, dodge with BC, and let me attack.
I’m quite worried about whether they can fix such obvious matching issues that frequently occur in the network test two months before release.
>>108
There is an unpleasant precedent in SamuSp that makes it even more unnecessary in terms of the tropics…
I laughed because this came up and both the marketing and UI were terrible.
I’ll make a reservation, so use that money to fix it.
>>109
There’s no way it can be fixed for 20,000 yen!!
Even if you get really into this, you can’t make a living from it…
>>110
There’s a 50 million tournament! In Iraq or somewhere!
Panashi game… Is this a panashi game…?
I think you have to be really careful in how you handle things.
>>111
I think it’s pretty bad during SPG.
>>111
If neither of us is in SPG, that’s fine, but the moment we enter, the slot machine starts.
If you buy KOF13 now, it’s fun!
It really will be like that.
The design itself can have uniqueness, which is perfectly fine, but honestly, it’s better for users if the UI operations are somewhat unified.
Well, there are probably considerations related to patents, so it might not be that simple.
When it overheated, my body started to glow red, and at first, I thought I had powered up.
The burnout in Street Fighter 6 turns gray and the waiting motion changes, so it’s too easy to understand.
I think it’s okay to copy things like this.
It’s not just about the operability, but this is just a clunky remake of KOF15’s clunkiness, isn’t it?
>>120
Is 15 slow? I feel like the game speed was at a level that’s not suitable for a fighting game in the Reiwa era.
>>127
Sorry, talking about UI and out-of-game stuff.
The text is too small.
It’s yellow and hard to see.
When the chat log is displayed, the room members disappear.
The ID is also hard to understand.
Rumma UI needs to express opinions…
It’s easy to see under the health gauge, but if I put the REV gauge where the guard break gauge is… dry b.
>>122
Let’s steal the good parts!!
The ranked match UI was really hell.
So? Which one do I match with? I was puzzled for a while.
The UI during overheating looks too flashy, making it seem like it’s in the process of being enhanced, right? The gauge too.
Why are you making it look like increasing the gauge has disadvantages? You have no sense at all.
It is likely that an event is triggered every time the cursor moves, communicating with the server.
I think the UI of the initial top screen, not just for Ruma, is also terrible.
Why do they try to make us choose items within that small box?
I think it’s a game where you push back to some extent during the TOP.
It’s a little fun to adjust the damage to the opponent set at the end and defeat them without letting them enter the TOP.
>>132
Um… Anonymous…
It’s SPG…
>>132
Given those issues, to be honest, I think there’s currently just one choice for the opening, right?
>>142
Well, that’s more of an issue, or rather something that has been around since the MOW days.
In tournaments, there were even people who would change the top position based on the opponent’s character’s damage.
The system aspect could have been fine with 15 repurposed ones…
Why do we degenerate?
I never thought I would be able to do Schwarzkraut in the Reiwa era.
I will support you, but I don’t have high expectations.
The current situation is a crappy pachinko game.
Is there a level of doubt whether the know-how gained from Samurai Shodown and KOF is actually being shared properly?
The battle parts reuse too much from KOF15, giving a strong sense of déjà vu…
Let the oil king work harder.
Fireflies have some cute scenes, but depending on the cut, there can be quite a lot of eeriness.
It’s not that she’s ugly, it’s that she’s scary.
The sluggishness in the UI from 15 is probably due to the animations when pressing buttons being unnecessarily a bit too long.
Isn’t Pritche’s TOP attack too strong!
If you guard, make it a guaranteed punish!
Are you planning to keep this network as it is for five days?
I really wish they would do something about the visibility of the gauge during matches and the UI of the room matches.
If everyone could always perform an impact return, I think the level of pachinko would decrease, but for now, it feels like everyone except for the certain ones is able to do pachinko.
It seems that Cain can also do bullet dodging with a guard.
What is that voice like a firefly’s sneeze?
>>148
The name of the technique is “Hakkeshou,” so there’s no helping it.
Are there any nice or pleasant places?
>>149
I don’t dislike sound effects and the like.
>>149
The movement itself is quite brisk and good.
It’s hard to get the commands in…
>>149
It’s satisfying to be able to create combos that decrease just by casually connecting EX moves.
It might be too much reduced.
>>149
The timing for executing commands is a bit strict, but the combo damage feels great.
