Let’s do it.
There are quite a few stores that are operating unexpectedly.
It’s interesting.
Whether it’s interesting or not depends on the environment.
Just the tremolo is fun!
Haaahn
Joyer
Playing basketball is fun.
It’s boring because I keep losing.
I’ve tried it once, but I think I’m fine being a spectator… that’s the game I thought of.
>>8The movement is stiff!
How can you move so freely like that?
First, the movement is slow.
I can’t move as lightly as that.
>>10Yet the boost is too fast to control!
It was really fun to practice with it at home.
You can’t escape!
It’s not as fast-paced as I thought.
I can’t seem to pull off my moves.
That’s something that’s often said, right?
It’s too difficult to move with the Shoryuken command.
My Nagi isn’t that fast to be flying around like that.
I definitely think, “Why can everyone move so coolly?”
I tripped over a low hurdle.
I can use Nagi, but it’s tedious to use including positioning.
My skills are just about right for doing things like Ken’s loop combos.
Just watching special moves is fun.
The competition seems like a game where the one who hits first wins… I think.
>>21It’s mostly correct.
So it’s no wonder that Toki, which is easy to approach compared to others, is strong.
I practiced Tokiconbo in a fan-made fighting game for 17 years.
The freedom of combos is high, but the difficulty is also high.
It’s clear how quickly it fell into disuse.
So, the battles of regular fighting game players like the seed rice and Mohican faction are also interesting.
Shin is the only one moving like it’s a fighting game…
A game that makes it clear why those who touch it just a little are called “Shura.”
In this game, if you can touch and knock out either Jagi or Shin first, you can quickly kill them with a combo.
Conversely, it is also the reason why characters like Souza and Mamiya with gear crashes are extremely tough.
If you’re hit first, you’ll keep getting punched until you die.
If you’re just going to touch it a little, it’s fun when Shin moves it.
>>30It’s relatively straightforward and easy to approach, isn’t it?
There is no room for growth.
Shin, look… you found the feather cone, right!
>>32What the heck is that?
Jagi is good, right!
It gives the impression of moving extremely nimbly and executing lawless combos, right?
When touched, it becomes heavy and moves.
I did a little bit in the early days of operation, but when I saw the tournament after a long time, the genre had changed.
The Toki was too strong in character, so it was completely different when I used it myself.
Rei and Raoh were fun.
It’s sad that Nakano TRF is closing down.
Back then, I was constantly troubled by how to practice at the arcade…!?
Feather combo is interesting, but can that actually be practiced…?
It’s fun when I’m pulling off a random combo with my friends and we hit a one-hit knockout, laughing out loud.
If you really dive into it, you’ll find it’s a terrible game due to bugs and the way it’s designed…
Basically, it’s like playing a rhythm game, so connecting the visual cues is…
So it’s a battle of how much you can score points by landing attacks with a decisive hit.
If you make a mistake, you’ll die at the counter, that’s Hokuto.
First of all, since the base Atomiswave is made from parts stock of the Dreamcast, its performance is not very high.
It is said that the presence of many moving objects in the background can easily cause processing delays and lag, which contributes to the heaviness of the movement.
On the PS2, the system’s performance can compensate, so it’s relatively better.
It’s weird… it’s much more sluggish than I saw in the video…
The Toki I use is stronger when the aura gauge is empty.
Toki is garbage! The Toki stage is also garbage!
Ray’s low-level ⊂二二二( ^ω^)二二⊃ vroom is surprisingly doable, or rather, I was made to do something similar in Guilty Gear before ST.
>>47When I mess up, it turns into a cancel jump and it’s quite frustrating, so I was wrapping things up appropriately and finishing with a decisive cut.
Once you try it out, I think you can understand with your body that in the early stages of operation, Souther and Shin were the top tiers.
It’s not often mentioned, but the background music is really great.
>>49I really love the BGM of the Raoh stage.
I feel like there is quite a bit of lag from when you press the button to when the technique comes out.
I think it includes things like recognition delay.
Tokisaburo can really bear sadness to the point of wanting to make Souther use Musou Tensei.
Even if I become unconcerned about Souther, I probably won’t be able to overturn the disadvantage, which also carries a sense of sadness.
Is it because the delay is non-existent and the combo timing gets thrown off that the demon doesn’t touch home consoles?
Hurry up and make it available on Steam, Sega Sammy!
Since low damage appears as 99, Ken’s vanilla combo tends to perform well even for first-time players.
But the shoryuken really isn’t coming out.
How would you strengthen Souther?
Is it possible to equip yourself with full-body invincibility for the purpose of countering?
>>57For now, erase all of Toki’s counterattacks.
>>57I feel like just removing the guard is enough.
