Home » Game » Fighting game » [Fighting game] I can’t do the Shoryuken.

[Fighting game] I can’t do the Shoryuken.

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● Shoryuken → ↓ ↘ + Punch

1: Japan Otaku Reviews25/05/29(Thu)01:02

But there are actually people in the world who have broken through and made holes in the ceiling…

2: Japan Otaku Reviews25/05/29(Thu)01:02Yeahx11

While walking, it’s the Hadouken!

3: Japan Otaku Reviews25/05/29(Thu)01:03Yeahx10

>>2I can’t even perform the Hadouken in the first place.

126: Japan Otaku Reviews25/05/29(Thu)02:23

>>3But I can unleash a sonic boom!

147: Japan Otaku Reviews25/05/29(Thu)02:54

>>3Incredible talent…

4: Japan Otaku Reviews25/05/29(Thu)01:04

Sometimes a strange punch or a tornado kick comes out.

5: Japan Otaku Reviews25/05/29(Thu)01:04

Don’t become a street fighter even in your heart.

6: Japan Otaku Reviews25/05/29(Thu)01:05

I still only use a casual character.

7: Japan Otaku Reviews25/05/29(Thu)01:07Yeahx5

I honestly think being able to perform the Shoryuken normally is a special ability.

9: Japan Otaku Reviews25/05/29(Thu)01:07

In the first Street Fighter 2, I mainly used Honda and Chun-Li.

10: Japan Otaku Reviews25/05/29(Thu)01:08

Please be modern.

11: Japan Otaku Reviews25/05/29(Thu)01:08

Gakocha
Tan!
This is the breath.

12: Japan Otaku Reviews25/05/29(Thu)01:08

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.

13: Japan Otaku Reviews25/05/29(Thu)01:09

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?

15: Japan Otaku Reviews25/05/29(Thu)01:09Yeahx12

Isn’t SNK weirder?

16: Japan Otaku Reviews25/05/29(Thu)01:10

After practicing so much that the Super Famicom controller became bloodstained, I somehow started to get good.

18: Japan Otaku Reviews25/05/29(Thu)01:10

I couldn’t land a leap attack up to the 2nd…

19: Japan Otaku Reviews25/05/29(Thu)01:11Yeahx6

Street 1 is seriously not coming out…
I can’t even do the Hadouken.

38: Japan Otaku Reviews25/05/29(Thu)01:17Yeahx1

>>19In Street Fighter 1, moves can only be executed when the button is released.

52: Japan Otaku Reviews25/05/29(Thu)01:21Yeahx1

>>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.

20: Japan Otaku Reviews25/05/29(Thu)01:11Yeahx1

Why didn’t you make it a simpler command from the start?

24: Japan Otaku Reviews25/05/29(Thu)01:11Yeahx1

>>20Because it was truly a special move.
It’s like an EX ultimate move now.

22: Japan Otaku Reviews25/05/29(Thu)01:11

>>17Die!?

23: Japan Otaku Reviews25/05/29(Thu)01:11

I always think it’s concerning that the command doesn’t have the atmosphere of being directed upwards.

25: Japan Otaku Reviews25/05/29(Thu)01:12

In Street Fighter 6, it doesn’t have to be 623 like in the image.
You can use either 323 or 636.

26: Japan Otaku Reviews25/05/29(Thu)01:13Yeahx2

I had no idea when was the right timing to input at first.

27: Japan Otaku Reviews25/05/29(Thu)01:13

The Yoga Inferno type is the hardest to get out.

28: Japan Otaku Reviews25/05/29(Thu)01:14

I can’t do a double rotation.

30: Japan Otaku Reviews25/05/29(Thu)01:14

Move in a Z shape.

31: Japan Otaku Reviews25/05/29(Thu)01:15Yeahx11

The rising tackle doesn’t come out.

32: Japan Otaku Reviews25/05/29(Thu)01:15Yeahx12

But I found the virtual type to be more difficult…

40: Japan Otaku Reviews25/05/29(Thu)01:17

>>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.

33: Japan Otaku Reviews25/05/29(Thu)01:15Yeahx12

Say that at the level of Raging Storm.

35: Japan Otaku Reviews25/05/29(Thu)01:16

>>33It’s the extreme north.

