2025-04-02 21:20:00|Myriagame |source:minecraft skins
The saying "no competitions for fighting games" is more or less a consensus among players in this category. After all, the "pilot threshold" and "win-loss pressure" it represents are often inseparable from the stereotype of "hard core"."Hardcore" often means that its audience is more inclined to the stock market, and the choices faced by players are often not "rich".
Until two years ago, "Street Fighter 6" (hereinafter referred to as SF6) relied on the "modern/dynamic mode" and the "global travel" mode with a role-playing experience, this category has completed a "circle-out effect" in the current electronic game market, allowing many players who consider themselves "hard-handed" to fully feel the charm of fighting games.
Nowadays, a fighting IP "Legend of the Hungry Wolf" (hereinafter referred to as CotW) that has been released after 26 years is about to be launched on April 24. During the OBT test that just ended not long ago, various fighting game enthusiasts also fought with the attitude of "trying the depth".
In my opinion, a game IP 26 years ago, "re-coming out of the world" means that it cannot lose the product characteristics it created back then, and at the same time, it needs to meet the preferences of current fighting game players in terms of gameplay mechanisms, and its performance is no less than that of other competitors during the same period.
Picture Note: Many players may not realize that Terry has been active for so long
As for how to turn the classics of the old era into the trend of the new era, the answers given by "CotW" and "SF6" are quite similar.
Tailored for "SF6" players?
In the OBT test conducted in February, while domestic "Street Fighter 6" experts represented by "Child Zeng Zhuojun" conducted "early tactical development" on "CotW", many fighting novices who have experienced "SF6" also participated in the experience.
Almost all players with huge levels have given the conclusion feedback that "you can quickly get started with "CotW" after a very short adaptation period". It is by no means accidental.
The reason is that we may need to start with the common attribute of "Once a SF6 player".
(Photo Note: In the Youmin Starry Wolf Cup, "Child" only lost one game when she first got to know the role, but she never lost it afterwards)
From a specific perspective, the "friendliness" of "CotW" to Street Fighters players is not only reflected in the logical level of fighting games, but also in the root of the concept of fighting games from the design level.
(Photo Note: The comparison material comes from UP host of B station: Orpheus)
The commonality of game concepts makes "CotW" and "SF6" have many "ways" that can be understood in the actual experience level, but at the same time, they can clearly feel the different emphasis depths under homologous tributaries.
【REV martial arts vs. Dou Qi section】
Take the newly added "REV martial arts" mechanism of "CotW" as an example.
To summarize it simply, it is to use specific move buttons to display enhanced versions of skills, similar to the EX skills in the previous "KOF" series.(The original moves are entered ↓↘→+light punch, while the REV enhanced version requires input ↓↘→+light punch and heavy punch).
It is combined with the derived "REV acceleration" function, allowing players to combine different REV martial arts by canceling the move and post-shaking to form a chain.
This way of forming a segment is easy to resonate with the offensive logic of "Cancel the punch and kick back through the sprint through the fighting sprint" in the minds of "SF6" players.
(Photo Note: Even if you have never played a fighting game, it is not difficult to see that the two have the same effect)
In the past, the two mechanisms are to speed up the pace of the game by enhancing strategy and increasing combat means, so that every minute of the game has variables; in the past, the two interpret the fast-paced game of fighting games in the new era.
"SF6"'s fighting sprint can attack and defend, providing players with more tactical choices; while "CotW"'s REV martial arts series focuses more on offensive strategies, ensuring that every successful attack of players has ultimate positive feedback on both damage and experience.
And when you have learned the fighting sprint of "SF6", the design of REV sprint in "CotW" does not require a separate button to cancel the action will only make it faster to get started.
【REV heavy blow vs. Fighting energy burst】
The "REV heavy blow" equipped in "CotW" can allow players to release a powerful attack with a domineering effect. While as an offensive method, it can also give players a way to escape when they are suppressed.
"Fighting Qi bursts out" in "SF6" also has similar functions.
The difference is that "REV heavy blow" has relatively hard release conditions, that is, it is limited to release when the character's health is in the S.P.G. stage, but its design that can be released in the air gives players more choices.(The Fighting Fury in "SF6" can only be used when the character stands)
The above examples are not all similar, but it is not difficult to see that the two have similar internal logic for fighting game games.
Starting from the somatosensory level, the author believes that it is not an exaggeration to call "CotW" the "Hungry Wolf" work that is the "most suitable for street fighters".
The author who has made a fuss to seamlessly transition from the "modern mode" of "SF6" to the "simple mode" of "CotW". It takes less than 20 minutes to be familiar with the operation, and the combo is completed in one click, which shows its friendliness to "SF6" players and even pure fighting novices.(Picture Note: One-click combo, don't 6)
From the same work to the ecstasy of the two kitchens
In addition to the similarities at the offensive level, the designs of the two at the strategic selection level can also echo each other.
Here we need to take the most common operation of fighting players as an example - defense.
The diversified design of defense methods has been a consensus reached by major fighting game manufacturers in the early years."SF6" and "CotW" all integrate them into one button.
In addition to being able to defend against multiple types of attacks, the one-click "REV Defense" in "CotW" can also block the distance from the place by default after successful defense, to form an effective pulling space.
Therefore, in battle, whether to consume the REV slot to use "REV defense" to seek counterattack opportunities is also a decision-making consideration that players need to consider when fighting.
The "fighting Qi Defense" in Street Fighter can bring players a larger attack window when they succeed.
The results of the two are different, but the logic is similar.For friends who are already familiar with "Fighting Qi Defense", mastering REV defense does not require more familiarity, just know where the keys are.
There are countless similarities.
SNK's fighting series and Capcom's "Street Fighter" IP have always been two high mountains of the FTG type.Although at a time when fighting games are not the best, the two companies have taken the lead and worked together to find new vitality and possibilities for the fighting game market.
For example, the recent guest appearances of Huoma and Terry in "SF6" are in "The Legend of the Hungry Wolf: The City of Wolfs" and we can also see Chunli and Ken in the first DLC, and the two chefs are so ecstatic.
Although it has been 26 years since the predecessor of the "Legend of the Hungry Wolf" IP, "Legend of the Hungry Wolf: City of Wolfs" can still bring freshness to this generation of fighting players. It is precisely the proof that SNK's bold attempts in strategy depth and fighting feedback are consistent with the taste and preferences of fighting players today.
If you are a player of "SF6", then the extremely low threshold for "CotW" will bring you a brand new and familiar fighting fun.And if you are an old player in the "Legend of the Hungry Wolf" series, then when those classic characters appear on stage again with new images, the accumulation of time will bring us more touches and surprises.
(Photo note: This is also part of the surprise)
Fighting has long been engraved in my bones
Not long ago, SNK became popular again on domestic short video platforms.
(Pictures from @Aleks_Kost)
The content of this type of popular video is roughly imitating the walking posture of SNK's characters, which is popular because of their strong action style. Those characters that flash by in the comments section also evoke memories of many players.
As a veteran label in the fighting game industry, SNK's works have accompanied the childhood of many Chinese people.At those passionate ages, we have left valuable memories of "joking" with our partners in the arcade and microcomputer rooms.
The "Legend of Hungry Wolf" and "The King of Fighters" series have become the fighting enlightenment of many players.Now, after 26 years, "The Legend of the Hungry Wolf" returns again, I can finally say with satisfaction: "That feeling is back."
If you are like the author, you are ready to make a big move in Nanzhen, please add "Legend of Hungry Wolf: City of Wolfs" to your wishlist, and you can also participate in the free public tests that will be open from March 27 to March 31 for advance practice and experience.
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