
There’s no way a lever would turn once, don’t mess with me, Capcom, I used to think back then.
It’s incredible how quickly humans get used to things, as it doesn’t take even a year for standing and screwing to become second nature.
Not coming out?
Isn’t it a scam if the input doesn’t complete a full rotation?
>>2If it can be done with a 3/4 turn, I wish you had said so from the beginning.
I wonder how you do a spin without using levers.
At some point, the command reception for games became more relaxed, making it easier to produce.
In the Street Fighter II era, I couldn’t even pull off a full rotation before it ended.
Even the rising dragon failed one out of three times.
It’s a good era now that you can unleash a special move with just one button.
>>6Is that so now!? Doesn’t that mean the buttons will run out instead?
Aren’t you just amazing…?
When you look at it from the side, Blanca is really pitiful.
I still think it’s impossible to release it in its original form.
The difficult super specials from the SNK series were completely ineffective back then.
>>11Games like Samurais Spirits and KOF are too difficult, so I don’t even feel like playing them anymore.
>>24That area is still somewhat better. There are terrible ones like the SNK fighting games from around 96-97, such as Shin-Ou-Ken and Tengai Makyou: Kaze no Kagaribi.
Wasn’t it always a question for me when I tried to do this command and it never turned into a jump punch?
I can give you the lever.
I still can’t manage with the pad.
>>13Isn’t the Super Famicom version unusually difficult to complete a full rotation…?
>>16Since I wasn’t getting any results, I stuck a 500 yen coin to the D-pad with double-sided tape.
It was completely pointless.
Even if I understand the reasoning behind inputting before jumping, it’s still difficult.
“Two spins, ridiculous!”
I tried standing Gigass for about an hour, but it was impossible, so I gave up.
I heard it’s a half turn and one direction.
It could only be activated while inputting during a jump.
In short, it just needs the input for the directions up, down, left, and right.
>>19Is it really necessary to rotate in a specific order like right, left, down, up…?
>>28That’s right, if you input front, back, up, and down, it will come out.
I can’t succeed at screwing in even once out of ten tries.
It’s impossible to do a double rotation without using it in a jump or motion.
I managed to pull off Raging Storm, but I couldn’t do the screw-type moves.
Some older cabinets had a type that would lock against high-speed operation to prevent lever malfunctions.
In that case, it was almost impossible to get the screw out.
Use the Saturn pad.
SNK had a habit of not appearing unless it returned to neutral.
>>26Originally, it’s harder to issue commands, so I’m moving and creating.
I can barely understand that three-quarters of a turn is acceptable for one rotation, but I still can’t accept that two rotations can be one and a half turns.
>>273/4 + 3/4 = 1 and 1/2!
>>34Why is the top duplicated?
In Street Fighter 6, I’ve become quite capable of performing standing screws, but when I try to do the standing screw from Street Fighter 2 with that feeling, it just doesn’t come out at all… Why is that…
>>31Muji 2’s rapid-fire techniques and screw attacks are tough.
>>35Repeating punches is tough…
At first, practice quickly inputting from down to up without jumping between crouching and standing up using →↘↓↙←↗+P.
Shibata-kun said that the screw comes out without jumping, but behind his back, everyone was calling him a liar.
I’m sorry…
It’s super fun to pull off a screw trap in Street Fighter 2.
Usually, they are sealed off without being able to get close.
I can’t even properly execute a Shoryuken, let alone a screw attack?
What were Tiger Knee, Hooligan, and Hyakki thinking when they made such commands?
There’s no way it can come out steadily.
>>40That’s exactly why it’s to prevent it from being consistently released.
In the past, there were often techniques that seemed strong, so let’s make the commands more difficult.
>>50Even now, it feels like the characters with anti-air abilities are being adjusted by commands.
>>50So if the players can consistently produce it through training, it can lead to serious problems.
During the Super Famicom days, I was always inputting commands and hoping that a screw would come out when they got close.
In extreme terms, the diagonal key button does not exist.
>>42So, what is the correct command for the Shoryuken…?
Isn’t there a delay in the time from when you input upwards to when you actually jump, depending on the work?