57: Japan Otaku Reviews25/05/29(Thu)01:23Yeahx8

>>33Isn’t it a bit off to say that this is more difficult for people who can’t execute the Shoryuken?

34: Japan Otaku Reviews25/05/29(Thu)01:16Yeahx4

>>17You lost.

36: Japan Otaku Reviews25/05/29(Thu)01:16

Isn’t around 632 412 22 good enough?

41: Japan Otaku Reviews25/05/29(Thu)01:17

>>36A mysterious command that can only be seen in old Samurai Shodown games.

47: Japan Otaku Reviews25/05/29(Thu)01:18

>>41It was a mistake between 236 and 214 22.

50: Japan Otaku Reviews25/05/29(Thu)01:19

>>47I guess so!

61: Japan Otaku Reviews25/05/29(Thu)01:25

>>47Do it at NINE too!

68: Japan Otaku Reviews25/05/29(Thu)01:27Yeahx2

>>61Hurry up and release the PC version…

37: Japan Otaku Reviews25/05/29(Thu)01:16

Start from the bottom right with yoga flames, then move forward from the bottom left!

39: Japan Otaku Reviews25/05/29(Thu)01:17

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.

42: Japan Otaku Reviews25/05/29(Thu)01:17

The ZERO3 Mica couldn’t do anything while inputting additional commands while running.

44: Japan Otaku Reviews25/05/29(Thu)01:18

A person who can use a screwdriver is now at a level worthy of respect.

45: Japan Otaku Reviews25/05/29(Thu)01:18

At that time, the input grace period was strict, wasn’t it?
Or is it not okay just to enter unnecessary commands?

46: Japan Otaku Reviews25/05/29(Thu)01:18

Wow, scary!

48: Japan Otaku Reviews25/05/29(Thu)01:19

>>43The atmosphere in the old game centers used to be this confrontational.

49: Japan Otaku Reviews25/05/29(Thu)01:19Yeahx10

Street Fighter II was quite easy to find even back then.

53: Japan Otaku Reviews25/05/29(Thu)01:22Yeahx10

I wasn’t good at Tenpa Hōjinzan.

54: Japan Otaku Reviews25/05/29(Thu)01:22

Isn’t it scary to release your guard while having the cursor close to the opponent?

55: Japan Otaku Reviews25/05/29(Thu)01:23

Is the purple flame leg of Fei Long reversed? The dragon rising command was difficult.

56: Japan Otaku Reviews25/05/29(Thu)01:23

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.

58: Japan Otaku Reviews25/05/29(Thu)01:24

I remember thinking, don’t give such an exaggerated name to the jump-upper…

64: Japan Otaku Reviews25/05/29(Thu)01:26Yeahx1

>>58Don’t stab Remy.

59: Japan Otaku Reviews25/05/29(Thu)01:24

Ankle kick!

60: Japan Otaku Reviews25/05/29(Thu)01:25

Isn’t it strange to have a normal move that would be amazing if it could be executed in a fighting game?

62: Japan Otaku Reviews25/05/29(Thu)01:25

What kind of wrist does someone who can do a double flip from walking have?

66: Japan Otaku Reviews25/05/29(Thu)01:26

>>62There are eight bones known as the carpal bones.

63: Japan Otaku Reviews25/05/29(Thu)01:25

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?

65: Japan Otaku Reviews25/05/29(Thu)01:26Yeahx4

Yeah, is it fine if I just delete the response I have?

69: Japan Otaku Reviews25/05/29(Thu)01:27

>>65Maybe I’m bombing the unspecified many.

70: Japan Otaku Reviews25/05/29(Thu)01:28Yeahx1

Please use your intelligence.

71: Japan Otaku Reviews25/05/29(Thu)01:29

If you can’t release it, why not use a character that builds up?

73: Japan Otaku Reviews25/05/29(Thu)01:30

>>71So, is it okay to wait?

72: Japan Otaku Reviews25/05/29(Thu)01:30Yeahx2

I had no idea what the forward charge and then +P in Fighters History meant at all.

83: Japan Otaku Reviews25/05/29(Thu)01:34

>>72I wonder if there were any other characters besides that character with such a command…

88: Japan Otaku Reviews25/05/29(Thu)01:38

>>83Arcana’s Saki

84: Japan Otaku Reviews25/05/29(Thu)01:36Yeahx1

>>72I didn’t understand the meaning of the input where the upper input is connected to the desk.

