Why special inputs are so frustrating in Street Fighter 1

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! * * * 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!) 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 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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