Home » Game » Street Fighter » [Street Fighter] I thought standing screws were too difficult, but it turns out I can do it surprisingly well.

[Street Fighter] I thought standing screws were too difficult, but it turns out I can do it surprisingly well.

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Japan Otaku Reviews25/06/09(Mon)17:09Yeahx1

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.

1: Japan Otaku Reviews25/06/09(Mon)17:12Yeahx28

Not coming out?

2: Japan Otaku Reviews25/06/09(Mon)17:13

Isn’t it a scam if the input doesn’t complete a full rotation?

7: Japan Otaku Reviews25/06/09(Mon)17:16Yeahx6

>>2If it can be done with a 3/4 turn, I wish you had said so from the beginning.

3: Japan Otaku Reviews25/06/09(Mon)17:13

I wonder how you do a spin without using levers.

4: Japan Otaku Reviews25/06/09(Mon)17:14

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.

5: Japan Otaku Reviews25/06/09(Mon)17:15Yeahx1

Even the rising dragon failed one out of three times.

6: Japan Otaku Reviews25/06/09(Mon)17:15Yeahx2

It’s a good era now that you can unleash a special move with just one button.

46: Japan Otaku Reviews25/06/09(Mon)17:44

>>6Is that so now!? Doesn’t that mean the buttons will run out instead?

8: Japan Otaku Reviews25/06/09(Mon)17:17Yeahx4

Aren’t you just amazing…?

9: Japan Otaku Reviews25/06/09(Mon)17:17

When you look at it from the side, Blanca is really pitiful.

10: Japan Otaku Reviews25/06/09(Mon)17:17

I still think it’s impossible to release it in its original form.

11: Japan Otaku Reviews25/06/09(Mon)17:18

The difficult super specials from the SNK series were completely ineffective back then.

24: Japan Otaku Reviews25/06/09(Mon)17:33

>>11Games like Samurais Spirits and KOF are too difficult, so I don’t even feel like playing them anymore.

85: Japan Otaku Reviews25/06/09(Mon)17:58

>>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.

12: Japan Otaku Reviews25/06/09(Mon)17:19Yeahx11

Wasn’t it always a question for me when I tried to do this command and it never turned into a jump punch?

13: Japan Otaku Reviews25/06/09(Mon)17:20

I can give you the lever.
I still can’t manage with the pad.

16: Japan Otaku Reviews25/06/09(Mon)17:23

>>13Isn’t the Super Famicom version unusually difficult to complete a full rotation…?

36: Japan Otaku Reviews25/06/09(Mon)17:40

>>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.

14: Japan Otaku Reviews25/06/09(Mon)17:21

Even if I understand the reasoning behind inputting before jumping, it’s still difficult.
“Two spins, ridiculous!”

15: Japan Otaku Reviews25/06/09(Mon)17:22

I tried standing Gigass for about an hour, but it was impossible, so I gave up.

17: Japan Otaku Reviews25/06/09(Mon)17:23

I heard it’s a half turn and one direction.

18: Japan Otaku Reviews25/06/09(Mon)17:26

It could only be activated while inputting during a jump.

19: Japan Otaku Reviews25/06/09(Mon)17:27

In short, it just needs the input for the directions up, down, left, and right.

28: Japan Otaku Reviews25/06/09(Mon)17:36

>>19Is it really necessary to rotate in a specific order like right, left, down, up…?

30: Japan Otaku Reviews25/06/09(Mon)17:37

>>28That’s right, if you input front, back, up, and down, it will come out.

20: Japan Otaku Reviews25/06/09(Mon)17:28

I can’t succeed at screwing in even once out of ten tries.

21: Japan Otaku Reviews25/06/09(Mon)17:29

It’s impossible to do a double rotation without using it in a jump or motion.

22: Japan Otaku Reviews25/06/09(Mon)17:33

I managed to pull off Raging Storm, but I couldn’t do the screw-type moves.

23: Japan Otaku Reviews25/06/09(Mon)17:33

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.

