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[Street Fighter] I started trying out classic since I couldn’t assist.

Japan Otaku ReviewsYeahx1

It feels like we need to practice combos before fighting, right?

Quite difficult!

1: Japan Otaku ReviewsYeahx6

It’s fine to fight without practicing.

2: Japan Otaku Reviews

You don’t have to do it.

It’s enough to just play towards how you want to be.

3: Japan Otaku Reviews

If you memorize the three types of combo initiation for weak, medium, and strong like in modern gameplay, you shouldn’t have any problems, right?

6: Japan Otaku Reviews

When I play classic, I feel that it’s too convenient that if the assist combo doesn’t hit, I don’t input the next move.

7: Japan Otaku Reviews

Do your best with Wave Rising Dragon.

8: Japan Otaku ReviewsYeahx5

Before practicing combos, it’s time to practice commands, right?

9: Japan Otaku Reviews

I’ve never used a modern one, but I wonder if I can do strong and weak Hadoukens.

It’s not just about combos; being able to perform regular and special moves first, as well as distinguishing between them in different scenes, is also important.

10: Japan Otaku Reviews

First, it’s good to just hit them hard with a special move and learn the special technique.

It depends on the character, but using a big, big, big special move can decrease more than a poorly executed core attack.

If it’s a technique to trip, then weak + weak special or guessing the number of hits is also good.

11: Japan Otaku Reviews

Due to unavoidable circumstances, I switched from Juli to Mai.

First, I can’t remember the technique, so I’m feeling like an old man!

13: Japan Otaku ReviewsYeahx2

It’s a combo trial to grasp the feeling of canceling input during command practice and combo practice.

14: Japan Otaku Reviews

Most SAs are vacuum wave commands, so let’s do our best there.

16: Japan Otaku ReviewsYeahx2

I think the combo trial that doesn’t connect even when you press the buttons as written is garbage.

17: Japan Otaku Reviews

I used to do big K big P big K big P for a while too… and I could win quite a bit.

18: Japan Otaku Reviews

Just remember the combo that knocks the opponent down, and you’ll be good to go.

19: Japan Otaku Reviews

Ryuu should be able to do weak attack, weak attack, weak attack, weak tornado first.

22: Japan Otaku Reviews

When I touched Ryuchoro lightly, the moves came out quickly and it was fun, but I don’t really understand why I felt that way.

Is there an early occurrence?

25: Japan Otaku ReviewsYeahx1

I feel that it’s more intuitive to separate weak, medium, and strong attacks with kick and punch than with the types of buttons used in modern or arc-style games.

But when it comes to special techniques, I become confused.

27: Japan Otaku ReviewsYeahx5

Ryu’s rush is just a bit off, but other than that, he has average mobility, so it feels surprisingly agile.

28: Japan Otaku Reviews

It feels a bit slow because Rashid and Jamie are wiggly.

Visually, regardless of actual occurrence.

29: Japan Otaku Reviews

I want to change the strength of the wave-breaking palm foot slash tornado, so it’s difficult if it’s fixed…

If I could just do weak and OD with a one-chance tornado, that would be great.

31: Japan Otaku Reviews

Well, some characters have slower normal moves.

I think the disparity in lower K is quite severe.

32: Japan Otaku ReviewsYeahx2

I think that switching to C will honestly be really tough at first no matter how you try, so all I can do is cheer you on…!

34: Japan Otaku Reviews

The foot knife lasts for 9 frames, which is surprising.

No wonder it hits at a timing where my legs are stretched out and it’s clear that I’ve run out of kinetic energy.

35: Japan Otaku Reviews

Rashid has a mysterious and inconsistent spec with a fast rush and quick forward dash, but a slow back step.

37: Japan Otaku Reviews

I started the combo trial, but should I memorize this?

Or would it be better to input it as a stretch and remember other combos?

38: Japan Otaku Reviews

Ryu’s rush is weak in terms of damage, but it has a normal speed that can be used for wake-up attacks, so it’s not something to worry about.

