
There’s no way a lever can spin once; don’t mess with me, Capcom, I used to think back then.
It’s amazing how humans get used to things; before you know it, standing up and screwing in something becomes second nature in less than a year.
Not coming out?
Isn’t it a scam if the input doesn’t make a full rotation?
>>2If it only takes three-quarters of a turn, I wish you would have said that from the beginning.
I wonder how they do a full rotation without a lever.
At some point, the command reception in games became more relaxed, making it easier to use.
The Street Fighter 2 era ended without me being able to execute a full rotation.
Even the Rising Dragon would mess up one out of three times.
It’s a good era now that you can unleash a special move with just one button.
>>6Is that the case now!? Conversely, won’t the buttons become unnecessary?
Is it just because you’re amazing…?
When you stop and look, Blanca seems really pitiful.
I still think it’s impossible to release it with the first generation.
The difficult super moves from the SNK series were completely ineffective back then.
>>11Games like Samurai Shodown and KOF are so difficult that I no longer feel motivated to play them.
>>24That area is actually still better. There were some terrible SNK fighting games around 1996-1997, like Shin Oh Ken and Tengai Makyou: Shinden.
When I try to use this command, doesn’t it always turn into a jump punch? I’ve always wondered about that since I was a kid.
I can produce it with a lever.
The pad is still impossible.
>>13Isn’t the Super Famicom version’s one-turn unusually difficult…?
>>16Since I wasn’t getting any results, I stuck a 500 yen coin to the directional pad with double-sided tape.
It was totally pointless.
Even though I understand the reasoning behind inputting before jumping, it’s difficult.
Double rotation or nonsense!
I tried standing Gigas for about an hour, but I couldn’t do it and thought, “This is impossible.”
I heard half a lap and one direction.
It could only be performed while inputting during a jump.
In short, it’s enough that the directions up, down, left, and right are inputted.
>>19Is it even necessary to rotate in the order of right, left, down, and up…?
>>28That’s right, if you input the front, back, top, and bottom, it will come out.
I can’t even succeed at screwing in one out of ten times.
It’s impossible to do a double spin without using a jump or motion.
I was able to manage to perform a raging storm, but I couldn’t do the screw type.
Some of the older machines had a type that would lock to prevent malfunctions of the lever when operated at high speed.
That would make it almost impossible to get the screw out.
Use the Saturn pad.
SNK had a quirk where it wouldn’t come out unless it returned to neutral.
>>26Originally, it’s harder to get out of the command, so I’m creating it while moving.
I can barely understand that one rotation can be 3/4 of a rotation, but I still can’t accept that two rotations can be one and a half rotations.
>>273/4 + 3/4 = 1 and 1/2!
>>34Why is the top duplicated!?
In Street Fighter 6, I’ve become quite good at doing standing screws, but when I try to use that same feel for standing screws in Street Fighter 2, I can’t get them out at all… Why is that?
>>31Muji 2 has tough rapid-fire moves and screw attacks.
>>35Repeated tapping is tough, isn’t it…
At first, practice quickly entering from down to up by crouching and standing up without jumping using →↘↓↙←↗+P.
Shibata-kun, who said that a screw comes out without jumping, was secretly called a liar by everyone.
I’m sorry…
It’s super fun to perform a screw combo in Street Fighter 2.
Usually, they are sealed off and cannot be approached.
I can’t even properly execute a Shoryuken, let alone a screw attack?
What were Tiger Knee, Hooligan, and Hyakki thinking to come up with such commands?
There’s no way it can consistently come out.
>>40That’s right; it’s to prevent it from being released stably.
In the past, there were often techniques that made commands more complicated because they seemed strong.
>>50Even now, it feels like characters with anti-air capabilities are being adjusted through commands.
>>50Therefore, if the player’s side becomes stable through training, it can easily lead to serious issues.
During the Super Famicom era, I was always inputting commands and praying that a screw would come out when I got closer.
The key button for “extreme diagonal” doesn’t exist, you know.
>>42So, what is the correct command for the Shoryuken?