25: Japan Otaku Reviews25/06/09(Mon)17:33

Use the Saturn pad.

26: Japan Otaku Reviews25/06/09(Mon)17:34Yeahx2

SNK had a habit of not appearing unless it returned to neutral.

29: Japan Otaku Reviews25/06/09(Mon)17:36

>>26Originally, it’s harder to issue commands, so I’m moving and creating.

27: Japan Otaku Reviews25/06/09(Mon)17:36

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.

34: Japan Otaku Reviews25/06/09(Mon)17:39

>>273/4 + 3/4 = 1 and 1/2!

59: Japan Otaku Reviews25/06/09(Mon)17:48

>>34Why is the top duplicated?

31: Japan Otaku Reviews25/06/09(Mon)17:37

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…

35: Japan Otaku Reviews25/06/09(Mon)17:39

>>31Muji 2’s rapid-fire techniques and screw attacks are tough.

39: Japan Otaku Reviews25/06/09(Mon)17:42

>>35Repeating punches is tough…

32: Japan Otaku Reviews25/06/09(Mon)17:38

At first, practice quickly inputting from down to up without jumping between crouching and standing up using →↘↓↙←↗+P.

33: Japan Otaku Reviews25/06/09(Mon)17:38Yeahx2

Shibata-kun said that the screw comes out without jumping, but behind his back, everyone was calling him a liar.
I’m sorry…

37: Japan Otaku Reviews25/06/09(Mon)17:41

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.

38: Japan Otaku Reviews25/06/09(Mon)17:41Yeahx1

I can’t even properly execute a Shoryuken, let alone a screw attack?

40: Japan Otaku Reviews25/06/09(Mon)17:42

What were Tiger Knee, Hooligan, and Hyakki thinking when they made such commands?
There’s no way it can come out steadily.

50: Japan Otaku Reviews25/06/09(Mon)17:44Yeahx2

>>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.

65: Japan Otaku Reviews25/06/09(Mon)17:50

>>50Even now, it feels like the characters with anti-air abilities are being adjusted by commands.

69: Japan Otaku Reviews25/06/09(Mon)17:52Yeahx2

>>50So if the players can consistently produce it through training, it can lead to serious problems.

41: Japan Otaku Reviews25/06/09(Mon)17:42

During the Super Famicom days, I was always inputting commands and hoping that a screw would come out when they got close.

42: Japan Otaku Reviews25/06/09(Mon)17:43

In extreme terms, the diagonal key button does not exist.

48: Japan Otaku Reviews25/06/09(Mon)17:44

>>42So, what is the correct command for the Shoryuken…?

43: Japan Otaku Reviews25/06/09(Mon)17:43

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…

44: Japan Otaku Reviews25/06/09(Mon)17:43Yeahx2

Here comes the summer! (Vertical jump small kick)

45: Japan Otaku Reviews25/06/09(Mon)17:43

The strong combo system in Street Fighter 2 is impossible.

54: Japan Otaku Reviews25/06/09(Mon)17:45

>>45There is a technique where you can activate weak and then immediately mix in strong to create a strong rapid hit.

62: Japan Otaku Reviews25/06/09(Mon)17:49

>>54Shirasun…

47: Japan Otaku Reviews25/06/09(Mon)17:44

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.

49: Japan Otaku Reviews25/06/09(Mon)17:44

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…

51: Japan Otaku Reviews25/06/09(Mon)17:45

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.

52: Japan Otaku Reviews25/06/09(Mon)17:45

I hoped to be forgiven with about a half turn.

58: Japan Otaku Reviews25/06/09(Mon)17:48

>>52The half rotation of M. Bison in Fighters History was a half turn.

53: Japan Otaku Reviews25/06/09(Mon)17:45

I really hate the command for doing two half-circle rotations in KOF.

55: Japan Otaku Reviews25/06/09(Mon)17:46

The skin on my thumb becomes really hard!