It means to stay grounded and face it with a wave rising dragon, right?

39: Japan Otaku Reviews

Is it the future Blaz or Ending Walker?

40: Japan Otaku Reviews

Ryu’s big attacks can execute special moves no matter which direction the lever is pushed, so his gi is the least agile.

44: Japan Otaku ReviewsYeahx1

You learn combos when you think it’s necessary.

By the way, I won’t do any practice mode until my rating is completely stacked and I can’t do anything else.

45: Japan Otaku ReviewsYeahx5

Combo trials range from stuff that can be used for a lifetime to absolute garbage, so if you seriously want to know, just watch a video or something!

46: Japan Otaku Reviews

What’s good about Ryu’s medium foot rush combo?

For now, I’ll carry on and since it’s easy to do a wake-up pressure from the forward step, I’m using the middle foot rush, big punch, big wave palm, and tornado.

47: Japan Otaku Reviews

Consider the possibilities of Yas in the future as an option.

48: Japan Otaku Reviews

If you remember something like the rising dragon from a cancelable middle kick, it will make things more enjoyable.

50: Japan Otaku Reviews

Tonight, I want to win, Modern Ryu.

https://goziline.com/archives/54017

51: Japan Otaku Reviews

Let’s do the wall combo from the impact!

52: Japan Otaku Reviews

It’s fun to sway while bending down in a dance…

I’m not provoking; I’m enjoying the bouncing.

53: Japan Otaku Reviews

If you raise your firepower without getting used to the game itself and win too many times in a way that doesn’t match your skill, you’ll end up in hell.

54: Japan Otaku Reviews

There are plenty of videos that show you just doing this is enough if you watch character videos, so remembering 2 or 3 simple ones is enough!

It’s beneficial to learn the fastest throw mix-up setups for wake-up attacks.

56: Japan Otaku Reviews

Well, the combo trial is like a pre-constructed deck in a card game, so you could say that strong ones other than the designers’ aren’t included.

57: Japan Otaku Reviews

It’s better to get the certification match done first, but if you’re transitioning from Modern, that shouldn’t be a problem.

58: Japan Otaku Reviews

The wall slam combo is interesting because the way the opponent gets hit is unusual, leading to routes that aren’t typically used.

There are quite a few times when I think, “What’s this wall slam combo all about!?”

60: Japan Otaku Reviews

I want to do big ghost harassment~

61: Japan Otaku Reviews

As long as you hold onto the combo of weak punch, weak punch, weak tornado and medium punch, medium punch, weak tornado, you can at least fight.

62: Japan Otaku ReviewsYeahx3

For now, it’s good to remember an easy combo that starts with a small technique, a high combo that spends your gauge, and a maximum combo when you read an invincible move, each of which has a reasonably low difficulty for mistakes.

63: Japan Otaku Reviews

The wasp is summoned with the parry button.

66: Japan Otaku Reviews

I think Goki will be swinging his heavy kick around in low rank.

If you crouch and dodge, you can land a big kick and deal around 4000 damage with a panic combo.

The D-gauge full release big big rush reduces so much it’s laughable.

67: Japan Otaku Reviews

What should I do to respond to the big gossip? Impact?

68: Japan Otaku Reviews

Vertical backstep Jasper please impact.

69: Japan Otaku Reviews

It’s useful to know about the use of the Big Foot Sword → SA1 in case you’re unsure where to use SA.

If the big foot sword hits, quite a lot will go in… if it hits.

70: Japan Otaku Reviews

I feel like it’s quite common for diamond stackers to be overly cautious with their gauge.

72: Japan Otaku Reviews

I’ve recently started using Terry, but surprisingly, he’s a bit awkward to maneuver…

73: Japan Otaku Reviews

I’m doing it with a leverless controller, but commands like Tornado → SA1 are difficult.

My fingers are about to cramp.

74: Japan Otaku Reviews

Reversing training can only be done by consciously practicing finger loosening in daily life.

