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“`plaintext U.G.watanabe @wtnbU…・11 hours The look of this character and the gauge saying “During Penalty” is, as expected, not intuitive at all~ No matter how you look at it, it seems like we could take the round if we just get one hit. It’s a super strong state, OVERHEAT!!! MAX “`
Is it a fist…
It’s the peak of fury in Samurai Spirits!
At first glance, it only looks like a state of enhancement.
The gauge is too happy.
In fighting games, strangely, even overheating seems to look like a enhancement…
It only looks like a powered-up state with the character’s effects and gauge!
Is there such a happy-looking overheat?
It’s not wrong that it glows red because it’s getting hot, but it doesn’t seem like a disadvantageous state.
Making the gauge look like it’s about to break or having the character blow smoke might be more intuitive.
Aha, by being in this state, the Hidden Gear can be activated.
Terry also says “OVERHEAT!!” when he uses Geyser.
>>10
So it was a weakened Gazer?
The character surrounded by flames looks like they are in a powered-up state.
It feels risky to have a robot game that requires heat management, but if you can call it overdrive or something like that, it gives a sense of enhancement.
>>12
As expected, it’s Robokai…
The gauge builds up and it really looks like a first-time enhanced state.
When I hear “overheat,” I have the image of an enhanced state with drawbacks.
If you’re going to make the heat limit a penalty, shouldn’t you indicate it as a COOLDOWN?
>>15
How about burnout from being burned out?
It definitely looks like a power-up state!
I think it’s strange that the overheating situation feels like “it’s dangerous, but I’m strong!” but setting that aside, the image in the thread does look like it’s in a powered-up state…
Why is this gauge so flashy?
OVERHEAT!!!
☆MAX☆
It seems that a penalty is easier to understand if the effect looks like it’s burning and producing smoke.
I wonder if it’s because it overlaps with the BO of Street Fighter 6…
Even though it’s weakened, the fact that only the body is red gives it a Kaioken-like appearance, which is even worse.
If it gets too hot like Robokai, just make it explode.
Before the match: “I’m going to push myself to the limit and fly!”
During the match (because it’s at its limit… I’ll cool it down!)
It’s bad to place it on top of the super special gauge that becomes advantageous as it builds up.
By the way, the effect that looks like a buff is also bad.
Let’s burn out!
(Bonus state from the other’s perspective)
Let’s use the heat gauge.
It looks like it’s in a state of enhancement to the level of entering an instant kill mode.
It somewhat looks like a hot and steamy version of Smash Bros.
The bent gauge below starts at 0% and when it reaches 100%, it’s honestly a penalty.
Instead of being easy to stun, it’s about boosting firepower or increasing gauge recovery speed, right?
If it feels like it’s actually burning instead of just having an aura-like effect, it might give off a sense of disadvantage.
>>34
It might be more fitting to have white smoke blowing out from the gaps like a wrecked car.
The UI isn’t intuitive at all…
I said I would push it to the limit, so here we go, overheat!
It might be easier to understand when the character is in danger if not only the area around the character but the character themselves also glows red.
If my character is a robot, then when the heat gauge fills up and it overheats, turning red and blowing smoke, that feels like a pinch!
It’s interesting that adding that production to a human makes them seem rather strong.
Especially in SNK fighting games, there have often been power-ups when the gauge is maxed out since back in the day…
I understand that it’s not good to say “if you take strong action, you’ll be able to take strong action,” but the visuals are…
Also, it’s typical for SNK characters to get stronger when they’re in a pinch, so that just adds to the misunderstanding, doesn’t it?
Let’s make the eyes glow red as if a trail is running.
For SNK users, it only looks like an explosion of anger until they actually try it.
The burning state might be making it even harder to understand the enhanced state of SPG.
Just like the gauge, it feels more disadvantageous if the character also exhales white smoke.
It’s not good for Terry to say “I’m overheat” while shooting the gazer.
Is this not a state of enhancement…?
Isn’t there a benefit when the gauge is filled?
I truly realized how thoughtfully the UI of Street Fighter 6 has been designed.
>>49
I feel like it’s not so much that Street 6 is bad, but rather that this is just too much of a problem…
It might have been clearer if it had a smoky, charred effect.
I should have prepared a weakened standby motion for when it overheats.
The penalty itself is a hassle.
“Are you going to nosebleed?”