The Street Fighter II series is short or…
Here comes the summer! (Vertical jump small kick)
The strong combo system in Street Fighter 2 is impossible.
>>45There is a technique where you can activate weak and then immediately mix in strong to create a strong rapid hit.
>>54Shirasun…
At the time of Zangi, I was like “Huh?” but I feel like I grasped something from the explanation of Big Bear’s →←↓↑C in Garou SP.
I used to think, “There’s no way 1 Tame 319 would come out!” but recently I’ve found it comes out more smoothly than I expected in Capcom vs. SNK 2…
The arcade during the heyday of KOF95 was incredible.
Kyoto and Kyoto Papa and bok choy will burn a lot.
Kim, King, and Heidern are flying around.
There was definitely a Rugal within the team.
I hoped to be forgiven with about a half turn.
>>52The half rotation of M. Bison in Fighters History was a half turn.
I really hate the command for doing two half-circle rotations in KOF.
The skin on my thumb becomes really hard!
Wasn’t it the case that it takes 6 frames to actually jump after just putting the Zangi up?
Commands like rapid hits or moves like Shun Gokusei can sometimes be executed smoothly once you realize that normal techniques missed during input can be cancelled.
It might not come out.
The Super Famicom’s D-pad is quite stiff.
Capcom is really messing around with Anacaris’ Super Finisher in the Vampire series.
While I was repeatedly pressing the button in Sodom, something came out… and that became the trigger for reducing my aversion to one-turn moves.
It was quick to stand up and do the screw move from there, and I was able to do it in Super Famicom’s Street Fighter II Turbo as well.
During the Super Famicom days, my fingertips got really thick.
I still can’t execute Deadly Rave-type techniques.
Isn’t it coming out now with 412368+P?
When I tried it with the pad’s stick, I got the standing screw with one try, and I realized I could surprisingly do the double rotation as well.
>>68The rotation system works smoothly with the analog stick, right?
In the end, should I cover up the jump in part 789 with a different motion?
>>70Complete the command in the small gap between entering the upper element and jumping up.
It’s not acceptable that there are different commands for guard cancels, so the change from Echo to Whirlwind Dance is not forgivable.
>>72There’s no way a reversal with the tornado command is allowed when everyone is doing the Rising Dragon Fist…!
I think the official side should promote more awareness that the Rising Dragon appears at 212 or 626.
Analog operations are tough in everyday use.
I jump on my own.
Super Street Fighter II had such strict inputs that it was hard to perform special moves.
Ken’s Rising Dragon went out of control right in front of me.
The pressure to casually land a standing screw on an opponent who is falling down with such openings…
>>77(Back jump)
When it comes to fighting games, there has been a history of issues with priority during simultaneous inputs.
>>78It was fun… FDC!
>>89It was only natural that Zato, who had been able to hold his own without receiving almost any benefits, would become extremely strong when everyone around him lost their benefits.
>>78Was that why something like the Shoryuken was hard to come out in SVC…?
Before that, using Zangi in Mujirushi was just too much of a trial…
What do I do against Guile and Dhalsim? This is too much.
Don’t be spoiled, do it manually about three rotations.
>>82Yes… I’ll go for a reversal…
Jump transition frame?
What is that?
Also, the button is considered input not just when pressed, but also when released, so you can start rapidly pressing from around the back of the lever.
It’s not like you input it while doing another action.
Can you really produce it without jumping from a neutral state…?
Surprisingly, everyone didn’t know that you complete the input by releasing the button instead of pressing it.
In Street Fighter 6, I can execute it pretty easily, but to be honest, I don’t understand the principles behind it.
There is a brief moment of delay after inputting the upper element before jumping, so if you input it simultaneously with the attack button, the screw takes priority over the jump.
But if you’re putting in upper elements against throws, you’re dodging from the first frame, right…?
I can’t get the screw out! Take that, persistent body press!
That’s how Zangi is supposed to be.
I was playing RB Garou on the SS, but I couldn’t get the drill out even once when it should have come out with just one rotation.
What could I have done about that?