
● Shoryuken → ↓ ↘ + Punch
But there are actually people in the world who have broken through and made holes in the ceiling…
While walking, it’s the Hadouken!
>>2I can’t even perform the Hadouken in the first place.
>>3But I can unleash a sonic boom!
>>3Incredible talent…
Sometimes a strange punch or a tornado kick comes out.
Don’t become a street fighter even in your heart.
I still only use a casual character.
I honestly think being able to perform the Shoryuken normally is a special ability.
In the first Street Fighter 2, I mainly used Honda and Chun-Li.
Please be modern.
Gakocha
Tan!
This is the breath.
It’s fine if it’s something like a wave rising dragon.
Is it a double wave?
Is it a reverse half turn from the wave?
I can’t remember if it’s the opposite side after a half turn.
If the only anti-air move is the Rising Dragon, then I have no choice but to use it, but if there are other moves that can work as anti-air, wouldn’t that be better?
Isn’t SNK weirder?
After practicing so much that the Super Famicom controller became bloodstained, I somehow started to get good.
I couldn’t land a leap attack up to the 2nd…
Street 1 is seriously not coming out…
I can’t even do the Hadouken.
>>19In Street Fighter 1, moves can only be executed when the button is released.
>>19There is a knack to that.
While holding down the button, release the punch button at the same time as entering the last 6 of 236.
Why didn’t you make it a simpler command from the start?
>>20Because it was truly a special move.
It’s like an EX ultimate move now.
>>17Die!?
I always think it’s concerning that the command doesn’t have the atmosphere of being directed upwards.
In Street Fighter 6, it doesn’t have to be 623 like in the image.
You can use either 323 or 636.
I had no idea when was the right timing to input at first.
The Yoga Inferno type is the hardest to get out.
I can’t do a double rotation.
Move in a Z shape.
The rising tackle doesn’t come out.
But I found the virtual type to be more difficult…
>>32No, it was easy because I just had to press the buttons in order.
The difficult part is the guard.
I didn’t know I could just hold it down.
Say that at the level of Raging Storm.
>>33It’s the extreme north.
>>33Isn’t it a bit off to say that this is more difficult for people who can’t execute the Shoryuken?
>>17You lost.
Isn’t around 632 412 22 good enough?
>>36A mysterious command that can only be seen in old Samurai Shodown games.
>>41It was a mistake between 236 and 214 22.
>>47I guess so!
>>47Do it at NINE too!
>>61Hurry up and release the PC version…
Start from the bottom right with yoga flames, then move forward from the bottom left!
I thought my brother, who could pull off the super special move in Super Battle Collection 3 but couldn’t do the Shoryuken, was abnormal.
The ZERO3 Mica couldn’t do anything while inputting additional commands while running.
A person who can use a screwdriver is now at a level worthy of respect.
At that time, the input grace period was strict, wasn’t it?
Or is it not okay just to enter unnecessary commands?
Wow, scary!
>>43The atmosphere in the old game centers used to be this confrontational.
Street Fighter II was quite easy to find even back then.
I wasn’t good at Tenpa Hōjinzan.
Isn’t it scary to release your guard while having the cursor close to the opponent?
Is the purple flame leg of Fei Long reversed? The dragon rising command was difficult.
If I could produce Street Fighter 1, that would be super amazing!
Since then, I had the impression that it was only natural to be able to deliver and that it was like starting from there.
I remember thinking, don’t give such an exaggerated name to the jump-upper…
>>58Don’t stab Remy.
Ankle kick!
Isn’t it strange to have a normal move that would be amazing if it could be executed in a fighting game?
What kind of wrist does someone who can do a double flip from walking have?
>>62There are eight bones known as the carpal bones.
In training mode, you can pull it off, but in an actual match, there’s no room to aim for it.
In the end, it’s just a romantic technique, isn’t it?
Yeah, is it fine if I just delete the response I have?
>>65Maybe I’m bombing the unspecified many.
Please use your intelligence.
If you can’t release it, why not use a character that builds up?
>>71So, is it okay to wait?
I had no idea what the forward charge and then +P in Fighters History meant at all.
>>72I wonder if there were any other characters besides that character with such a command…
>>83Arcana’s Saki
>>72I didn’t understand the meaning of the input where the upper input is connected to the desk.
I can’t agree with people saying that the Shoryuken is a technique that also involves using the knee.
In the first place, even if I try to look for it, I can’t find such a source.
There’s no such element even when I look at the thread image.
>>74Perhaps a 4-panel manga from that time.
>>74Wasn’t Street Fighter 1 hitting twice depending on where you hit?
>>74The true Shoryuken of 6 is really putting in the knee.
Is it true that this is goodbye, testicles, Anonymous?
Isn’t the true rising dragon not a technique that involves the knees?
Isn’t it the elbow?
>>77It’s even more impossible for the elbow.
I’m reaching out my hand.
I felt that the times had changed when I was able to use 323.
>>80Well, if the input is too loose, then we’re going to have leaks this time…
>>85It is said that KOF97, which makes it easy to execute techniques, has become extremely prone to accidental actions.
>>90Shall I break it by throwing a coin…? → ZAN EIKEN!