Turn the fire effect into smoke.
Burnout is easy to notice, isn’t it?
>>55
I’m completely white and sweating.
The stance has also changed.
It’s easy to understand!
>>60
I was impressed when I noticed the timid-looking guard.
>>68
I want SNK to remember Billy when he lost his stick…
>>105
That’s what you call a counterattack, right?
>>60
It’s easy to tell that Blanka is obviously exhausted.
When I hear MAX from SNK, all I can think of is MAX super specials or some kind of super special spam mode, or that it can only be canceled in ways I don’t quite understand.
Even in a pinch, you want to look cool, right?
OVERHEAT!!
MAX
☆ ☆
Have you reached the point where you can unleash a game-changing special move?
Since the drive gauge is 100→0, I reversed it… it’s like that, right?
I even doubt that the person who created this visual and UI knows much about fighting games.
It seems to be in a state that at least has some kind of merit.
People tend to call overheating “burnout.”
In an SNK fighting game like Samurai Shodown, this appearance definitely makes me think of a powered-up state.
It’s hard to logically connect the fact that you can recover with Hidden Gear.
Well, it’s just a matter of getting used to it.
Let’s turn the flames into white smoke and make the character look whitish!
It seems like I can fire a guaranteed kill shot.
Isn’t this supposed to be in MAX mode?
The gauge cracks in the summer…
State of anger.
OVERHEAT!!!
A UI for a reversed happy dog, no matter how you look at it.
Why did SNK make something so difficult to understand?
Given the gauge configuration, it is significantly more powerful than previous SNK works.
The expression “overheat” is supposed to be a warning, but it’s also used in a way that feels like breaking limits, so it’s difficult.
The way the highlights are added in the image seems quite bad.
Anyway, only enthusiasts or oil tycoons would do that.
☆ is too happy.
>>80
It’s in a state where it can use its super special move, so of course it’s in a good mood.
“Is there even enough talent left in SNK to say ‘even though it’s SNK’?”
>>81
To SNK kids, MAX activation and Rage Explosion definitely look like beneficial gauges.
>>81
It’s more about how the technology is compared to similar past works in the same genre, which had a similar appearance but included power-up elements… I guess that’s what it is.
>>81
What he’s saying is exactly from someone who left SNK…
Wasn’t it a power-up effect?!
It would have been fine if it just said “DANGER!” or something like that…
There are definitely guys who get all pumped up and overheat…
There was something similar to a fighting game of One Piece where when your health decreases, you can no longer use special moves, but the power of regular attacks increases.
>>87
Why do you crush the sprouts of reversal?
Do you have time to fix things like this, the UI, and the matching?
It’s getting heated up!↓↓↓
To express that it’s overheating badly.
I think it would be good if you made it a yabahito.
That’s someone who can unleash the strongest technique!
Since I’ve come this far, I want to embrace this situation and see the benefits of it.
Attack power 1.5 times or something.
I think it would be easier to understand if the gauge is black or gray.
When it comes to guns or machines, the gauge rises and when it reaches max, it can be depicted as popping open into forced cooling mode.
It feels like the entire REV gauge was forcibly added in the late stages of development, as if to make it more like Street Fighter 6!
>>96
To be honest, I think I don’t really need most of the REV-related things, including blow.
Including faults that seem to have been added from guilty.
Just make your face turn bright red.
>>97
(I am in a state of anger…)
Black smoke.
The body glowing red and surrounded by flames is definitely in an enhanced state, no doubt about it…
Just like in the old Melty Blood, there are fighting games where when the gauge fills up to MAX, it consumes everything and automatically enhances your character.
This guy is quite bad.
It’s a given that when in a disadvantage state, there are effects like blue or purple vertical lines.
It might be inevitable that red feels like a buff.
What if I make you out of breath?
If you turn a star into a skull or something like that
This won’t be clear unless it’s filled in dark red and black…
My heart is trembling! It’s heating up to the point of burning out!!
Seeing things like this makes me realize that the visual effects in games that seem to indicate a weakened state are actually well thought out.
I have to say, did no one feel any sense of discomfort while making it?
In Tekken 8, the enhanced state is called “Heat State.”
When the heat is used up, the gauge disappears entirely, making it easy to understand.
>>114
Tekken is super refreshing and easy to see.
You can just check the health gauge to see if you can use the super attack.
