
I want to know your main character’s name.
Sagat
I was interested, but unlike 3, there were no videos at all, so I still don’t know what the gameplay is like.
Everyone was using Sakura.
I wanted it to be included in the titles available online for AniCollection… I’m looking forward to the next installment of Fight Collection.
I was using Nash from ZERO, but I felt like he might not be that strong…
Isn’t it zero counters?
The impression of an incredibly difficult game on Oricon.
>>7To you like that, Lorento.
A series of powerful jump kicks will drastically reduce the enemies!
I played a lot on the Saturn version.
Ryuu’s Tornado Barrage Random Oricon
Chun-Li Adon-Dan
Although choosing itself could lead to underestimating the situation, Dan…
If you take advantage of the non-weak aspects, it becomes an interesting presence with a chance of victory.
No problem! 👍
I was thinking that the appearance of the Oricon looks like it’s finished while looking at it in the game center.
In the end, I couldn’t use it well, but it was originally an interesting character.
Wasn’t Nash’s performance generally not that of a supercomputer like Samasomaso or Sonibsonibu, but rather just hmmm-hmm-hmm-hmm?
Oricon, huh…
There are no options other than an efficient knockdown followed by a deadly combo.
Because it lacks any originality.
If that’s the case, I think it would have been better if the first shot guaranteed fixed damage no matter what.
>>16Doesn’t it turn into rapid weak attacks?
>>17Whether you do weak rapid hits, strong rapid hits, or even special rapid hits, it means that when the gauge runs out, the damage is the same, even if you drop it in the middle.
Self-satisfying original dance time
>>21Super boring…
>>21It will just become a game of repeatedly tapping to carry it to the edge.
I was a child who knew nothing, and I was using Sodom… Oricon is just so easy.
Dan has a memory that connecting the void was difficult for Oricon.
I had fun making the homemade Ryuko Ranbu for the Oricon 2.
Lorento
It’s fun just flying around.
Also, Sakura as a sub.
There’s no point in pressing the button…
Wasn’t Nash fairly strong?
You might be confusing it with ZERO.
The way a fool thinks resembles a comfortable place.
Once the bullets become commands, Chun-Li becomes this lawless.
It’s fun to have things like the “Sorry for the Chopper” on Oricon, but…
You could change Chun-Li’s outfit to the one from Street Fighter 2 with a command, right?
Gouki’s crouching heavy punch > heavy kick > rolling is still used because it’s so lawless.
Watching Akuma’s OCV made me feel like this game is impossible for me.
The white bloomers of Alpha are nice, right?
For some reason, I often played using Ryu because I was working at a candy shop.
Ryu isn’t that strong, huh?
Lorento was strong in this game too.
There was also a bug where the high jump big K didn’t receive the Oricon correction.
I was using Adon and Birdie.
There weren’t many strong players at home, so I was getting kills without the other players realizing it with a birdie.
I don’t understand the play of skilled players, but it’s amazing.
Chun-Li in Oricon performs a crouching strong kick followed by a hundred crack kicks that deal massive damage.
>>38When I do this myself, it doesn’t really decrease much.
The frequency of rising stars will decrease.
The number of characters in fighting games is good around this level.
ZERO3 has too many characters!
It was beautiful to connect the supercomputer by jumping up and grabbing it with my feet from the shadow below.
It was the first appearance of Ryu awakening the wave of murderous intent in the Saturn version of Zero 2.
There are quite a few people who like ZERO2, and it seems that even with ZERO3 available, some people are still playing 2.
I’ve been noticing some ZERO2 tournament videos here and there.
The truly unpopular one is the arcade version of ZERO3 Upper.
>>43There is a delay in the input…
I might have seen ZERO2 Alpha occasionally.
What was the reasoning behind not being able to wear the upper?
Are you incorporating recovery on landing from a jump like in Street Fighter II?
The fun one to use is Rose.
The main is Akuma.
Oricon has severe disparity.
Nash and Sakura really don’t seem to decrease.
If there is too much freedom in Oricon, it just ends up breaking like a tandem.
If there isn’t, then that itself is boring.
When I went to the department store, there were fighting games! Even in supermarkets and toy stores, there were fighting games! It was like the last period when kids and boys would just play around.
I have memories of how the atmosphere surrounding things like ZERO3 and Street Fighter 3 started to fade away around 1998.
