Why special inputs are so frustrating in Street Fighter 1

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  • čas přidán 3. 08. 2024
  • The first Street Fighter game is an important part of fighting game history, but if you've ever tried to play it, you probably know that it's pretty frustrating. Why won't hadoukens and shoryukens come out with the usual motion inputs? Yes, negative edge is part of it - but there's more to the story. In this video I go down the rabbit hole to figure out exactly what the timing requirements are for fireballs and other special moves in the original Street Fighter.
    Many thanks to ‪@HQRubbish‬ , ‪@SpikeSetsFire‬ , and ‪@Vinsanity_YT‬ for letting me use clips from their videos. Give them a watch!
    * • The Uneventful History...
    * • Street Fighter 1 Delux...
    * • Street Fighter 1 | Arc...
    Check out the SF1 community on Discord to chat with some friendly people who love this game for some reason, as well as SF1++ (the version that lets you play as every character, not just Ryu and Ken!) / discord
    If you want to know more details about how I approached this, and the conclusions I came to, I have written it up in a blog post on Ko-fi, and have uploaded a copy of my spreadsheet and a TAStudio project file showing some basic inputs in Street Fighter. The post is public and completely free to access, but if you would like to support me while you're there, and you have some spare cash, any donations are welcome (and will also get you access to my Discord server).
    The blog post can be found at ko-fi.com/Post/Street-Fighter...
    00:00 Intro
    02:52 Rubbish
    07:00 Is Street Fighter any good for fighting game beginners?
    RIP the mighty pig
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Komentáře • 172

  • @bunnybreaker
    @bunnybreaker Před 23 dny +109

    "Should beginners start with Street Fighter 1?" is a really easy question to answer. Absolutely not. Let's be real, SF1 has a very important place in history, but it's not a very good game and the inputs work so differently to every modern (ie., past 30 years) fighting game.

    • @frumiousgaming
      @frumiousgaming  Před 23 dny +9

      @@bunnybreaker 🤣 yeah. When I was starting out and struggling with inputs in recent games, I thought “surely back in the day they must have been easier, and devs have made them harder over time - I’ll start with street fighter 1, master that, then move on to sf2 and so on”, so I tried sf1. if I knew anything about fighting games at the time I would have realised it was a stupid idea 😅. Trying it at the time I didn’t realise the inputs were weird in sf1 so I thought I was just really bad at execution.

    • @bunnybreaker
      @bunnybreaker Před 23 dny +9

      @@frumiousgaming I can totally understand the thinking. I started with SF2 and didn't actually get to play SF1 until much later (it was hard to emulate at the time). Instantly hated it tbh.
      Always good to see people getting into fighting games. Wishing you well on your journey 👍🏽

    • @furrykef
      @furrykef Před 13 dny +2

      @@frumiousgaming Special move inputs actually got more lenient over time. I'm not going to play Zangief except for funsies in any game older than Street Fighter IV, since that's about the point in the series I can do his SPD consistently enough. Dragon punch motions also used to give me lots of trouble in older games, though I think I'm OK at it now.

    • @Vmac1394
      @Vmac1394 Před 7 dny +1

      The best fighting game for beginners is one they find fun and have friends to play with

    • @retrostar-qe6hl
      @retrostar-qe6hl Před 4 dny

      I would recommend street fighter 2 in general for learning the basics of fighting games. Then from there find your oen style you like.

  • @alejandromontalbano1804
    @alejandromontalbano1804 Před 16 dny +40

    I managed to get fireball almost 100% of the time. Basically press punch, do the quarter circle, release the punch, and DON’T release forward. Just keep pushing forward until the fireball shoots. This worked perfectly and for the first time in 43 years I managed to finish Street Fighter I

  • @jagtaggart936
    @jagtaggart936 Před 25 dny +143

    When Street Fighter 1 says "Special moves" they really meant "special moves" - moves with cryptic inputs but game-breaking potential.
    The thing is Street Fighter 1 was an arcade game first, and a competitive fighting game second. Sure, it had 2 player mode, but it really wanted players putting coins in to get to the next fighter. If the special moves were easy to do, it'd be counter-intuitive to this arcade quarter-crunching mentality. Players would be able to breeze through from Retsu to Sagat on a quarter or two by spamming the OP special moves.
    However, having hard AI and special moves that, seemingly, came out at random, gave us players at the time an incentive to keep playing. Imagine being a kid, mashing punch for your life as you're getting mauled by Joe, only for a weird fireball to come out and take half his life bar away. How did you do it??? Well, you'd want to keep putting coins in and keep trying and trying, to hopefully crack the mystery and master the game.

    • @MrERLoner
      @MrERLoner Před 24 dny +12

      " discover special technique with combination of joystick and buttons"

    • @paperluigi6132
      @paperluigi6132 Před 22 dny +12

      Reminder that one of the guys who made Street Fighter 1 went on to create Fatal Fury and then KOF. You can see why SNK Boss Syndrome became a thing, while in another timeline, Bison could give Rugal a run for his money.

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +16

      Totally, maybe secret moves would be a better word!

    • @ektran4205
      @ektran4205 Před 22 dny +4

      the atari deluxe SF87 pressure sensitive pads cabinet

    • @urracojalpa4481
      @urracojalpa4481 Před 21 dnem +11

      Street Fighter 1 is the only arcade game I ever finished with a single coin. The special moves truly are game breaking. I guess the developers counted on them being "secret".
      Back in the days we used to do that in the arcades as a challenge, the moves would eventually come out by rolling the joystick like crazy in the general directions of the move and mashing the attack buttons. But this was when Street Fighter II was already popular and everyone already had all the common moves memorized.

  • @underwaterlevelz1947
    @underwaterlevelz1947 Před 22 dny +52

    Never knew about that odd "pressure sensitive" button on the original Street Fighter 1 cabinet. What an odd concept

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +8

      The wild arcade days!

