
I absolutely hate continuous attacks and combos in arcade fighting games!! Wake-up attacks (attacking right after getting up), long attacks, downed! Infinite loops. Is a mechanical, repetitive fighting style that doesn’t let the opponent do anything really fun!? That kind of person should just play against the CPU and not get in the way.
This is it.
What we’re doing is really fun.
It’s fun to chip away just by repeatedly using low kicks!
Are you saying to increase the number of choices during a match?
Even salarymen can do it if they’re into it.
>>4I mean, besides professional gamers, most are either students or office workers, right?
I’m going to look for someone weaker than me.
It may depend on the work, but not being able to handle wake-up pressure is…
Combo games are crap! Only people who say that haven’t played the latest Samurai Shodown!
>>7As a result, what everyone wants to do is play combo games, right?
>>7It’s not about that; it’s just “I can’t win! It’s boring!” in the image.
>>7I want to make you do a burning jazz.
I think I’ll be angry with Roberto and Hayato for life.
The era when salarymen play fighting games as a way to pass the time ended a quarter of a century ago.
This Lehman drawing is impressive every time I see it.
Well, competitive games are inherently about denying the opponent.
There may be such denials outside the venue.
It’s fun because there is someone to do it with.
It feels good to impose irrationality on others.
Aren’t you practicing to be able to do this in the end?
If you have complaints, then quit.
That’s why you’re doing it, because you’re a salaryman!
So, should I just take them down immediately and do some squats or something?
Rather, I think one reason why Street Fighter 2 became popular is because of things like this.
The fact that they are reluctant means it’s effective, so you should keep doing it.
“It seems like I’m going to push through a throw escape upon getting up.”
An era when there were few people who could perform combos.
>>19In an era when there were few people who could even unleash a special move on purpose.
Rising Dragon Punch… you say…?
Are you a genius?!
If this kind of opponent is getting hit by wake-up attacks or options other than true mix-ups, let’s give them the advice, “You can guard that now!”
How many years ago was this?
True victory lies in making the opponent uncomfortable.
(I see they don’t know how to deal with wake-up pressure…)
(I can’t compose, huh…)
I wonder if this is a story from an era when there weren’t many choices for getting back up.
Does “the relaxation of a salaryman” mean slacking off during work hours?
There is too much difference between now and the past.
Is it an era where you can’t do combos without looking at your opponent, or you’ll get an ashtray thrown at you?
It’s the fault of those who can’t handle wake-up pressure.
SNK games have the image of focusing on close combat, but they were still somewhat patterned.
I don’t play fighting games, so I don’t know, but is it like the Last Tominaga that you see here?
I really can’t understand the meaning of “okihame.”
When you go down like in karate, you say “Wait!” and return to the starting line.
I wonder if it means “I want it to be ‘let’s begin!'”.
>>33It’s a story from when I couldn’t change the position to rise by putting in the lever or change the timing to rise by pressing the button…
>>33So you’re saying that Chatanyarakushan was the ideal fighting game person…
I should just do it with the CPU.
>>34(Rushing technique thrown by the CPU)
>>34Well, it seems that as a business, places have stopped putting in single-player units since the multiplayer stations have a higher turnover rate and are more profitable…
I can understand that a salaryman who wants to kill time at the arcade during lunch break with just one coin would feel dissatisfied about being immediately interrupted, quickly defeated, and kicked out of his seat after inserting the coin.
Play strip Mahjong or something! (As soon as you insert a coin, it’s Tenho! Kasumi won! Says the office worker.)
In other words, “just do it with the CPU” is a story from the side that can’t do anything…
There aren’t many do-nothing apocalyptic games like that…
It’s been a long time since online matches became the main focus, so the unique feeling of “wow…” after a complete victory can’t be shared with anyone.
This is a story from the past when fighting games became a boom with the original Street Fighter II, leading to rows of arcade cabinets.
I find it more likable than someone who remains cheerful even after losing.
The argument is crap, but it’s really easy to read.
I can only handle things like mid-foot wave or upper rising dragon at most…
Did they really think that drawing something like this would make me stop?
Absolutely good at making PowerPoint materials.
