Home » Game » Street Fighter » [Street Fighter] I thought standing screws were way too difficult, but surprisingly, they can be done.

[Street Fighter] I thought standing screws were way too difficult, but surprisingly, they can be done.

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

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.

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 make a full rotation?

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

>>2If it only takes three-quarters of a turn, I wish you would have said that from the beginning.

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

I wonder how they do a full rotation without a lever.

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

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.

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

Even the Rising Dragon would mess up 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 the case now!? Conversely, won’t the buttons become unnecessary?

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

Is it just because you’re amazing…?

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

When you stop and look, Blanca seems really pitiful.

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

I still think it’s impossible to release it with the first generation.

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

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

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

>>11Games like Samurai Shodown and KOF are so difficult that I no longer feel motivated to play them.

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

>>24That area is actually still better. There were some terrible SNK fighting games around 1996-1997, like Shin Oh Ken and Tengai Makyou: Shinden.

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

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.

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

I can produce it with a lever.
The pad is still impossible.

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

>>13Isn’t the Super Famicom version’s one-turn unusually difficult…?

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

>>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.

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

Even though I understand the reasoning behind inputting before jumping, it’s difficult.
Double rotation or nonsense!

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

I tried standing Gigas for about an hour, but I couldn’t do it and thought, “This is impossible.”

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

I heard half a lap and one direction.

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

It could only be performed while inputting during a jump.

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

In short, it’s enough that the directions up, down, left, and right are inputted.

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

>>19Is it even necessary to rotate in the order of right, left, down, and up…?

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

>>28That’s right, if you input the front, back, top, and bottom, it will come out.

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

I can’t even succeed at screwing in one out of ten times.

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

It’s impossible to do a double spin without using a jump or motion.

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

I was able to manage to perform a raging storm, but I couldn’t do the screw type.

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

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.

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 quirk where it wouldn’t come out unless it returned to neutral.

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

>>26Originally, it’s harder to get out of the command, so I’m creating it while moving.

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

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.

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 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?

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

>>31Muji 2 has tough rapid-fire moves and screw attacks.

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

>>35Repeated tapping is tough, isn’t it…

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

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

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

Shibata-kun, who said that a screw comes out without jumping, was secretly called a liar by everyone.
I’m sorry…

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

It’s super fun to perform a screw combo in Street Fighter 2.
Usually, they are sealed off and cannot be approached.

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 to come up with such commands?
There’s no way it can consistently come out.

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

>>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.

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

>>50Even now, it feels like characters with anti-air capabilities are being adjusted through commands.

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

>>50Therefore, if the player’s side becomes stable through training, it can easily lead to serious issues.

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

During the Super Famicom era, I was always inputting commands and praying that a screw would come out when I got closer.

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

The key button for “extreme diagonal” doesn’t exist, you know.

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 time gap between the input going upward with the work and actually jumping?
The Street Fighter II series is short, or…

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

Here’s a summer salto! (Vertical jump small kick)

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

The strong button-mashing style in Street Fighter 2 is impossible.

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

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

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

>>54Shirasan…

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

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.

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

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…

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

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.

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

I wanted you to forgive me with just a half turn.

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

>>52In Fighters History, Mastorius had a half turn.

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

I really hate the command for doing two half spins in KOF.

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

The skin on my thumb gets really hard!

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

Wasn’t it that it takes 6 frames to actually jump after only putting the Zangi in the air?

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

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.

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

The Super Famicom’s D-pad is stiff, you know.

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

Capcom is really messing around with Anacaris’s super move in the Vampire series.

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

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.

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

Back in the Super Famicom days, my finger skin got really thick.

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

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

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

Is it not coming out with 412368+P?

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

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.

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

>>68The rotation system goes smoothly with the analog stick, doesn’t it?

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

In the end, should I just disguise the part 789 that ends up being a jump with a different motion?

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

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

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

The difference in the command for guard cancel is not acceptable, which is why changing it from resonance to whirlwind dance is unforgivable.

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

>>72When everyone is doing the Shoryuken, there’s no way a tornado command guard cancel is allowed…!

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

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

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

Analog operation is tough in everyday use.
It jumps on its own.

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

In Super Street Fighter 2, it was too strict on the timing for executing special moves.

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

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…

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 prioritization during simultaneous inputs.

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

>>78It was so much fun… FDC!

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

>>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.

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

>>78Was that why it was difficult to get a Shoryuken in SVC?

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

Muji was suffering too much from using Zangi before that…
What am I supposed to do against Guile and Dhalsim? This is too much.

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

Don’t be pampered, try to do about three spins by yourself.

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

>>82Yes… I’ll use a reversal move…

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 counts as input not only when pressed but also when released, so you can start spamming it from around the back of the lever.

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

It’s not about entering it during another action.
Can you really do that without jumping from a neutral state…?

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

Everyone surprisingly didn’t know that completing the input is done by releasing the button, not by pressing it.

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

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…?

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

I can’t bring out the screw! Take this persistent body press!
That’s all there is to Zangi.

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

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?

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