    • @IcyTorment
      @IcyTorment Před 22 dny +11

      Yeah, it was only in the Deluxe Edition, which sold very few units and they broke so easily that very few of them are working order.

    • @jakejames3067
      @jakejames3067 Před 22 dny +1

      the giant buttons to smash while playing made sf1 actually really fun to play. I played a model with the buttons at an arcade in Japan like 6 years ago. i had no idea it was even a thing until i stumbled across it there.

    • @barryschalkwijk9388
      @barryschalkwijk9388 Před 19 dny

      Did..did they just thaw you out of a gletscher somewhere?

    • @solouno2280
      @solouno2280 Před 17 dny

      And impractical... Unless you play with your butt

  • @BainesMkII
    @BainesMkII Před 27 dny +65

    I ran a few tests after watching Rubbish's video. From what I recall, SF1 was generally relatively lenient on direction inputs, but there were several complicating factors. The game only registering negative edge messed with people's timing expectations. Ground movement is done with a "hopping" animation that can only be cancelled in the first couple of frames, which can greatly reduce how much time you have to register the next input for a special. While the game had no issue with you releasing the attack button while still holding the final direction input, it was pretty tight on how long you were given to release the attack button *after* releasing the final direction. You could buffer the direction inputs, which was arguably easier, but then you had to learn to deal with stuff like the wonky fall speed or timings of the hop.

    • @frumiousgaming
      @frumiousgaming  Před 27 dny +3

      @@BainesMkII very interesting! What did you use to run these tests? I imagine the ground movement cancelling thing would be especially relevant for a dp

    • @BainesMkII
      @BainesMkII Před 26 dny +8

      @@frumiousgaming I used MAME, set up a decent save state, paused the game, and started hitting the frame advance key. (I remember having to mess with MAME's default keybindings.) To register an input, I'd be holding the directions and/or buttons on a controller when I hit the frame advance.
      It was enough trouble that I stopped not long after finding what I was looking. One of the things I was looking for was whether it was true that SF1 demanded perfect/clean inputs. (It doesn't.) When I noticed the movement issue, I did a little testing with it, which led to a little DP testing. (It only affects the amount of time you have to input 'down' after inputting 'forward', as entering the crouch state will also cancel the first few frames of attempting to move.)

    • @frumiousgaming
      @frumiousgaming  Před 26 dny +4

      @@BainesMkII interesting, thanks for the info. TAStudio is a really handy way of doing basically the same thing, I’d definitely recommend it if you ever want to do something like that again!

    • @StreetFighter2010
      @StreetFighter2010 Před 13 dny +1

      Double-tap the attack buttons when doing the super moves. They will always work this way.

  • @mkhl97
    @mkhl97 Před 26 dny +70

    I grew up in Hong Kong. The way I was taught to do DP was doing 360 starting from df and pressing punch at the same time almost like ewgf in tekken. I managed to do consecutive 3-4 DP consistently but now I realize I've been doing it wrong all along thanks to your valuable explanation. Much appreciated!

  • @nchw68
    @nchw68 Před 25 dny +43

    Back in the late 80s I took out Sagat with one dragon punch on a 6 button version of the game. When the round started I immediately did the DP and he immediately charged at me and the DP connected 3 times. The round timer stopped at 99. It never happened again after that. I think it's possible to take out Birdie the same way since he also charges very fast with the head butt. I have KO'd Birdie with one DP numerous times back then but not with 99 left on the timer. It's worth noting that the Dragon Punch cannot be blocked in SF1. It also can still connect when the animation shows Ryu is facing away from the opponent in mid air.

    • @frumiousgaming
      @frumiousgaming  Před 25 dny +9

      @@nchw68 that’s awesome. I don’t think I’ve managed to beat anyone with a single dp yet, I might try it on birdie! It’s so annoying when the opponent gets you from full health to nothing in one second but so satisfying when you take them down quickly!

    • @nchw68
      @nchw68 Před 25 dny +3

      I've also KO'd Gen with one DP numerous times because he often comes at you quickly. Gen has a move where he has both arms extended down low and the Dragon Punch won't connect when he's doing it. And Geki's stars bounce off of you with a metallic sound when doing a DP. Now that I think about it, I played it so much back then I think I have KO'd every opponent with one DP at least once. For the opponents that don't charge at you fast you need to be right up against them sometimes for the DP to connect 3 times. Those were very lucky circumstances though.

    • @nchw68
      @nchw68 Před 25 dny

      @@frumiousgaming I couldn't DP consistently. It was probably 50/50 chance my inputs would work because I didn't know exactly what the inputs were supposed to be. Birdie is a good candidate for a one DP KO because he's tall, increasing the chance for the 3 connects. It's strange that the DP can't be blocked and sometimes the CPU will still come at you after you've executed the move and still in the animation. I think it's this lack of AI, if you will, that facilitates one DP KOs. I mean the CPU gets hit, often registering as 2 hits if you're close enough, and they come right back at you getting hit a 3rd time and lights out.

    • @Varg69420
      @Varg69420 Před 25 dny

      yeah sf1 shoryu is the most godlike

    • @nchw68
      @nchw68 Před 25 dny +2

      @@Varg69420 It had some satisfying connect sound effects, too.

  • @NemoracStrebor
    @NemoracStrebor Před 12 dny +3

    Small correction about the two arcade cabinets. This info comes from Matt McMuscles and his video on Street Fighter 1 on The Worst Fighting Game.
    Both versions of the cabinets were sold at the same time, with the pressure sensitive buttons being the deluxe version. However, most cabinets would end up breaking due to the buttons being punched so hard, so they stopped production of the pressure sensitive button variant and only sold the six button.

  • @David-ln8qh
    @David-ln8qh Před 25 dny +24

    I've been waiting for this level of scrutiny over SF1 inputs. THANK YOU.

    • @frumiousgaming
      @frumiousgaming  Před 25 dny +3

      @@David-ln8qh thanks for watching! You should check out the sf1++ discord, there’s people in there going super deep on the engine and everything!