Aside from everything else, doing a single rotation was really impossible.
>>82“Everyone thinks, ‘They’ll definitely jump!’ so many people gave up using Zangief because of that…”
>>92It seems that there were many twists and turns before the upright screw was developed.
>>96Starting with jump attacks, the next trend is to spin while landing basic techniques.
It seems that if you can enter in four directions, you can start to use walking screws and other techniques.
The way Zangief absorbed Guile’s crouching medium kick was beautiful.
It seems like the final command of old games is about to be a diagonal upward technique.
The first generation will definitely not be released.
There was a guy who used the Shoryuken while throwing Hadoukens in a pirated version.
It looks like the Dragon Fist of 3 is also using the elbow (delusion 9).
I used to be happy throwing out the scorching wave punch.
Street Fighter 1 is actually easy once you know the inputs.
I feel like I read that Zangief intentionally delays the transition to jump.
Therefore, it’s easy to pull out the standing screw.
What do you mean by diagonal with the D-pad?
It’s amazing how people can guard against weak rising dragons and land screw pom-poms while walking.
I wonder if they are playing a lot.
I feel that the dragon punch command is quite influenced by the device because diagonal input is important.
It was different for each game whether you could let go of the D-pad or not back in the day.
They’ve finally started reconsidering the illegal construction that they had been continuing on the premise that it could be permitted, and it took a really long time…
The command techniques in FF6 are too much of a trap because if you input them quickly, you’ll end up making a command error.
>>103You don’t have to input diagonally, right?
It seems that the Aura Cannon is said to output 226.
I’m used to it already, but I think the notation Z for the instrument is a bit strange.
There must be a better way to express this.
KOF97 is overloaded with AQ patterns instead of just an outburst; something needs to be done about it.
The input for things like power legs is frustratingly bland.
I couldn’t handle the knee of Akira from VF2…
>>108“Number 1 was easy to get out.”
>>108That was originally a bug…
I was told that the technique wouldn’t come out at 96, so I adjusted it!
>>109Add
No translation available.
Wave is just following the edge with the lever, and for Rising Dragon, you just need to input forward before that, so even if it’s said to be difficult, I don’t really get it.
Crouching heavy punch dragon punch will never be stable.
>>115Shinku~
I practiced the Hazan from Zero Two’s screen edge Senretsukyaku.
It feels difficult! It gives the impression that the levers and buttons are all scattered.
It seems that the hands are not being used differently on the left and right sides.
I have a strong memory that the SFC version of Fatal Fury 2 was really hard to find.
>>120The input for the lever, or rather the D-pad, is too sensitive in the SFC version.
If it’s 236, it really doesn’t react unless you input ↓↘→, and as for Geese, you can’t even do a counter at all.
Doing it! (Not doing it)
I’m not doing it! (I am doing it.)
22 anti-aircraft lover
As expected, the counter rage action is the strongest… I’ll throw in a super cancel too…
Wasn’t it hard to get a 1 in Takara Garou?
Even the Shadow Slash Fist won’t come out.
It’s not exactly 623, but if you can get over it, can you go with 621?
Thinking like a previous element and below and diagonally?
First, no double letters appear.
Considering the complexity of commands in fighting games, I think it’s quite innovative that in Smash Bros, the techniques are determined by the B button and the direction of the arrows.
>>129Also, no gauge system.
Huh? Are there characters with gauges lately?
>>131Also, attacking while flicking the stick will result in a smash attack.
If you’re bad at smash attacks, pressing any of the C buttons will result in a smash attack without charging, which was great in GC.
Joy Mecha Fight was great!
I feel like there was a character with difficult commands.
The command notation in the SFC version of Street Fighter 2 wasn’t like this in the instruction manual, right?
Elementary school students won’t understand that.
During elementary school, it was said that it was amazing just to be able to consistently execute the Shoryuken.
I can’t help but feel that it was actually difficult with the controllers of that time.
>>133Also, unlike modern fighting games, you have to input commands properly…
The Rising Dragon Fist does come out, after all.
It’s impossible to drop it by just watching it fly.
If anything, I’m struggling even with regular anti-air moves… I can’t catch the jump-ins…
That’s why I love KOF97.
This is definitely hard to put out in Monster Hunter!
I understand that the lack of upward input being intuitive as anti-air is confusing, but as long as upward is assigned to jump, this will never be completely resolved.
The D-pad on the SFC made my fingers sore.
Actually, before Super Smash Bros., there was a Sailor Moon fighting game that had a mode where special moves could be executed with buttons.
It seems that a screw pile driver can be produced even if it’s abbreviated.
Really?
My thumb hurts when I use the D-pad.
If you do it with the flat part of your finger, it doesn’t hurt as much.
Quick input is all about twisting around the joints! So, well, um…
When I was a kid, I thought it was easy to just watch how to do it, put in the direction, and press the button.
I never expected it to be something I had to input in such a short time…
It’s hard to get the press conference out.
It’s harder to get out with a lever.
The Super Famicom and Dreamcast were easy to release.
I’ve never played Saturn.
Neko Hiroshi puts it out every time, don’t be spoiled.
Recently, there are people who win fighting game tournaments not with arcade sticks, but with controllers, right?