If you don’t have the skills, you can just use the guard cancel gauge.
Souther was strong at the location test, right?
I heard that the PS2 version is not useful for practicing for arcade debut at all.
>>60It’ll be just fine.
>>60It will be good practice.
There is just something slightly different.
>>60Except for Judah, everything will become normal.
Judas can have some techniques’ starting positions misaligned, so it’s not good to get too used to it.
Whether it’s the thread image, 3rd, or Savior.
It’s extremely popular in some game centers! There are reasons why it only became a trend in specific game centers.
We need to do something about Souther being treated as a lower rank and getting ganked.
If we fix the accumulation bug and make it common for all Garkra, or eliminate it, will Souther become stronger?
I haven’t done it, but it seems like it would take a really long time to get used to.
But Toki’s atemi strike really fits the character perfectly and looks cool… I honestly think it’s a waste to get rid of it.
Skill, you know.
It’s not the case.
Incredibly difficult to operate!!!
If you prepare just the PAR for Mr. Uda, the home version will normally turn into a training mode.
It’s true that the foundation is the most important thing, but…
I bought the PS2 version and played it, but it was difficult…
It’s difficult to input with the lever when starting from a home use perspective.
Commands are leaking, leaking.
Why is the Shura Mohican’s footwork not agile?
>>75If you’re not agile, you often can’t even play.
>>97Mongolian mohawks who enjoy each moment to the fullest.
There aren’t many situations that require the level of precision of Raoh, and while there are some changes in movement like Boo’s lag, it can still be good for practice even on home consoles.
Judas, use the mod code for volunteer development.
In shallow Pacha battles, Raou, Souther, and Shin are strong!
Stop it, Tokiuda!
This pose feels like something you would see in that scene! It definitely has the vibe of moving characters from Fist of the North Star.
You don’t even have to think about acquiring the skills of the top players; it’s fun enough as it is.
Rather, it’s the strongest from the shallow patch, Toki.
It’s true in the sense that it’s too strong and it’s better to avoid facing it.
In a shallow match, Heart-sama is also strong.
It’s an incredibly precise timing game, and even characters like Kinnikuman can follow up with a random falling speed, which is a crazy feature.
First, when you actually try to move, you get scared that Toki’s 2CC gray or Raoh’s far D has an empty cancel in between.
Whether it works in actual battles or not, it’s a mystery why about half of the characters can win a round by landing the basic bunny combo twice, yet we ended up with such complicated mechanics and gauge management in this game.
Sometimes I want to put in around 1000 yen and try it out, but it’s a game where there’s no environment that would let me play for such a long time for my sake.
>>84The other day, at the local arcade, they were renting for 1000 yen per hour.
These days, spending 1000 yen alone on an arcade cabinet is no big deal.
Push it hard enough to buy a kei car.
If I just mention the elements, it’s just a regular combo fighting game of the time, like Hokuto.
>>85The boost was too sharp for its time.
>>85Games like Marvel vs. Capcom 3 and Fate/Unlimited Codes, which are also crazy combo fighting games, are jumping to the next era.
I used to do it often when there was one machine around here.
It seems there are places where you can find machines that charge by the hour.
I practiced for Heart, but it was impossible for me… so I gave up.
I had no idea about the combo recipes and their button timing at all…
>>89It hurts, that character is way too difficult…
Even without the typhoon loop, it seemed easy to do when I watched it in a video, but the limited hitting and throwing loop seems to require really precise timing.
>>93If it’s the throwing technique, wasn’t it easy to do it with your lower body kept in position?
During its heyday, Nakano TRF certainly had machines for free play and ones specifically for beginners.
It was fulfilling, wasn’t it?
A game that’s not fun to play by yourself.
You have to tilt the lever properly before pressing it, or the move won’t come out.
If it’s a match between beginners, I can equip Earth Earth Earth Armor and if they come close with Earth Earth, I can have a boring match using either martial arts kills or an Ace of Hearts…
>>96If that’s boring, then it hurts, so I’ll challenge myself.
>>107It hurts so much to suck in after taking a star in Earth, but I’ll give it a try…
I think it’s quite enjoyable to have a match in the shallows with Ken and Shin, who can’t do things like basketball.
Still, dying from accumulation is definitely a crappy game.
You can’t escape!
What the heck is accumulation anyway?
I accepted it as if it were natural, but it’s strange, isn’t it?
If you’re playing seriously, Heart-sama is the best fit for me.
I like that the armor given by Heart is a bug, but it really feels like something Heart would do.
I wonder what the reason is for making that armor.
>>106There is armor during the charged jump cancel, but by landing during the jump cancel, it prevents the previous jump cancel from finishing until the next one is executed, which might mean that the armor persists for just that one instance, probably due to that reasoning.