  • @Jagurda1
    @Jagurda1 Před 22 dny +16

    We need Super Street Fighter 1...

    • @jitsekuilman2492
      @jitsekuilman2492 Před 18 dny +3

      You might enjoy Street Fighter 1 Mugen Remake! It's a hacked version where all characters are playable (plus Cody for some reason) and the mechanics are significantly retouched. I believe there's even an online playerbase.

    • @plaztik767
      @plaztik767 Před 16 dny +2

      It would be a dream. Same art style, vintage backgrounds multiple characters for arcade and vs.
      And modernized controls.
      Capcom would have to helm this project. Fan made projects are fantastic, but oddly unbalanced

    • @wildcard13294
      @wildcard13294 Před 14 dny +1

      Street Fighter Plus Plus moment

  • @dugthefreshest
    @dugthefreshest Před 3 dny +1

    for so many years i have had conversations about it, and my answer was always "negative edge but release the button a little early, like before hitting DF (shoryu)". its so cool to see it this way.

  • @RX50cent
    @RX50cent Před 26 dny +28

    I was about 9-10 years old when I first played this game in Hong Kong in an arcade beside this restaurant where my family goes for dim sum every weekend. I couldn't get my mind off it since then, I practice doing the srk motion in the air while in class. Anyway it was good times and I have no idea how I can do back to back srk continuously back then.

    • @frumiousgaming
      @frumiousgaming  Před 26 dny +4

      Amazing! Did someone show you how to do the srk motion back then? How did you know how to do it?

    • @RX50cent
      @RX50cent Před 26 dny +5

      @@frumiousgaming Yah some older kids taught me, come to think of it the way we did it back then was really weird but somehow works. So for 1p you start from down forward and do a 360 clockwise and 2p counter-clockwise. Really weird😕

    • @frumiousgaming
      @frumiousgaming  Před 26 dny +4

      @@RX50cent that’s so interesting!!! Thanks for sharing that 🤩 I might try that in the emulator, maybe something about that approach makes the timing easier

  • @wertywertiou
    @wertywertiou Před 16 dny +4

    As a tournament SF1 player this is the most in-depth video I've ever seen on SF1. Well done, thanks for the video!

  • @Anakele20
    @Anakele20 Před 17 dny +4

    I love how this subject comes up every few years. I remember being 12-13 years old and playing this game at the corner store. It was so difficult to get those darn moves out. SF2 was amazing just because the special moves were so easy to pull off alone.

  • @BuySmartChannel2700
    @BuySmartChannel2700 Před 24 dny +8

    Ball fire !! - Ryu 1987

  • @CBs-Home-Vids
    @CBs-Home-Vids Před 23 dny +8

    SF1 when it was released wasn't groundbreaking to me and my friends. It was just another game. It was absolutely cool, of course, but we weren't slobbering over it. It wasn't until SF2 came out that people started to crowd around the cabinet. SF1 was played about as often as any other game in the arcade. I regularly went to about 4-5 different arcades and did see SF1 fairly regularly in those and whenever I went to some other city's arcades. It never never ever had crowds around it. It was arguably the first 2d fighting game that had characters that big and looked cool, but there was also that one obnoxiously difficult kung fu game and some other ones that were older that had the same concept behind them. One memory of mine that I'll never forget is I was on the army base and there were these 2 kids about 10-12ish, and they started SF1 and for a full minute straight they just started doing the Hadouken over and over, trying to get one to work. Just constantly ramming quarter circle and punch over and over, and when you looked up at the screen it was just Ken and Ryu punching at each other from 10 feet away going "hap hap hap hap!" and they did literally nothing else. They had their whole bodies into it just leaning into the joysticks and punching the button as hard as they could. They were just trying to hadouken the entire time and it was just not working.

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +3

      Great story! I wonder if those 2 kids ever figured out how to get a hadouken out consistently. Or if they got sick of it and never wanted to see Ryu again!

    • @lilwyvern4
      @lilwyvern4 Před 22 dny +1

      "...but there was also that one obnoxiously difficult kung fu game..."
      Oh, that has to be Yie Ar Kung Fu. I've a vendetta against that game. First played it on a Game Boy Advance compilation cart. RIP GBA #1, killed by Yie Ar Kung Fu (and my enraged fist).

    • @CBs-Home-Vids
      @CBs-Home-Vids Před 20 dny +1

      @@lilwyvern4 no i remember what it was, i was thinking of karate champ. I actually never saw a yie ar kung fu cabinet in my life

  • @SpikeSetsFire
    @SpikeSetsFire Před 24 dny +6

    Awesome video!!! I'm glad you were able to use some of my clips. This also explains why I struggled so much playing this game. Haha. Good stuff!

    • @frumiousgaming
      @frumiousgaming  Před 24 dny +2

      @@SpikeSetsFire thanks mate! And thanks for letting me use the footage ☺️

  • @RabbitEarsCh
    @RabbitEarsCh Před 10 dny

    Thank you for answering this. Even all the SF1 experts I know mostly just told me "just justframe it lol" and that turns out to not be the case! The only fighting game I know where it's legitimately justframe input on every special is SF2 for the Sega Master System.
    As for fighting games for beginners, I strongly recommend you look into Koihime Enbu. When I was a beginner the thing that upset me the most was that it took me so long to understand even one special motion input, and people around me would just stomp me with combos. Koihime Enbu is the ideal grounded footsies game which requires very minimal combo theory, and I feel like if I had been able to start on that instead of KoF98/2000/2002 I would have had a much easier time.

  • @TheTrenternet
    @TheTrenternet Před 22 dny +1

    This is the kind of incredibly niche yet fascinating fighting game content we need.

  • @spaghettiking7312
    @spaghettiking7312 Před 23 dny +9

    I'm surprised SF1 is at 60 FPS, because it looks and feels stiff as hell.