75: Japan Otaku Reviews

Is it not allowed to add a lever to the revers?

78: Japan Otaku Reviews

Daigosu Jasupa can be surprisingly easy if you just stare at it intently.

In terms of difficulty, it’s probably easier than doing a headbutt, Hyakkan, or Hanachou-sen.

83: Japan Otaku Reviews

If you’re not going to participate in CPT or similar tournaments, you can do whatever you want.

84: Japan Otaku Reviews

It’s surprisingly difficult to perform a fire kick.

I guess I just need to practice.

85: Japan Otaku Reviews

It seems like Bogard has to be mindful of the delay, which looks tiring.

90: Japan Otaku ReviewsYeahx2

Street Fighter 6 feels stricter with combo timing compared to other fighting games, it’s tough.

91: Japan Otaku ReviewsYeahx1

Thanks to various professionals in version 5, it has clearly become a no-go to increase the number of move buttons.

93: Japan Otaku Reviews

I want to be able to use something like Terry’s Power Wave chase dunk, but it’s really damn hard.

94: Japan Otaku Reviews

I don’t understand the difference between a stick and a lever… is it the accuracy of recognition?

95: Japan Otaku Reviews

There are really few options with a stick, you know.

There are hardly any types that come with an expansion button from the beginning.

A lever is set to be released by Cyber Gadget this May, and it seems to be a good lever that comes with an additional installation and is priced under 30,000 yen.

I really dislike that it has a macro function…

96: Japan Otaku Reviews

By adding a lever and a jump button, you can cut the upward input of the lever.

99: Japan Otaku Reviews

Isn’t Mai’s foot technique stronger than Ryu’s foot technique?

100: Japan Otaku Reviews

I’m currently at Gold in Marisa, but after trying out Akuma, I got a Platinum rank in the ranked matches. This is… amazing…

101: Japan Otaku ReviewsYeahx1

Terry feels that when he tries to extend his combos a bit, the increase in difficulty and the improvement in damage don’t seem balanced, which is frustrating.

102: Japan Otaku Reviews

I’m using a pad, but my left hand just gets tired continuously.

103: Japan Otaku ReviewsYeahx2

https://www.cybergadget.co.jp/products/4544859035623/

I think getting the Viewlix layout with a parry or impact button for 20,000 is quite a bargain.

The macro function is something that shouldn’t be used in ranked matches, right…?

105: Japan Otaku Reviews

They say Terry is difficult, but if you remember about three setups at the edge of the screen, it’s pretty easy since you don’t need to worry about delays. The biggest decision in the center is quite difficult though…

108: Japan Otaku Reviews

Akuma is difficult, huh?

If you can’t use the hundred demons well, you’ll end up like Ryu without the big ghost or Ken without the thunder.

109: Japan Otaku Reviews

Ranked matches are basically just a monkey who either throws in a fire kick or spams heavy punch.

112: Japan Otaku Reviews

It seems that it’s easier for Marisa to win than Akuma in the Gold and Platinum ranks.

113: Japan Otaku Reviews

You need to wait for the judgment on whether to attack or not after seeing the hundred demons.

In the end, I’ll be driven crazy by always being at a disadvantage due to cautious observation.

114: Japan Otaku Reviews

I’m really getting annoyed with Hyakki Uramawari now.

115: Japan Otaku Reviews

Even using Akuma, that move is frustrating.

116: Japan Otaku Reviews

Almost all of Akuma’s techniques are infuriating.

I dislike everything except physical strength.

117: Japan Otaku Reviews

Terry can take 7000 with an easy combo that starts with a screen edge panic, which is amazing.

118: Japan Otaku Reviews

Terry struggled the most when using SA under lethal judgment.

Triple gay decreases the most, but the route changes too much from the usual combo.

Feel free to follow the example of Vega and Mai, who can effortlessly connect long OD special moves from a medium attack while casually checking the opponent’s health and landing anything.