>>144
Many people dislike the fact that there are gauges other than health in Tekken in the first place.
>>154
When you are fully focused on your opponent’s movements and the techniques they are about to use.
Having three or four gauges that you have to check one by one is impossible.
>>154
I really like how easy to see the screen is.
Street Fighter 6 has fewer moves, making it easier to manage, but there are many gauges to watch, which makes it difficult. On the other hand, it feels like Tekken 8 is the opposite.
>>114
The REV gauge really needs to be monitored at all times, but it’s honestly difficult to see compared to the “WINS” display in Tekken, which you don’t pay attention to at all during matches. It’s just frustrating.
>>114
If anything, SNK has works that include a power-up state called Heat Mode in their own products.
I feel like I’m about to overheat.
Maybe it’s good to use cool colors for the gauge and text.
We are not robots; we are living humans.
Feel the human overheat!
>>119
Fever strengthens the immune system, you know.
The star mark is an indication that the super special gauge is full and is not related to REV…
>>121
Don’t make the display of disadvantages have a similar vibe to this.
Don’t increase it, don’t make it red. You’re breaking both promises, so that’s not good.
Well, the reason for doing that is because of the name “overheat,” so it’s the one who named it that’s at fault.
It has an aura that seems to increase firepower, and the gauge is in a really good mood.
If it gets bleached like burnt ashes, I’ll end up laughing…
>>125
Phase shift down!
>>125
During normal times, the colors have high contrast, so turning it into grayscale might also look striking in its own way.
The steam coming out of Smash Bros. is also a benefit.
Certainly, when you have a fever, your condition is bad, but…
>>127
I just thought of a good idea; let’s put on a heat patch.
You should make the face turn pale and add effects for sweat and poison lines.
Make it a little more purple.
Isn’t the gauge design kind of lame…?
>>131
Regardless of whether it’s good or bad, I think this gauge design is the type that would be attached to characters like tin or robot-themed ones.
>>139
The expressions like “overheat” and “hidden gear” might suggest that the concept is based on old American cars.
>>145
In that case, it might have been more appropriate to display black smoke from the gauge, making it look like an engine stall instead of this kind of indication.
>>131
It’s okay to be uncool, but the health bar, super meter, and drive gauge, aside from the guard gauge, are all hard to see due to the colors and size.
The only relatively easy-to-read guard gauge is the useless air gauge that 90% of the time isn’t checked during the match.
This game uses warm colors too much for no reason.
I really want them to stop changing from green to orange when my eyes hurt and my stamina decreases… The display that says “It decreased by this much with the combo” is red, so when it combines with orange, I can’t understand anything.
The red face is also the rage gauge in Samurai Shodown, and there are literally Kabuki actors in Samurai Shodown, right?
I think you mean to say something about KOUSHIROU, not that.
Don’t you realize that writing “OVERHEAT” with a skull in yellow is dangerous?
Oh no! Something seems to be coming! Let’s step back and observe…
Maybe the lower half of the arc would have been better?
I came up with a good idea.
It’s hot, so let’s strip!
Street Fighter 4 was easy to understand, wasn’t it…
It’s not that!!!
>>142
I think about 60% of this is bad.
Also, the gradient of the text, etc.
But prioritizing style over clarity feels very SNK.
>>146
Be cool in a situation where you can be cool!
>>146
The gauge design is not particularly cool either…
It’s easy to express a strengthened state, but difficult to express a weakened state.
>>149
I just thought, but Ifu Kai has that kind of aura that seems cursed, doesn’t it?
>>149
It’s fine if it’s in cool colors.
The name “overheat” is bad.
Even though there’s an SPG state, I’ve also added an overheating state, so the aura attached to the character is congested.
Please add a 20 percent increment mark to the REV gauge, I beg you.
If the character starts groaning or whining, it would be easy to understand, right?
I don’t really understand the reason for separating the overheating gauge and the guard gauge and placing them in completely different locations.
Moreover, the guard gauge, which doesn’t need to be viewed much, is right below the health gauge.
It’s also bad to group them together with the super gauge.
Since the guard gauge above is usually just air, it would be good if it gradually fills up and can reverse and deplete once it reaches maximum.
I wonder if they’ll steer towards something outrageous like increasing damage even if it means less ability usage and more rigidity.
How about not burning it and instead using an effect that makes it look like it’s fading away with smoke coming from the body, like a burnout?