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +5

      Yeah, I think a lot of arcade games were (or 59.9 something) because of the NTSC standard which I guess meant that's what most of the standard screens available ran at. But yeah I'm sure the animation is much lower frames of animation per second than that!

  • @Amesang
    @Amesang Před 18 dny +3

    Sad-to-say this is probably the one game in the Battle Hub I've come closest to beating on a single credit. 😅
    (And I would have done it, too, if Sagat hadn't launched his Tigershot just before I knocked him out with my Hadoken in the third round. 😤 Had to sit there and watch as the Tigershot travelled across the screen and knocked out a "frozen" Ryu for a Double K.O… giving the win to _Sagat!_ )

  • @ProgrammedForDamage
    @ProgrammedForDamage Před 13 dny

    Thank God for this video. I came across SF1 in an old arcade a long time after SFII had been released. I thought I'd be able to blitz it, but instead was flabbergasted that I struggled to pull off a single dragon punch. I couldn't figure out why.

  • @personaxlity
    @personaxlity Před 24 dny +3

    Always answering the questions I never thought about asking. Great video and I’m sure glad that overall games have gotten away from such complex inputs lol.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      @@personaxlity 🤣 thanks bro. Hope you’re up and running with a new computer soon so we can see some fresh uploads!

  • @muddlewait8844
    @muddlewait8844 Před 22 dny

    This is great work. So happy you’ve done it!

  • @joelwrose
    @joelwrose Před 10 dny

    Growing up in the US, SF1 wasn’t a game that was very well known, in my experience. I played it once with the pressure sensitive buttons in 1989 and remember seeing the 6 button one at mall, but it didn’t seem to stick with many people and I’m the only person I’ve met who even remembers playing it back then. It was pretty forgettable IMO since there were games like Double Dragon that got far more attention. Good video! Always wondered about the actual inputs 😂

  • @Gamma00Ray
    @Gamma00Ray Před 23 dny +3

    All of this makes me want more than ever for Capcom to just remake SF1 in some form that gives it better gameplay.

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +2

      Yeah that would be cool, maybe put it as bonus content on some collection. No need to make it fully balanced and competitive, just a nice playable quality of life improved version would be cool

  • @GarredHATES
    @GarredHATES Před 25 dny +6

    I was playing it on The battle hub in sf6, I just kept spamming fireball and shoryuken motions hoping for the best. I was able to beat it lol

  • @apollosungod2819
    @apollosungod2819 Před 11 dny

    Back when Capcom released the arcade Street Fighter game in 1987 there were very FEW one on one versus fighting games with complex moves.
    Sure there was boxing but the early versions were very basic or they had a particular camera perspective... believe it or not Nintendo's Punch Out! was a very popular game but it also showed at the time that it was not meant for two players to compete against each other.
    No matter what some may claim about Konami's MSX game, it was Data East's Karate Champ that sparked the imagination and was there first and also was being immediately copied by other companies for a time, plus the mid 80s had the phenomenon of the Karate Kid films among other martial arts films but the Karate Kid films actually highlighted the massive culture shock of martial arts and the countries it originated from as well as the western tournaments that were practiced back then so Data East's Karate Champ came out at the right time but it had it's own moveset issues that greatly limited how you as a player could pull off those moves.
    Takashi Nishiyama really sparked a fire when he proposed the concept for Street Fighter but lets fast forward to arcade players who existed back then and saw the arcade game and how they were more likely to see and play the six button layout version because the original pressure pads were being monitored by Capcom because the last thing you want is to sell an arcade cabinet that breaks down and becomes a liability to always be paying to have it fixed, thus the six button layout was far more effective and memorable to the average person lucky to see and even play the game at the arcade center or shop that had an arcade section of cabinet to play and experience.
    The first thing you saw and thought about was all of the martial arts films you may have seen which were not that many but the most recent was the Karate kid films, next you realize there is a tournament that takes you to either Japan or U.S.A., then if you survived those matches you realized it was a world tournament that would made Flat Earthers and Trump fanatics rage in the triggered section... so even if actual cabinet sales were not in the numbers of later units or even say Pac-man or Galaxian units sold, you could tell right away that a new generation of arcade games was about to begin only Nishiyama San and his team were cutting their teeth at it and even Data East was doing the same.
    Then someone else started playing against the computer and you heard a scream from the cabinet and saw a rising punch or the flying kicks or the hadouken and you as a witness would freak out at what just happened... the game had SECRETS... it actually had advanced moves beyond the six button layout levels and sure, there was only Ken and Ryu as playable characters and other arcade games showed up that sparked and captured the imagination but other brawlers and one versus one games did show up as other companies were also trying to figure out how to make that type of game work.
    Takashi Nishiyama then left Capcom in 1989 unbeknownst to us and joined S.N.K. where he had plans to make new attempts at that style of game which is why Fatal Fury 1 still holds up as a basic original fighting game even to this day but Capcom had waited from 1987 all the way to 1991 to make a second attempt.. currently the only other Capcom game to have had such a long wait and massive generational hardware changes to see a sequel is Capcom's Dragon's Dogma II released in 2024 from the original version released in 2012... and note that the latter game was released on PC which is not a suitable platform to release games at the same time for especially cutting edge games that are natively programmed to feature 4K, HDR and Ray Tracing but here we are and the idea of the criticism throwing at Dragon's Dogma II by toxic PC elitists is no different than current kids trying to claim that Street Fighter from 1987 somehow sucked.

  • @the_hiroman
    @the_hiroman Před 6 dny +1

    At some point I just starting spamming the hadoken motion like crazy and got hadokens or dragon punches like 1/3 of the time, and eventually manages to defeat sagat.

  • @kami3701
    @kami3701 Před 15 dny

    Thank you, would love to more especially SF1++

  • @nicholasolson7032
    @nicholasolson7032 Před 9 dny

    Those pressure buttons were an absolute pain in the ass. You'd wind up just wailing on them, so they'd break, or the rubber around them would get worn out and crack. A relic of a more gimmick-y time, I suppose.