74: Japan Otaku Reviews25/05/29(Thu)01:31

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.

78: Japan Otaku Reviews25/05/29(Thu)01:33

>>74Perhaps a 4-panel manga from that time.

79: Japan Otaku Reviews25/05/29(Thu)01:34

>>74Wasn’t Street Fighter 1 hitting twice depending on where you hit?

107: Japan Otaku Reviews25/05/29(Thu)01:57

>>74The true Shoryuken of 6 is really putting in the knee.

75: Japan Otaku Reviews25/05/29(Thu)01:31

Is it true that this is goodbye, testicles, Anonymous?

76: Japan Otaku Reviews25/05/29(Thu)01:31

Isn’t the true rising dragon not a technique that involves the knees?

77: Japan Otaku Reviews25/05/29(Thu)01:32

Isn’t it the elbow?

81: Japan Otaku Reviews25/05/29(Thu)01:34

>>77It’s even more impossible for the elbow.
I’m reaching out my hand.

80: Japan Otaku Reviews25/05/29(Thu)01:34

I felt that the times had changed when I was able to use 323.

85: Japan Otaku Reviews25/05/29(Thu)01:38

>>80Well, if the input is too loose, then we’re going to have leaks this time…

90: Japan Otaku Reviews25/05/29(Thu)01:41Yeahx10

>>85It is said that KOF97, which makes it easy to execute techniques, has become extremely prone to accidental actions.

101: Japan Otaku Reviews25/05/29(Thu)01:52

>>90Shall I break it by throwing a coin…? → ZAN EIKEN!

82: Japan Otaku Reviews25/05/29(Thu)01:34

Aside from everything else, doing a single rotation was really impossible.

92: Japan Otaku Reviews25/05/29(Thu)01:42

>>82“Everyone thinks, ‘They’ll definitely jump!’ so many people gave up using Zangief because of that…”

96: Japan Otaku Reviews25/05/29(Thu)01:43

>>92It seems that there were many twists and turns before the upright screw was developed.

111: Japan Otaku Reviews25/05/29(Thu)02:01

>>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.

86: Japan Otaku Reviews25/05/29(Thu)01:38

It seems like the final command of old games is about to be a diagonal upward technique.

87: Japan Otaku Reviews25/05/29(Thu)01:38

The first generation will definitely not be released.

89: Japan Otaku Reviews25/05/29(Thu)01:40

There was a guy who used the Shoryuken while throwing Hadoukens in a pirated version.

91: Japan Otaku Reviews25/05/29(Thu)01:41

It looks like the Dragon Fist of 3 is also using the elbow (delusion 9).

93: Japan Otaku Reviews25/05/29(Thu)01:43

I used to be happy throwing out the scorching wave punch.

94: Japan Otaku Reviews25/05/29(Thu)01:43

Street Fighter 1 is actually easy once you know the inputs.

95: Japan Otaku Reviews25/05/29(Thu)01:43

I feel like I read that Zangief intentionally delays the transition to jump.
Therefore, it’s easy to pull out the standing screw.

97: Japan Otaku Reviews25/05/29(Thu)01:46

What do you mean by diagonal with the D-pad?

98: Japan Otaku Reviews25/05/29(Thu)01:46

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.

99: Japan Otaku Reviews25/05/29(Thu)01:47

I feel that the dragon punch command is quite influenced by the device because diagonal input is important.

100: Japan Otaku Reviews25/05/29(Thu)01:50

It was different for each game whether you could let go of the D-pad or not back in the day.

102: Japan Otaku Reviews25/05/29(Thu)01:53Yeahx3

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…

103: Japan Otaku Reviews25/05/29(Thu)01:53

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.

112: Japan Otaku Reviews25/05/29(Thu)02:01

>>103You don’t have to input diagonally, right?
It seems that the Aura Cannon is said to output 226.

104: Japan Otaku Reviews25/05/29(Thu)01:54

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.

105: Japan Otaku Reviews25/05/29(Thu)01:56

KOF97 is overloaded with AQ patterns instead of just an outburst; something needs to be done about it.

106: Japan Otaku Reviews25/05/29(Thu)01:56Yeahx1

The input for things like power legs is frustratingly bland.