I remember the Sparking enhancement state in DBFZ feeling exactly like this.
It changes a bit from the nuance of overheating, but it has a burnt feel to it.
>>163
It’s the absolute enhancement form.
>>163
If you make it smoke, it’ll look the part.
It feels like they just brought everything from MOW without thinking about the game’s content or trimming anything down, and there were quite a few moments while playing that made my head hurt.
The color scheme, including the UI and effects, gives me the worst headache.
Was it no good to be completely burnt out and look all white?
I wonder if it’s common for a sequel to turn out like this, rather than a completely new work… It happens often.
If it’s a single-player game, I can make some crazy sound effects, but it’s difficult in fighting games.
For those who can normally produce fire, it just looks like a technique when they get burned.
I’m scared that if I tweet my requests thinking it’s okay… the international hunger wolf police will come and get angry.
You guys should get that mad at Crackers and Leakers too.
>>174
Among them, there aren’t even 10% who actually played the Hungry Wolf properly, so don’t worry about it.
>>180
Then why are you getting angry!?
>>188
The American sense of entitlement to freedom of speech is deeply ingrained in their being.
Anyway, just say what you think.
>>174
Both crackers and leakers are heroes who release information that companies are trying to hide, right?
I mean, it’s bad that the company released it when it turns red and becomes stronger.
To be honest, I have the most complaints about fighting games in the Reiwa era.
Line up with Glba R.
>>176
Is that so? I think it’s getting easier to see soon.
>>186
In terms of the β point
At first, that was really terrible too.
>>189
I see what you mean.
Thanks to the fact that they discarded the packaged version over there, a lot of improvements were made after the location test.
It’s tough that we can’t make it in time…
>>189
I’m glad I had time to fix it since I did it six months ago…
>>196
It doesn’t usually exist…
Thanks to making it digital download exclusive, it’s like we are forcefully managing to create it.
In the case of Garou, since we are releasing an overseas version package, the master has already been completed long ago, so there’s nothing that can be done.
>>186
Sorry, I’m talking about “overall impressions not limited to the UI” and “at the beta stage.”
I thought, while sending it, that my words were really lacking.
What’s burning isn’t an overheating issue!
Well, it’s so unclear that many people misunderstand it.
If you make it gray like a phase shift…
The heat gauge in Monster Hunter was really well designed in the UI.
The system is crap, but
Over Heat!!!
MAX
⭐️ ⭐️
This is indeed being too overly excited.
What’s burning is S.P.G. (buff)
The red area is overheating (debuff).
No, I don’t intuitively understand.
>>190
The yellow one that’s burning just flickers a bit, but it doesn’t feel enhanced at all.
I think it’s okay to shine like a TOP state.
>>199
I wonder if that shiny, flashy thing will be accepted in the Reiwa era!?
Is there really such a thing as weakening with !!!?
I’m really mad now!!
Even if it’s uncool, displays like “SUPER!” or “MAX!” from games like Streets or KOF are easy to understand.
>>197
One reason is that the screen wasn’t wide yet.
Well, it’s still in beta.
>>198
However, we have less than two months left, and this time we did a “network test,” so the main focus is not on feedback about the UI, balance, or other things.
>>198
There are only two months left until the release, but… is it going to be okay…?
>>198
It’s only two months left, but are you okay?
I wonder if there’s any way to make the modeling cuter…
The heat gauge, which was directly applied from the 4:3 small screen to the 16:9, seems difficult to see and there are some complaints about it.
In Street Fighter 6, Mai is burning fiercely like in the image when in a powered-up state.
Was it not enough to just say “danger” normally?
I guess they wanted to differentiate from Street Fighter 6’s OD, so they separated the heat and guard gauge.
That’s fine together! If you’re worried about that, you won’t be able to make a good fighting game!
Street Fighter 6 is also increasingly copying the good features of Tekken, like the replay function and ghosts.
🤩
Tekken 8 was pretty terrible during the first network test, but now it’s become decent, so this should be manageable as well, probably.
The early days of Gubara are nostalgic.
It really turned into a completely different game in a bad way, didn’t it?
There aren’t many gauges that become disadvantageous when saved up.
I understand that overheating is a negative state, but it’s funny how everything else is leaning towards a completely positive atmosphere.
It’s dangerous that this is what has been brought out at the last minute.