  • @JamalTheTitan
    @JamalTheTitan Před 10 dny

    I would love for them to fully remake this game

  • @ncrtrooperscout
    @ncrtrooperscout Před 25 dny +2

    Thank you for your service for Street Fighter 1.

  • @lukesidewalker2998
    @lukesidewalker2998 Před 16 dny

    I played the heck out of Street Fighter starting with the two big buttons that the harder you hit the harder the punch. The inputs were awful, even after the cabinet was switch to the standard 6 button lay out. From specials to blocking, brutal. And don't get me started on a dragon punch as it was basically impossible. Most people would just press punch over and over while moving the joy stick in a quarter circle up and down really fast hoping for a fire ball or dragon punch lol.

  • @JohnnyBurnes
    @JohnnyBurnes Před 23 dny +1

    I learned this from the PSP Capcom collection. Maximilian and Stuttering Craig did SF1 livestreams years later and couldn't figure it out, so I let them know. But I was like, "damn, even way better game players than me couldn't figure it out!"
    Still didn't make the game great, but it's playable.
    Thank you for highlighting this.
    I usually describe it as "like shooting a gun in MGS 1-3. It works on button release." Even that's a reference a lot of people don't get these days. 😭

    • @frumiousgaming
      @frumiousgaming  Před 22 dny

      I'm always impressed by people who managed to figure it out themselves by playing, it feels so unintuitive to me! Probably even moreso for someone like Maximilian who has spent a billion hours playing fighting games with normal inputs

  • @greamepenney5947
    @greamepenney5947 Před 18 dny

    That old arcade machine with the big button's use to hurt your hand so much after playing a few rounds. I remember going to my local swimming pool and it was in the reception area. Use to be 10p a go . 40p later and still on the 2nd round and your wrist swelling up and you felt like you had gone 10 rounds yourself, was all part of the fun. The thing is just as you started to get the hang of the giant buttons. Most of the machines got changed to the 6 button versions. And you had to learn the game all over again. Plus the big buttons over time would eventually split and the game would not work. I remember seeing the old cabinet missing it's screen in a skip out side a bowling alley on holiday. In hindsight should have saved it. Today it would be a rare piece to own. One thing no one seems to mention is back in the day you would play the game crossed hands .right hand on the joystick,left hand on the buttons for some reason it made doing the specials easier. This was true on the 6 button versions. That's how I learned to play it.

  • @BoKnowsDiddly
    @BoKnowsDiddly Před 10 dny

    I used to love Street Fighter 1. Especially with the pneumatic pads!

  • @eddylex4921
    @eddylex4921 Před 15 dny

    There actually is a 4th special move in the game but it's only in the prototype version and was removed from the final version of the game and was replaced with the Tatsumaki. Since it's only in the prototype you'll have to try it on MAME. You simply jump straight up and press ⬇️+kick you think the moves are tough to get out wait till you try this one it's much harder to pull off than the other three. I almost gave up on it but once I got a feel for it was able to get it out on the fly. It's quite damaging to the enemy when it hits. Never tried it with negative edge technique. The final animation exists for this move in amongst the test menus on the board. As does the name of the move in the sound test. Ryu & Ken would have yelled out "Fire Kick" when the move was executed. This is also the move Ryu is seen doing on the game's poster.

  • @dcikaruga
    @dcikaruga Před 14 dny

    Amazingly, I remember the older kids being able to do it consistently, although I was never able to do it myself, even to this day. I recall one kid telling me you had to do a smooth circular motion though.

  • @FidFighter
    @FidFighter Před 11 dny

    I was fortunate that in the SF6 Battle Hub (in the game centre hub), I managed to complete the arcade mode twice which is crazy because in my younger days I struggled with SF1 but somehow played better as I got older now. Kinda the opposite 😅

  • @MaldoArte
    @MaldoArte Před 17 dny

    Its very difficult to appreciate the rush that was this machine in the arcade. First the graphics and the sound was above the standard of that time period. The you literally are betting your money, your quarters, to any stranger, you can get to do this imposible special move before him. Its absurdly dated by today standards, but it was a show back then. Nothing else was like it.

  • @YesterdaysMoose
    @YesterdaysMoose Před 10 dny

    The first time I ever saw Street Fighter it had those pressure sensitive pads. I can tell you, nobody was doing any special moves with those.

  • @LMNsama
    @LMNsama Před 23 dny +1

    Nice video!
    I remember back in the days we played this game all the time and had no clue about the special moves, it just appeared randomly. We just speculated on it with weird guess. My friends and I could reach Adon and seldomly Sagat without any special moves. But never finished the game. then 2 years later I went to NewZealand and saw an arcade cabinet with SF1 in the corner of a coffee shop and asked my friend why nobody played it? And he told me that the game was boring because it was too easy! I was so shocked! How comes? And he played one game to show me... he was doing special move nearly all the time!
    I was going to ask him when I discovered the flyer on the bezel, it was written clearly all the special moves. 😋
    When I went back to Europe to show my new skill, it was just when SF2 arrived in arcade there and no ones where giving a shit about it. 😅

    • @frumiousgaming
      @frumiousgaming  Před 22 dny

      Thank you! That's funny, shame you didn't go to New Zealand sooner, you could have been a legend in your arcade back home!

  • @otaking3582
    @otaking3582 Před 23 dny +2

    Makes one wonder how the hell this got two different sequels being developed around the same time...

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +4

      Imagine if it hadn't, the whole world of gaming (or at least the fighting game genre) could look completely different these days!

  • @VaughnJogVlog
    @VaughnJogVlog Před 9 dny +1

    Start at SFII Hyper Fighting or maybe even X-Men vs Street Fighter.

  •  Před 16 dny

    When this game came out it was all about the quarters Hell, I remember in arcade version of this specific game, where it was literally just two buttons in an arcade joystick and the buttons were as big as my hand, and you had to punch them down, depending on how hard you hit them is what level of strength of punch you had so it was all about making money.