It started getting complicated around ZERO3, and I can’t keep up…
Customers are gradually becoming more discerning, and complexity has become a selling point.
Is this why Ryu’s crouching strong kick can’t be canceled?
I liked it when the screen cracked into Z.
I thought, “You can create such a cool character…”
Perhaps because there were many fighting game titles from CAPCOM and SNK that felt like they reached a conclusion around 1997 to 1999, quite a few people started to drift away during that time.
The 3D fighting game scene calmed down after Virtua Fighter 3, and it felt like Tekken became something you played at home rather than in arcades.
>>57From Guilty Gear X onwards, there is certainly a sense of generational change.
You shouldn’t give a boy who has just graduated from being obsessed with female characters as something erotic a second trial called Sakura.
>>58No way!
I was just trying to kick while moving forward!
I don’t know what makes Oricon strong, but it definitely feels impressive! I liked that feeling.
From the perspective of serious competitors, it probably felt like a completely broken system.
Vampire Savior 2, Hunter 2, and fighting games from the mid to late 90s, both Capcom and SNK.
There are so many similar version differences that it’s hard to tell which is which.
>>61Since I couldn’t perform the update, I had no choice but to release the version upgrade as a minor change version.
I often think about how I used to be made to go into arcades.
After completing ZERO2, we were thinking about what to do next, so we decided to reset everything and start from scratch.
They mentioned it in the interview as well, that ZERO3 is too ambitious.
I think it would be good to have the same characters in a different game.
There was a survey result indicating that there are too many Capcom games, and people didn’t know which one to play, so it seems they tried to space out the releases of ZERO 3 as much as possible.
The issue of version upgrades isn’t just limited to fighting games; it’s a problem that affects the entire arcade scene from the 90s to around the mid-2000s…
The MVS cabinet has both KOF96 and 97, as well as Real Bout and Real Bout SP.
>>65Indeed, Real Bout Garou had everything in one package.
The vampire liked hunters, but Saber couldn’t keep up.
It’s not that complicated to the extent of being original.
It’s just a stance change like a Tekken flower warrior.
I liked the behavior and used Lorentz, but I didn’t really understand the mechanics at that time.
I was using Adon.
It was roughly strong.
It will be repeated many times over the next 30 years.
It was a game that made you feel the brutality of the Oricon system.
Oricon is breaking the balance because combos that are not affected by corrections are being developed.
If we include everyone in the Oricon, it would be too broken.
It should be fine if it’s a self-enhancement technique for a specific character.
I’m not really okay.
>>72Haa– Phantom Formation!!
The zero counter is harsher than the Oricon.
Well, that’s how it becomes in 3.
I was doing my best with Dan.
Only the medium K had performance that could use any of the standing or crouching moves.
The Oricon system is too suited for single-player games.
It’s not something you do in a competitive game.
I remember Rose being erotic.
I used characters like Lorelei, Chun-Li, Zangief, and Sakura depending on my mood.
Sometimes Adon
ZERO3 feels like it’s picking up too much! It didn’t catch on among my friends either…
The era of Capcom games during the time of Savior and Zero 3 was the most cutting-edge and intense period.
The fact that ZERO3 was broadcasted on television during the national tournament is also noteworthy.
It was a hot topic.
I loved using Dan with his ridiculousness that can be used even while jumping without limits on taunts.
ZERO2 won the Game Best Award and was successful enough for Dan to also win the Best Character Award.
I might like the sound effects of this area the most.
I definitely prefer this over 3 for the BGM.
>>86I was really disappointed that all the classic theme BGM for each character changed…
>>86I didn’t like that in 3, you couldn’t choose the stage and the songs were strange.
The number of characters is amazing, though.
Compared to the original with ZERO combos and ZERO3 with air recovering, ZERO2 is simpler and more standard.
My favorite is the ZERO series.
The Hundred Demons Attack was really interesting.
I heard that Chun-Li is not the strongest in the latest character rankings.
It’s the Super Famicom version, but I didn’t play fixed to one character, so I didn’t really have a main character.
It seems that the PS version has sold around 2 million copies in Japan, giving off a sense of the final beauty of the fighting game boom.
>>93For that matter, there’s no mention of the title being a million seller.
Just barely 1 million with ZERO3.
BGM for Guy and Laurent
That’s nice…!
I played a lot of the Saturn version.
Not only the software, but I’ve also recouped the cost of the hardware.
I really think this character selection is divine.