The defense system is abundant, so it tends to drag on, but the technical performance is also high, so a sudden shift in the flow of the match from either SPG can be a preference, but I think it’s an enjoyable element.
Is it just the backlash from the TOP attack being too weak, REV?
>>150
Most techniques could only be used at a level like Garcra, right? TOP attack.
Even here, there are sometimes people in fighting game streamers who say things like “stop complaining,” but when it comes to beta versions, it’s perfectly fine to throw out lots of complaints and requests, not to mention in the final product.
Whether it will be adopted is another story.
>>151
Since developers are checking everything during the distribution, streamers should definitely speak their minds.
>>151
Well, I think the threads on the bulletin boards for the beta tests of fighting games tend to have this kind of vibe to some extent.
Because it is based on the premise that I want this to be improved.
>>151
It may be because there are many people who confuse complaints with requests.
This system is too strong, so if you want it to be weaker, please let us know.
This system is too strong, it’s boring, but I complain.
Maybe even if I tell you, you won’t be able to understand the difference between these two.
>>171
(Why is it only a discussion about the strength of the system…?)
>>176
It’s fine to ignore weird people.
>>151
There were a lot of them in the Monster Hunter open beta too, but they are mistaking the beta test for a demo version they are allowed to play.
Those who try to suppress opinions by saying it’s politics or complaining, even though the manufacturers are asking for input.
The room match was really crazy, and I couldn’t help but laugh.
Did some old man from the Showa era come up with this?
First, I was confused about how to operate it, and then I moved the mouse and was surprised that it wouldn’t move with the mouse.
When I think about it calmly, this game doesn’t accept any mouse operations at all…
It will be released in two months, but there is still room for improvement.
The opening is very stable.
I can somewhat understand the latter part as well.
There’s really nothing in the center.
>>155
If it’s going to be in the center, I would like to have some benefits like making it longer.
With this kind of firepower, it’ll pass by quickly.
I think there was no need for the impact.
I feel that even in Street Fighter 6, it would be lacking without impact and rush.
The REV accelerator of the Uri is honestly fun.
Maybe this much addition was enough.
“Using Hidden when the gauge is full at the start of the second round after winning the first round and at the start of the third round after losing the second round is definitely a solid strategy, I think.”
First, it started with the remaster of MOW and some individual character adjustments to create a little bit of MOWUM.
The faces of Hotaru and Jenny are really terrible, but on the contrary, I think the guys’ faces are genuinely good.
>>168
I think glasses look pretty good on the women too.
Why not change the color of the line’s antenna?
Isn’t it bad that it’s yellow?
>>169
The connection isn’t very good… that’s how I feel.
I remembered that I had a similar sense of fatigue as P4U1 because of the heavy use of yellow primary colors.
That had a much better UI and the battle graphics weren’t so tiring either.
Do you feel like it looks like a power-up when it turns red from overheating, or is it just me? Like a rage gauge or something.
Rock’s appearance seems more like that of a weak, overshadowed handsome character rather than the protagonist.
There are also those who just want to fight.
The game itself was good, but everything else was so terrible that it didn’t get as exciting as I expected…
It’s quite easy to understand because you suddenly start saying “you” like that.
You can normally peek into room matches, but ranked matches are in a state where they do not match.
I wonder if this is not a bug but simply a time when there are no people.
My rank is B5, though.
Well, the MOW was also red because it represented a pinch situation…
Why does the character next to the health bar have a green hair filter applied?
The red indicating a pinch state is indeed not intuitive.
It’s the X Factor.
Recent fighting games seem to be exploring systems that prevent the old-school fighting game veterans from being the strongest, but this game definitely has a direction that emphasizes making the mastered veterans the strongest.
Whether it sells or not, it’s fine to have games like this.
>>187
The oil tycoon was my uncle…?
>>190
They are pouring money into reviving SNK, so of course, it’s an old man, indeed.
I really feel that I shouldn’t be forced to manage a game that has a default of four gauges plus additional resources for health all at once in the Reiwa era.
Not understanding the difference between complaints and requests is quite a problem, isn’t it?
The fact that issues and points for improvement are being raised indicates that there are expectations behind that.
I still wish that after activating in KOF15, the climax wouldn’t come out.
It’s not that it’s hard to input commands; rather, there’s too much left over, and it’s causing Dragon Punch to go off all the time.
I want to do wave motion while walking, but even though I’m going out of my way to do 41236P, I’m still missing the Shoryuken.