  • @rickyspanish4792
    @rickyspanish4792 Před 27 dny +2

    Great research!

  • @StreetFighter2010
    @StreetFighter2010 Před 14 dny

    Double-tap the punch or kick buttons after performing the joystick movement, and the super moves will come out every time. I’ve been playing that game since 1989. This method has always worked.

    • @astuteandy
      @astuteandy Před 14 dny

      Nu-uh.

    • @StreetFighter2010
      @StreetFighter2010 Před 13 dny

      @@astuteandyYes. I have a video on my channel beating the game using this method.

    • @astuteandy
      @astuteandy Před 13 dny

      @@StreetFighter2010 Nu-uh.

    • @StreetFighter2010
      @StreetFighter2010 Před 13 dny

      @@astuteandy You are starting to sound like Pee-Wee Herman. 🤦🏻

    • @astuteandy
      @astuteandy Před 13 dny

      @@StreetFighter2010 I know, I'm just trolling you, bro. At least you were a good sport and didn't start freaking out. 😂

  • @riggel8804
    @riggel8804 Před 24 dny +1

    I came to the same conclusions while making my 1cc video. I talk about it in my video. I found that holding the final motion is even more important when doing a dp. Also i found it impossible to do specials reliably with a pad. Need that fight stick.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      I’m impressed you figured it out from just a couple of days of trying (as you said in the video) - I played it for weeks without really getting it until I went into TAStudio!

  • @MrMajani
    @MrMajani Před 17 dny

    I think they didn't intend for special moves to come out easily. They were supposed to be a rare "wow" moment, like supers today

  • @HattoriZero
    @HattoriZero Před 17 dny

    The most reliable way to execute these 3 special moves are to execute the motion and holding down the final direction, don't let go and then tapping the attack button twice.
    Releasing the direction to neutral before hitting the attack button is guaranteed to fail 100%.

  • @fRikimaru1974
    @fRikimaru1974 Před 18 dny

    Yeah, the pressure buttons are the answer. With normal buttons, the best way to perform the special is doing the move, then press the button before finish it , and then release the button and then pressing it AGAIN at the end 🤣🤣 It makes sense if we think about those weird pressure buttons.

  • @NoAffinity
    @NoAffinity Před 19 dny

    Great analysis! I'm curious - which rom set did you analyze? I'd be curious to see if the code was revised at all over time, with regard to only negative edge triggering the special move. For instance, my US Set 2 PCB has no pneumatic input circuitry like you find on earlier PCB versions.

  • @BurnsyRuns
    @BurnsyRuns Před 23 dny +1

    This is like, more complicated than most speedrun glitch setups lmao

    • @frumiousgaming
      @frumiousgaming  Před 22 dny

      Haha, I don't know if many people speedrun SF1 seriously but it would be cool to see!

  • @Mage_Nichlas_
    @Mage_Nichlas_ Před 21 dnem

    On 6 button variants you can literally just be holding Heavy Punch the entire round. I haven't tried hitting the other Punch buttons while holding Heavy Punch but I can confirm that you can use Kicks.
    I don't think Tatsu is good enough versatility-wise to dualwield both Heavy buttons the entire run but it IS an option.

  • @Tab2120
    @Tab2120 Před 22 dny

    I've never been able to figure out the timing for the special moves, so I just spam them till they happen. It's hard for me to beat SF1 without the special moves. The Hadouken is especially helpful in this game.

  • @papasugaros
    @papasugaros Před 19 dny +1

    The inputs always drove me mad. Do a video on the first Fatal Fury next, it's very similar in terms of baffling inputs that sometimes you can get a good streak going, other times it's like pulling teeth. Would love to see the differences in how they were programmed/designed. Some of the same staff members worked on SF1 and FF1, and they likely thought this is how fighting games should have been to make the moves seem more "special".

    • @frumiousgaming
      @frumiousgaming  Před 19 dny +1

      @@papasugaros interesting, I didn’t know fatal fury had similar issues. I’ll check it out, thanks!

    • @papasugaros
      @papasugaros Před 19 dny

      @@frumiousgamingyeah and there are some interesting quirks with different commands. Charge down up for Terry’s rising tackle has to be down and up, no diagonals for example, but the timing is weird. The Japanese and Western releases have different commands too.

  • @flufdude
    @flufdude Před 10 dny

    interesting

  • @BridgetGX
    @BridgetGX Před 22 dny +1

    This is why the MUGEN remake is the superior way to play SF1.

  • @DoubleCFiend
    @DoubleCFiend Před 23 dny +4

    8:00 its funny that you say this because I'm always surprised at the fact Street Fighter recieved a sequel despite how bad its first entry was.

    • @EGarrett01
      @EGarrett01 Před 22 dny +3

      It wasn't the most popular game in the arcades but it was cool to watch, like a real martial arts movie video game. I couldn't make the controls work so I just watched the older guys play.

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +1

      People's memories differ about how well it sold and apparently there aren't reliable numbers available publicly, the impression I got is that it sold medium well. And back then it was a lot cheaper to make a sequel so you could make that bet on a weaker game, rather than these days where it's 10s of millions or more to make a big game.

    • @Capnsensible80
      @Capnsensible80 Před 14 dny

      @@frumiousgaming Where I grew up there was this weird phenomenon where I had literally never seen a SF cabinet until AFTER SFII had blown up, then it wasn't SUPER common to see, but I did see it in quite a few locations. If this was the case in other cities it could explain the difference in people's accounting of it's popularity.

  • @pairofrooks
    @pairofrooks Před 21 dnem

    I hated those pressure sensitive plungers. It basically disallowed us little kids from playing cause you do need some force for the heavier attacks

  • @kenmasters4512
    @kenmasters4512 Před 25 dny +1

    Yes please make more videos of street fighter videos please for all sf please

    • @frumiousgaming
      @frumiousgaming  Před 25 dny

      @@kenmasters4512 I’m definitely planning to make vids about the other games in the series! Is there anything you’d especially like to see a focus on?