108: Japan Otaku Reviews25/05/29(Thu)01:57

I couldn’t handle the knee of Akira from VF2…

113: Japan Otaku Reviews25/05/29(Thu)02:01

>>108“Number 1 was easy to get out.”

116: Japan Otaku Reviews25/05/29(Thu)02:09

>>108That was originally a bug…

109: Japan Otaku Reviews25/05/29(Thu)01:58

I was told that the technique wouldn’t come out at 96, so I adjusted it!

110: Japan Otaku Reviews25/05/29(Thu)01:59

>>109Add
No translation available.

114: Japan Otaku Reviews25/05/29(Thu)02:05

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.

115: Japan Otaku Reviews25/05/29(Thu)02:05

Crouching heavy punch dragon punch will never be stable.

119: Japan Otaku Reviews25/05/29(Thu)02:16

>>115Shinku~

117: Japan Otaku Reviews25/05/29(Thu)02:09

I practiced the Hazan from Zero Two’s screen edge Senretsukyaku.

118: Japan Otaku Reviews25/05/29(Thu)02:16

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.

120: Japan Otaku Reviews25/05/29(Thu)02:17

I have a strong memory that the SFC version of Fatal Fury 2 was really hard to find.

127: Japan Otaku Reviews25/05/29(Thu)02:27

>>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.

121: Japan Otaku Reviews25/05/29(Thu)02:18

Doing it! (Not doing it)
I’m not doing it! (I am doing it.)

122: Japan Otaku Reviews25/05/29(Thu)02:18

22 anti-aircraft lover

123: Japan Otaku Reviews25/05/29(Thu)02:22

As expected, the counter rage action is the strongest… I’ll throw in a super cancel too…

124: Japan Otaku Reviews25/05/29(Thu)02:22

Wasn’t it hard to get a 1 in Takara Garou?
Even the Shadow Slash Fist won’t come out.

125: Japan Otaku Reviews25/05/29(Thu)02:22

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?

128: Japan Otaku Reviews25/05/29(Thu)02:31

First, no double letters appear.

129: Japan Otaku Reviews25/05/29(Thu)02:32

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.

131: Japan Otaku Reviews25/05/29(Thu)02:34

>>129Also, no gauge system.
Huh? Are there characters with gauges lately?

134: Japan Otaku Reviews25/05/29(Thu)02:37

>>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.

130: Japan Otaku Reviews25/05/29(Thu)02:33

Joy Mecha Fight was great!
I feel like there was a character with difficult commands.

132: Japan Otaku Reviews25/05/29(Thu)02:35

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.

133: Japan Otaku Reviews25/05/29(Thu)02:36

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.

139: Japan Otaku Reviews25/05/29(Thu)02:44

>>133Also, unlike modern fighting games, you have to input commands properly…

135: Japan Otaku Reviews25/05/29(Thu)02:38

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…

136: Japan Otaku Reviews25/05/29(Thu)02:38

That’s why I love KOF97.

137: Japan Otaku Reviews25/05/29(Thu)02:38

This is definitely hard to put out in Monster Hunter!

138: Japan Otaku Reviews25/05/29(Thu)02:42

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.

140: Japan Otaku Reviews25/05/29(Thu)02:45

The D-pad on the SFC made my fingers sore.

141: Japan Otaku Reviews25/05/29(Thu)02:46

Actually, before Super Smash Bros., there was a Sailor Moon fighting game that had a mode where special moves could be executed with buttons.

142: Japan Otaku Reviews25/05/29(Thu)02:47

It seems that a screw pile driver can be produced even if it’s abbreviated.
Really?

143: Japan Otaku Reviews25/05/29(Thu)02:47

My thumb hurts when I use the D-pad.

144: Japan Otaku Reviews25/05/29(Thu)02:48

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…

145: Japan Otaku Reviews25/05/29(Thu)02:48

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…

146: Japan Otaku Reviews25/05/29(Thu)02:51

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.

148: Japan Otaku Reviews25/05/29(Thu)02:55

Neko Hiroshi puts it out every time, don’t be spoiled.

149: Japan Otaku Reviews25/05/29(Thu)02:59

Recently, there are people who win fighting game tournaments not with arcade sticks, but with controllers, right?

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