56: Japan Otaku Reviews25/06/09(Mon)17:47

Wasn’t it the case that it takes 6 frames to actually jump after just putting the Zangi up?

57: Japan Otaku Reviews25/06/09(Mon)17:47

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.

60: Japan Otaku Reviews25/06/09(Mon)17:49

The Super Famicom’s D-pad is quite stiff.

61: Japan Otaku Reviews25/06/09(Mon)17:49

Capcom is really messing around with Anacaris’ Super Finisher in the Vampire series.

63: Japan Otaku Reviews25/06/09(Mon)17:50

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.

64: Japan Otaku Reviews25/06/09(Mon)17:50

During the Super Famicom days, my fingertips got really thick.

66: Japan Otaku Reviews25/06/09(Mon)17:50

I still can’t execute Deadly Rave-type techniques.

67: Japan Otaku Reviews25/06/09(Mon)17:51

Isn’t it coming out now with 412368+P?

68: Japan Otaku Reviews25/06/09(Mon)17:52

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.

71: Japan Otaku Reviews25/06/09(Mon)17:53

>>68The rotation system works smoothly with the analog stick, right?

70: Japan Otaku Reviews25/06/09(Mon)17:53

In the end, should I cover up the jump in part 789 with a different motion?

80: Japan Otaku Reviews25/06/09(Mon)17:56Yeahx1

>>70Complete the command in the small gap between entering the upper element and jumping up.

72: Japan Otaku Reviews25/06/09(Mon)17:53Yeahx1

It’s not acceptable that there are different commands for guard cancels, so the change from Echo to Whirlwind Dance is not forgivable.

75: Japan Otaku Reviews25/06/09(Mon)17:55

>>72There’s no way a reversal with the tornado command is allowed when everyone is doing the Rising Dragon Fist…!

73: Japan Otaku Reviews25/06/09(Mon)17:54Yeahx1

I think the official side should promote more awareness that the Rising Dragon appears at 212 or 626.

74: Japan Otaku Reviews25/06/09(Mon)17:54

Analog operations are tough in everyday use.
I jump on my own.

76: Japan Otaku Reviews25/06/09(Mon)17:55

Super Street Fighter II had such strict inputs that it was hard to perform special moves.

77: Japan Otaku Reviews25/06/09(Mon)17:55

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…

79: Japan Otaku Reviews25/06/09(Mon)17:56

>>77(Back jump)

78: Japan Otaku Reviews25/06/09(Mon)17:56

When it comes to fighting games, there has been a history of issues with priority during simultaneous inputs.

89: Japan Otaku Reviews25/06/09(Mon)17:59

>>78It was fun… FDC!

93: Japan Otaku Reviews25/06/09(Mon)18:01

>>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.

90: Japan Otaku Reviews25/06/09(Mon)18:01

>>78Was that why something like the Shoryuken was hard to come out in SVC…?

81: Japan Otaku Reviews25/06/09(Mon)17:57

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.

82: Japan Otaku Reviews25/06/09(Mon)17:57

Don’t be spoiled, do it manually about three rotations.

86: Japan Otaku Reviews25/06/09(Mon)17:58

>>82Yes… I’ll go for a reversal…

83: Japan Otaku Reviews25/06/09(Mon)17:58Yeahx1

Jump transition frame?
What is that?

84: Japan Otaku Reviews25/06/09(Mon)17:58

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.

87: Japan Otaku Reviews25/06/09(Mon)17:58

It’s not like you input it while doing another action.
Can you really produce it without jumping from a neutral state…?

88: Japan Otaku Reviews25/06/09(Mon)17:58

Surprisingly, everyone didn’t know that you complete the input by releasing the button instead of pressing it.

91: Japan Otaku Reviews25/06/09(Mon)18:01

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…?

92: Japan Otaku Reviews25/06/09(Mon)18:01

I can’t get the screw out! Take that, persistent body press!
That’s how Zangi is supposed to be.

94: Japan Otaku Reviews25/06/09(Mon)18:01

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?

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