  • @universalperson
    @universalperson Před 21 dnem

    This sounds like there's some kind of buffer overflow error somewhere.

  • @JewdenPeterstien
    @JewdenPeterstien Před 14 dny

    Its sweet when you get 1 hit kos. Gotta admit that.

  • @KenMasters.
    @KenMasters. Před 14 dny

    If I were Capcom, I would not just make a six-button edition.
    I would make a SUPER Street Fighter, remade through CPS1 hardware and it fixes every mistake on the original.

  • @MrRyuken555
    @MrRyuken555 Před 25 dny +1

    Does anyone know if the special moves worked on the initial versions with the pressure sensitive pads? Wonder what it was like to play?

    • @frumiousgaming
      @frumiousgaming  Před 25 dny

      @@MrRyuken555 they did but must have been super hard to do! I’ve linked to a couple of vids showing it being played in the description of this one, check it out

    • @MrRyuken555
      @MrRyuken555 Před 24 dny +1

      @@frumiousgaming thanks will check it out. Saw another vid where the guys managed to get fireball consistently while playing. Great vid liked and subscribed.

  • @rooksdoubleohseven9919
    @rooksdoubleohseven9919 Před 24 dny +2

    Not sure if you tired Power Rangers Battle for The Grid yet. Simple inputs but complicated nonetheless. 2XKO seems to be very similar, with added complexity for sure, from what I can tell.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      @@rooksdoubleohseven9919 I haven’t yet but I’ve been meaning to play it for ages. What’s the community like for that game?

    • @rooksdoubleohseven9919
      @rooksdoubleohseven9919 Před 24 dny +1

      @@frumiousgaming Haven't played in like a year. I was getting matches regularly in the evenings in Eastern US. Definitely mostly people who can kill a character in 1-2 touches. Fun to learn, if your into practicing combos. Will throw it on this week and let you know if I get matches. Your not in US right?

    • @rooksdoubleohseven9919
      @rooksdoubleohseven9919 Před 24 dny +1

      @@frumiousgaming Brought it up more so as a vid idea, it's usually on sale for cheap and think Super edition has most DLC. Also the similarity to 2XKO may make it good for algorithm if you title the vid correctly.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      @@rooksdoubleohseven9919 thanks pal, yeah that’s a great idea talking about the game in comparison to 2xko! I’ll see if I can get a copy. From what I remember it’s meant to have good crossplay too which is always a plus

  • @piratesephiroth
    @piratesephiroth Před 24 dny +3

    From what I saw during a quick test, it's not that complicated. There are 2 important parts:
    1. The motion input timer isn't refreshed after each successful input Once you press the initial direction of the motion, you should finish it within around 18 frames.
    2. The final input is always the stick/d-pad, and must be pressed exactly 1 frame after the punch/kick button release.
    One oddity is that you can release the punch/kick button at the same time that you press the second directional input.
    For example, the Hadouken can be executed either as ⬇, ↘, release P, ➡
    or ⬇, ↘+ release P, ➡
    Also Ryu can only hop, not walk. Hops can only be cancelled into specials at the very start or ending of their animation. This makes it more difficult to execute a shoryuken since it starts with ➡.
    It's relatively easy to press ➡ and time the ending of the hop with a shoryuken though.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      @@piratesephiroth yes I think the complication that I found with the fireball is caused by the hop cancelling - if you release the button during the hop, you have to hold the direction until the end of the hop to trigger the attack. So at least with fireballs, as long as you do it quick enough and hold the forward direction at the end, it should be quite consistent. I haven’t had a close look at how dp is affected, you probably have to be quicker with the motions because you start off with forward triggering the hop if you don’t cancel quick enough (whereas since fireball and tatsu start with down, you don’t trigger the hop immediately)

    • @piratesephiroth
      @piratesephiroth Před 24 dny

      @@frumiousgaming You don't need to hold the final direction down. It's just placebo, it doesn't matter at all.
      You pressed or ⬇, ↘, then released P, so the motion is done. All you can do now is hit ➡in the next frame. Holding or releasing it after that makes no difference.
      Miss that frame and the special move won't come out.
      Also coincidentally the hop takes around 10 frames so it's basically enough time to input the shoryuken motion.
      I noticed now that you can also cancel the hop into crouch, so you can do a shoryuken in place.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny

      @@piratesephiroth if you hit ➡️ in the next frame but that is during the hop, it won’t come out. But if you hold it until after the hop, it will come out. (If you do it before the hop, it will come out without holding it, but you only have about 3 frames to do so). That’s what I seem to find in the emulator. If you let me know an input with the number of frames for each input, I’ll try it out! Also join the sf1 discord I linked in the video description, some people in there would love to discuss this with you

    • @piratesephiroth
      @piratesephiroth Před 24 dny +1

      @@frumiousgaming ah yeah, that's true.
      Holding down the final direction for a complete hop seems to work as some sort of buffer. The move will be automatically executed at the first frame after the end of the hop, bypassing the 1-frame window.
      It works for all 3 special moves.

  • @Waffletigercat
    @Waffletigercat Před 21 dnem

    I thought Street Fighter 1++ made a lot of more modern adjustments to the game, too. Smoother, more reliable controls, more balanced damage output, and a combo system?

  • @dandice1222
    @dandice1222 Před 22 dny +2

    Special Moves in this game are meant to be hidden moves, that's why the timing should be perfect and the damage is so OP. Thus became implemented in SF2 when the commands are a bit easier.
    I love Street Fighter 1 (not kidding) no matter how awesome or terrible it is, nice video BTW

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +1

      Thank you! Yeah sometimes a "bad" game is more fun than a "good" game, for me it all depends what kind of mood I'm in

  • @jimmywhyte7181
    @jimmywhyte7181 Před 24 dny +1

    Would be cool if this could be mastered, ive always spammed the move multiple times white hitting the attack button repeatedly for it to work. Thats how i played it and its how the game feels to me, spamming OP moves, not very nuanced but it works.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny +1

      @@jimmywhyte7181 honestly I wouldn’t be surprised if that’s how the devs expected it to be played, especially the original version

    • @jimmywhyte7181
      @jimmywhyte7181 Před 24 dny +1

      @@frumiousgaming hahaha cheers have a good day.