An era where just throwing a hundred slaps makes the opponent melt.
What’s scary about this is that it’s an image from the late 2010s.
>>49Did the person who drew this sleep for about 20 years!?
When it comes to the Ark series, I can’t help but think about this a little.
>>50Games like that have many options where everyone is treated equally, which makes it easier to take down higher-ranked players instead.
The quality makes it hard to believe it’s from the Street Fighter 2 era.
Wasn’t it written around the time of Street Fighter 4?
>>51It’s around the time of Street Fighter 5.
Miserable whining of a terrible loser.
About 5.
It became a game where I instill winning patterns into my body.
It’s tough for the people who enjoy winning and losing in mock fights.
The rewards for mastering combos are substantial, but…
The risk of being affected by a combo entry is
Is it really such a big mistake that it would result in instant death? I’m skeptical about that balance.
Is it really fun to play a game with only jumping heavy kick and crouching heavy kick?
On the contrary, it’s impressive how arcades became a place of relaxation for salarymen in the late 2010s…
It’s fun to ruin the relaxation of salarymen~ 🤣
First of all, it’s a matter of letting the bad players play with the CPU.
Game centers are a mixed bag of skills, good or bad, and anything goes in the open class.
Aren’t you satisfied with the current tropics?
If anything, even in a strike, 4 has such an intense wake-up pressure that it tends to be easier to win against higher-ranked players.
>>64To eliminate the Gafuhame, I put in a delay standing in Ultra Street Fighter 4, which calmed down the hame, but the balance worsened.
Isn’t it bad not to defend against wake-up pressure?
The Ark series doesn’t just lower the strong characters for balance adjustments; instead, it raises all characters to give them a chance.
In a competitive game, there’s no way someone who’s bad has the right to speak up!
When you land a super special move-class technique, you can also take away their fixed down, allowing for further wake-up attacks after the move.
I think it would be better to stop after all.
>>69If you stop that, it becomes a plain game where you don’t use anything except for defeating the super skills, and it gets tricky to think about.
Especially in games where there are guard cancels.
I remember when I was in elementary school, a friend who was a year older than me couldn’t win against me at all in matches and got really angry.
It seems they were unhappy with the work of dropping with a big K when it jumped in.
Don’t pull off combos when you’re just a CPU! I’ve thought that before.
>>71It’s nice, isn’t it? Weak attack cancel super move.
It’s not good.
>>71It means to memorize by looking at that, right?
Speaking of which, even Street Fighter 6 is like this…
A game where you can knock down, then attack while they are down, and knock down again is easy to come by, making it beginner-friendly.
I can only resign myself to the fact that I’ll get completely wrecked in combos.
It’s your fault for not being able to deal with wake-up attacks.
There are few fighting games where you can interrupt while consuming, but I guess it’s still difficult to achieve balance.
>>77The guard cancel system appears to be for beginners, but it includes elements that make it impossible for beginners to win.
>>85It sounds a bit blunt, but those who are good at it are easier to approach and can also defend themselves.
With a guard cancel, the chances decrease even more…
I understand that some people might get angry, but it’s about the constraints and local rules to make it interesting.
It was interesting how it occurred spontaneously in arcades and friend groups, and it had a unique cultural aspect to it.
It’s not manly to hit while they’re down, wait for them to get up, no spamming strong moves, and throws are allowed only once.
Looking back now, the users were also struggling with the rules.
>>78Well, the reason why there were user-created rules against throw spamming in Street Fighter 2 is that the game had a flaw where it was systemically impossible to escape throws, and users tried to address that issue in some way.
It’s easier to understand the game with a turn-based system that remembers the timing to escape from combos rather than just simple exchanges.
It’s a simple question, but why aren’t you guarding? It doesn’t even seem like you’re facing a choice between two options.
The painful “old man” sentence structure doesn’t change even when handwritten.
Competitive games are games designed to cause stress to opponents and shorten their lifespan.
Games from the era when there were local rules still had rough balance adjustments and often had unavoidable traps and instant deaths.