119: Japan Otaku Reviews

It’s hidden behind the ridiculous performance where it hits on the activation of Hyakki and in the mid-range of Hyakki P, allowing for a guard advantage on throw after a knockdown.

Isn’t Hyakki K already more powerful than Cannon Strike?

Even though it hits around the waist, for some reason, it’s usually advantageous for Gouki, and hitting with a middle attack is done nonchalantly; it’s just complete chaos.

121: Japan Otaku Reviews

I still think it’s strange that the Hundred Demons can force a guard with an airborne maneuver that can shift timing and obviously gain an advantage.

If you’re holding a rising dragon that extends upwards, then that’s all well and good.

122: Japan Otaku Reviews

I want to do Terry’s crack derailleur round chaser combo because it’s efficient and portable, but it’s not stable.

123: Japan Otaku Reviews

I’m using Mariza as my sub, but I recommend big kick → charged big kick.

124: Japan Otaku Reviews

I reached High Master without even being able to do combos using SA1 or SA2 with big punches…

I guess I should learn it soon, huh…?

125: Japan Otaku ReviewsYeahx1

Just because I have the Rising Dragon, using it against the Hundred Demons results in an incomprehensible way of avoiding it, which I can’t accept.

126: Japan Otaku ReviewsYeahx1

I made it to the end of the intermediate combo trial!

I can’t move my fingers!

129: Japan Otaku Reviews

You don’t need to do the basics in the advanced trial.

It’s more practical to do the combos from the videos that came up in the search instead.

131: Japan Otaku Reviews

Hyakki changes a lot with aerial throws, doesn’t it?

132: Japan Otaku Reviews

The advanced trial has some elements that make you wonder where you would use this…

134: Japan Otaku Reviews

Weak Yōkai are seriously strong.

If you unleash a weak Hyakki from a distance where the soaring dragon can’t reach, it creates pressure equivalent to a jump against the bullet just by doing that.

The side being attacked can’t afford to drop their guard at all, so the risk-reward balance is not right.

136: Japan Otaku Reviews

Hyakki K can’t be used in a way like stepping on the opponent’s counterattack low kick.

The intended use is completely different, so it doesn’t really make sense to compare them.

138: Japan Otaku Reviews

The big ghost can surprisingly be done quite easily by just watching closely at level 20, with no name.

The massive punch from Vega in the 19th occurrence is probably causing a lot of jasper.

140: Japan Otaku Reviews

The hundred demons take advantage of the situation effortlessly, even though the others would be at a disadvantage if they were to get involved.

141: Japan Otaku Reviews

Isn’t the foot knife panic can electric blade wave vacuum wave fist around 4000 or something?

143: Japan Otaku Reviews

Ed’s moves are tough!

The small moves come out too late!

144: Japan Otaku ReviewsYeahx1

The trial will connect from here on, and it’s fine to have a casual attitude about it.

145: Japan Otaku Reviews

The trial is not for use in actual combat.

This is an example of a connection that is possible, so it’s worth practicing.

Watching videos and achieving a maximum combo is good, but it doesn’t increase my knowledge of taking lethal damage from the attacks that hit me.

146: Japan Otaku Reviews

If it’s a PC, you can probably get a Jasper, right?

147: Japan Otaku Reviews

Even if it’s called a rising dragon, there are various types like those who stumble or those who are slow.

I think Ken, Gouki, and Juri can take down Hyakki.

148: Japan Otaku Reviews

It’s interesting that the nameless ones who are dealing with the techniques of occurrence 20 are also getting hit by the impact of 26.

150: Japan Otaku Reviews

You can somewhat do it just by watching the big Gozu Jasper, as expected.

You should give it a try with Tremor.

152: Japan Otaku Reviews

I didn’t really see things like DaeGosuJasper or CC and Red Bull either.

Well, it’s fine, right?

155: Japan Otaku Reviews

If you can complete all of the beginner levels and the first three of the intermediate levels in the combo trial, that’s enough to start, right?

I’m a master, but I still can’t complete Guile’s trial.