  • @8bvg300
    @8bvg300 Před 22 dny

    What about people says doubling up on your punch of kick input working. I’ve certainly seen it work

    • @frumiousgaming
      @frumiousgaming  Před 22 dny

      @@8bvg300 I wonder if doing that changes how people time their inputs, or if having 2 actually does make the difference. I might try it in the emulator and see what happens

  • @funcionapramim
    @funcionapramim Před 12 dny +1

    Sf1 for begginers... No. Hell no.
    Start from V and VI. Then Alphas, 2, then 4 and 3.
    Forget 1.

  • @bakuhaku7413
    @bakuhaku7413 Před 23 dny +1

    8BITDO FIGHTSTICK SPOTTED
    how is it? I've been thinking of getting one for my gamer hands

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +1

      It's hard for me to say because it's the only one I've ever had, so I don't have a point of comparison. I think it's pretty great value for money though, and seems fairly straightforward to customise based on other videos I've seen. I'm thinking about reviewing it and maybe other controllers, but not sure if it'd be better to put them on this channel or start a second channel

    • @kingkyle2217
      @kingkyle2217 Před 20 dny +1

      i actually had one myself, it's good for begginers, but once you really get into the nitty gritty of fighting games, you'll realize it's rather sloppy, the stick specially, you'll wanna get something better eventually down the road

  • @lucas_lipp
    @lucas_lipp Před dnem +1

    This is the worst comparison you'll ever read, but Street Fighter 1 is important to fighting game history, just like WW1 is important to the history of our world. But I would neither throw you into WW1 if you are interested in real life history, nor would I throw you into SF1 if you are interested in fighting games. Both are important, but neither needs to be experienced first hand.
    This is a thought that made a lot more sense in my mind. Whoops
    I feel like it would be way better to compare playing SF1 to being thrown into the stone age, if someone's interested in the history of tools and technology, but that thought came later, so I'll have you read the cursed one, first.

    • @frumiousgaming
      @frumiousgaming  Před dnem +1

      @@lucas_lipp wow 😅 that’s intense. I had a comparison I was going to make in this vid but I’ll probably use in a future vid about sf2 instead. Before the first iPhone, Apple collabed with Motorola on the Motorola rokr (aka iTunes phone), which was the first phone to have iTunes on it, and basically wasn’t a very good phone. I feel like sf2 is the first iPhone, and sf1 is the Motorola rokr

    • @lucas_lipp
      @lucas_lipp Před dnem +1

      @@frumiousgaming
      Yeah, that one probably makes a lot more sense. IoI
      For the record, I think SF1 is an interesting game to play for people who are already used to fighting games, I'm just still upset, as I'm unable to beat Adon, to be honest.

  • @IVIUT3D
    @IVIUT3D Před 25 dny +3

    absolutely not, imo the best jumping in point would be Dragonball FighterZ, pretty much capcom v Marvel clone but extremely accessible with enough depth for a beginner.

    • @frumiousgaming
      @frumiousgaming  Před 24 dny +1

      @@IVIUT3D I’ve been meaning to give dbfz a proper go for ages! Hopefully soon I can make a video about it

  • @Disillusioned2022
    @Disillusioned2022 Před 18 dny

    Dear Uploader,
    The Letter R Exists,
    Thanks.

  • @pokefriend123
    @pokefriend123 Před 22 dny +1

    I don't know what everyone is talking about. Special moves are the easiest part of the game. You can buffer them during normal attacks so there's no awkward animations or sticky inputs. It actually makes it really annoying because some punish counters can't even be seen unless you've done it many times. Rather than trying to hit your opponent (Because that's what they want you to do) practice on blocking and whiff punishing to actually make an improvement to your strategy. Everyone is different but we're all monkeys...

    • @frumiousgaming
      @frumiousgaming  Před 22 dny

      That's interesting, I'll have to give that a try (buffering the specials during normal inputs). Thanks for the tips!

  • @GawrGurasBathTubPizza
    @GawrGurasBathTubPizza Před 18 dny +1

    Since when did video games become this complicated? easier to throw the game in the bin and go to mcdonalds

  • @isaiahjolin7178
    @isaiahjolin7178 Před 16 dny

    Hello Frumious Gaming my name is Isaiah and I have something important to say to you. God loves you and like any father he wants to help you and keep you safe especially from the devil. But I am not just speaking to you about this I am also talking to your fans about this. God loves us all and he wants us all to be saved not just from ourselves but from the devils clutches. Do not be afraid to come to the Lord for his love is for evreyone Shalom Shalom.

  • @Mike-te8mo
    @Mike-te8mo Před 23 dny +2

    Great video. An artifact from the hit pad control code does sound like a plausible reason for the input difficulty. But it does seem strange that Capcom wouldn't adapt it for the 6 button config.
    Maybe it was intentionally ambiguous and difficult so you couldn't mercilessly spam it to kingdom come; it was a "secret" technique after all. The game didn't really have enough depth to keep on bringing people back - it was just an arcade fighting game, not a competitive fighter (as the guy below correctly said). Managing to pull off a special move made you feel like God.
    I remember an interview with Capcom when they were designing SF2. The designer first proposed they open the input window a few frames before and after the motion so that fireballs would be a standard part of the game , the rest of the team were completely against it, saying people would lose interest in the game quickly. As we all know, it worked a treat for SF2 due to how much better designed it was than SF1

    • @frumiousgaming
      @frumiousgaming  Před 22 dny +2

      It's true, if you could do the special moves very easily it would make the whole game too quick and easy, unless you made them less powerful, and then they would have less impact