Even in the 2000s, it was an era where you could easily port to home consoles and relieve stress against the CPU as much as you wanted…
I heard that there was a sign saying “This character is buggy, so don’t use it!” and that sounds way too funny.
It’s great, isn’t it? The runaway temple was banned from use everywhere because it was too broken.
>>90Well, it’s understandable that characters like Gouki and that guy were banned as clear hidden characters.
Well, what’s so interesting about a psycho throw, you idiot!
I understand why that is the case, so it’s fine.
When things are broken beyond repair, the consciousness of competition disappears, leading to a friendly atmosphere where everyone can laugh together regardless of winning or losing.
A notice from long ago?
You should just play a different game.
The reason I’m angry is because I can’t do it; if I could pull off combos and win, I wouldn’t be saying things like this, which is obvious.
But something like Hokuto that never ends…
>>98Why do you think Toki is the strongest in that game?
Because the maneuvering is the strongest.
The hidden boss characters from the past were very much focused on playful elements, so it’s perfectly fine for them to be relentlessly strong.
To put it another way, it might be misleading, but a fighting game isn’t just about fighting seriously.
The transition period of combo games was really hard to remember, wasn’t it?
Are you slacking off like in Street Fighter 5, you caveman…?
Create your own original combo!
If you make the thread image El Forte, it seems like it would resonate quite a bit.
Capcom and others were trying to help beginners by adding auto-guard mode for a while, but…
Since I aimed to go for a full-on attack during a missed swing or when I couldn’t block at all, that really had no meaning at all.
Recently, I have more of an impression of Tekken.
I think there might be people who don’t find “OreT ue” enjoyable, but it’s rare.
In the end, the right way to play Street Fighter 6 is to just shake your butt instead of doing combos.
I guess they don’t think it’s a problem that they’re weak and can’t do anything in a fighting game.
Even if you’re bad at combos, it seems like you’re good at creating materials.
I enjoyed the brawl between the oddly funny eccentric characters, like Dhalsim with his stretching arms and the tornado whirlwind, which made me burst into laughter.
It’s something that takes into account the preferences of users like those of Warhi, and a lot of things like that have come out, right?
There was a time when there was a tendency to include beginner-friendly systems, but in the end, since we are fighting with the same system.
A system that is strong even for beginners is used even more skillfully by advanced users.
>>111Modern is doing well.
>>117Since I haven’t done it for a while, it’s mostly classical.
>>120In terms of total population, it shouldn’t be that collapsed.
It would have been better to create an environment where beginners compete against beginners with a ranking system rather than implementing a rescue system.
Winning in PvP feels really great.
I believe that if we create a mechanism where it seems like a player-versus-player match but the opponent is actually a computer, the world would become more peaceful.
>>113The difference in movement is too obvious, so it gets noticed.
Around this time, there was a Demon Bride with quite advanced simple operations.
There’s no doubt that it hasn’t reached this salaryman…
Well, I understand if it’s the Street Fighter IV series.
I wondered what was interesting about the invisible front and back and the lack of a barrier.
In that sense, Street Fighter 4 was still a work that had quite strong defensive mechanics.
Even taking that into account, it was tough.
It’s not fun for the one being attacked.
It’s more fun to do it.
Actually, the Savior’s Ad-lib was introduced for Kairos, who said, “It’s too difficult to do a guard cancel~ ;o;”
It is said that in reality, it turned into a back-and-forth of one-shot advices.
In reality, it may be safer to keep it at the level of training wheels…
Aren’t you better at drawing than at fighting games?
It’s tricky because if we don’t limit the one-button special move, it can lead to things like walking Sonic.
“That taught me from 3DS’s Street Fighter IV.”
>>124Because movements that only the enemy CPU can perform will also become possible for the player.
I don’t think it’s just about simple operations; I believe it’s about the pathways to improvement or ranking.
>>125Well, I think it will calm down to some extent if we can play at the same rank.
What’s important is that…
The ranking system makes it easier to fight opponents of similar skill levels.
Because wins and losses are reflected as numbers.
I lost, but it was a good match! It was fun! There’s a problem that makes it hard to feel that way, though.
Anyone would feel good if they could do whatever they want!