156: Japan Otaku Reviews

Even in the same frame, the clarity of motion is clearly apparent, right?

Especially impact.

157: Japan Otaku Reviews

Shoryu is indeed unparalleled as the original.

I understand that some people won’t move from their uniforms; it’s stress-free.

158: Japan Otaku Reviews

The big ghost is only ever jasped when it’s being rubbed like an idiot.

And somehow when the big foot sword is drawn, it gets Jaspered.

159: Japan Otaku Reviews

Whether it’s an impact or a big ghost, if you’re prepared for it to come, you can counter it.

It’s impossible when you’re panicking.

160: Japan Otaku Reviews

I want to stop the disparity where things like being able to crush impacts are due to multi-hit moves like the Shoryuken.

162: Japan Otaku Reviews

Well, since the 2000s, there have been plenty of people online bragging about standing up after watching the middle section of ◯◯.

They were mostly the kind of people who would die from being delayed by the lower stages or something like that.

164: Japan Otaku Reviews

In this game, if you drop with the rising dragon, you can surely go into a throw mix-up for a wake-up attack from the rush, which makes it incredibly strong.

It’s an important source of damage.

165: Japan Otaku Reviews

I’m jumping straight into a big assist from the rush without thinking in Moga, but is it better to throw in a knee strike or something like that first?

166: Japan Otaku Reviews

Even when I see the impact, I’m scared of the sound and can’t follow through with the impact.

I wonder if it’s possible to just replace the sound for the impact…

167: Japan Otaku Reviews

It’s okay to make mistakes, so let’s use the combo with Rush in actual practice as soon as possible.

If you don’t use it, it’ll really never come out in actual combat for a lifetime.

168: Japan Otaku Reviews

Modern Ryu doesn’t have a pull back heavy punch, and can’t perform weak or strong footsies or weak or strong tornadoes, and can only execute the second hit of the target combo for the heavy kick.

Isn’t this already a different character before strong or weak?

169: Japan Otaku ReviewsYeahx1

It’s good to practice combos with the training dummy.

170: Japan Otaku ReviewsYeahx1

The large K of the dance is definitely one of the strongest normals, but it’s in a different category from the foot sword.

172: Japan Otaku ReviewsYeahx1

It’s not a technique to compare with instant attacks, but I think using Mai’s strong kick for a guard -3 is bad while I’m grinding it out.

176: Japan Otaku ReviewsYeahx3

This game isn’t necessarily much easier than other fighting games, is it?

178: Japan Otaku Reviews

If it weren’t easy, there wouldn’t be so many new ones.

179: Japan Otaku Reviews

I can manage if I keep staring until around 20F.

If you look away, you can’t press the button even on 60F.

180: Japan Otaku Reviews

I am reacting to the impact sound being loud.

I don’t know if it has any meaning.

182: Japan Otaku Reviews

If you see it, everyone will die if feints or other techniques are mixed in.

183: Japan Otaku Reviews

I can’t return the impact, but I wasn’t even touching the impact button in the first place.

184: Japan Otaku Reviews

If you let people who are new to Street Fighter 6 play Street Fighter 4, about 99% of them won’t be able to do long, timed combos using Focus Cancel.

185: Japan Otaku Reviews

My strong spin knuckle is also executed perfectly when I first used it in the final round of the third match.

186: Japan Otaku Reviews

Which is stronger, Mai or Juri?

187: Japan Otaku Reviews

A game that requires at least 9 buttons cannot be easy.

189: Japan Otaku Reviews

If you make it seem easy, new customers will increase.

Look at Smash Bros, everyone thinks it’s a ridiculously hard but simple party game.

192: Japan Otaku Reviews

“Can’t you erase Sebi?” is such an ancient spell, so stop it.

193: Japan Otaku Reviews

When you raise the impact sound, the SA becomes thunderously loud as well.

194: Japan Otaku Reviews

The spin knuckle can be recognized and countered pretty well, but sometimes it gets mixed up with the impact… the motions are just too similar…

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