Isn’t there a time gap between the input going upward with the work and actually jumping?
The Street Fighter II series is short, or…
Here’s a summer salto! (Vertical jump small kick)
The strong button-mashing style in Street Fighter 2 is impossible.
>>45There is a technique where you activate weak, and then immediately mix in strong to create a strong rapid punch.
>>54Shirasan…
I was like “Huh?” during the Zangi part, but I feel like I grasped something from the explanation of Big Bear’s →←↓↑C in Garou SP.
I used to think “No way can I pull off a 1-frame 319!” but recently I’ve realized it’s coming out more easily than I expected in Capcom vs. SNK 2…
The arcade’s heyday during KOF95 was incredible.
Kyoto, Kyoto Papa, and bok choy will burn everything up.
Kim, King, and Heidern are flying around.
There must have been a Rugal in the team.
I wanted you to forgive me with just a half turn.
>>52In Fighters History, Mastorius had a half turn.
I really hate the command for doing two half spins in KOF.
The skin on my thumb gets really hard!
Wasn’t it that it takes 6 frames to actually jump after only putting the Zangi in the air?
In some games, commands like rapid presses or Shun Goku Satsu can be executed smoothly when you realize that normal moves that you missed while inputting can be canceled.
It may not come out.
The Super Famicom’s D-pad is stiff, you know.
Capcom is really messing around with Anacaris’s super move in the Vampire series.
While I was repeatedly pressing the lever button in Sodom, something came out… and that became a trigger for me to reduce my aversion to making a full rotation.
From there, it was quick to stand and do the screw move, and I was able to pull it off in Super Famicom’s Street Fighter 2 Turbo as well.
Back in the Super Famicom days, my finger skin got really thick.
I still can’t perform Deadly Rave-type techniques.
Is it not coming out with 412368+P?
When I tried it with the pad stick, I managed to do a standing screw in one shot, and I realized that the two spins are surprisingly doable too.
>>68The rotation system goes smoothly with the analog stick, doesn’t it?
In the end, should I just disguise the part 789 that ends up being a jump with a different motion?
>>70Complete the command in the brief gap between entering the upper element and jumping up.
The difference in the command for guard cancel is not acceptable, which is why changing it from resonance to whirlwind dance is unforgivable.
>>72When everyone is doing the Shoryuken, there’s no way a tornado command guard cancel is allowed…!
I think the official side should promote more awareness that Shoryu appears at 212 or 626.
Analog operation is tough in everyday use.
It jumps on its own.
In Super Street Fighter 2, it was too strict on the timing for executing special moves.
Ken’s hadouken went off uncontrollably right in front of me.
The pressure to hit the standing screw on an opponent who is coming down with this opening, as if it’s something normal…
>>77(Back jump)
When it comes to fighting games, there has been a history of issues with prioritization during simultaneous inputs.
>>78It was so much fun… FDC!
>>89It was only natural that Zato, who could hold his own without receiving much benefit, became super strong when everyone around him lost their benefits.
>>78Was that why it was difficult to get a Shoryuken in SVC?
Muji was suffering too much from using Zangi before that…
What am I supposed to do against Guile and Dhalsim? This is too much.
Don’t be pampered, try to do about three spins by yourself.
>>82Yes… I’ll use a reversal move…
Jump transition frame?
What is that?
Also, the button counts as input not only when pressed but also when released, so you can start spamming it from around the back of the lever.
It’s not about entering it during another action.
Can you really do that without jumping from a neutral state…?
Everyone surprisingly didn’t know that completing the input is done by releasing the button, not by pressing it.
In Street Fighter 6, I can perform it quite 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 press the attack button at the same time, the screw takes priority over the jump.
But when it comes to throws, if you’re using an upper element, you’re dodging from the first frame, right…?
I can’t bring out the screw! Take this persistent body press!
That’s all there is to Zangi.
I was playing RB Garou on SS, but I couldn’t pull off the drill even once, even though it should be able to come out in one rotation.
What should I have done about that?