Why is this so hard for some people

Why is this so hard for some people

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It's not though? It's the most spammed move of all Ryu players.

Shoryu isn't hard for anyone, at least I hope. What may be a bit harder for people is its application within combos. It's of course much less lenient in this scenario than when using it as an anti air.

it's hard to do as a cancel from crouching in old games with stiff input detection like SF2 or KOF98

Because it's nonsensical.
When I play a shooter I don't need to do a stick + buttons sequence to use a grenade. I don't understand why fighting games still stick to those archaic player inputs.

the explanation could have been more detailed

more options to put in move sets you silly user

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to keep scrubs like you the fuck out

>uppercut
>you press it downwards twice

>to keep scrubs like you the fuck out
>oh no why is Rehash 28 dying so soon we need to get people interested in the fightans

I love seeing posts like this because it reminds how me how beneficial gatekeeping really is. Otherwise they'd stink up other genres.

enjoy those sub 10k player counts on the most popular games in the genre I guess

Stay the fuck out. Nobody cares about what doomposters who play on PC say. They're the types to abandon the game after a week or two to the new shiny thing on steam.

congrats on a dying genre, i guess?

>dying
>when new games keep coming out
>when they're more accessible than ever
Like I said, stay out. Nobody wants your kind if you're the ones that give up THAT easily. We have enough sadposting shitters as is.

what button is fist

Depends on the game

the one that doesn't kick

If motions are what hold fighting games back, then why do Fantasy Strike and Rising Thunder have 10 people combined?

i keep missing the down input and it gets fucked up on stick so its read as 6>3>6

Because casuals dont have dedication. It's not inputs holding people back its putting forth actual effort instead of getting better passively.

This. Shitters believe inputs are whats holding them back when it's actually their absolute lack of fundamentals and desire to get better and acknowledge that they're garbage.

If you'd actually be even half competent at these games, you'd know that having such important moves bound to only one button makes it too powerful

this doesnt make any sense

>FG
>muh online

lmoa

It took me 7 years to master the Z motion, and I still can only consistently combo into it

So, for insance, if tou use an invincible anti air move with a long punish window like a Shoryu you absolutely have to commit to it and neither press it by accident, nor be blocking when you do it.

There is a reason why half circle forward projectiles are easy to punish but charge back -> forward projectiles are very hard to punisj

braindead retard

>tfw finally reliably getting green dauros with Ram in Xrd
Feels pretty nice.

but at any decently high level shooters require just as much if not more inputs as a fighting game
And how can you call fighting game inputs archaic when shooters are no different the controls have barely evolved at all since Quake 1 if anything both genres have been equally dumbed down over the years although hardcore options still exist

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>game alive on gamebox! no i dont have numbers just believe me

t. executionlet

People trying to run before they can walk. You can learn countless flashy combos but if you're ignorant of everything else, if you can't open anyone up reliably, you'll just get blown up by someone that has the basics down pat. A few of my buddies are 09ers that were awful at the genre, but SF4 and BlazBlue got them interested. If those once fumbling shitters can improve anyone can. Just takes time and a lot of losses.

This move is easy to do in a vacuum. It's why the common scrub lord maneuver is to wake up DP.

If anything, the half circle forward is the hardest input

Shut up I’ll QCF your shit

*Pulls pin*
*Quickly calculates cook time, time until impact. parabolic trajectory, sight line obstructions and typical positions plays inhabit, without even accounting for type of grenade, splash zone, bounce... *
Yeah its just pressing the button that matters

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I refuse to believe ANYONE has trouble pulling off a shoryu or a hadoken
Shit is braindead easy

because the games for awhile just told you it was zigzag pattern which confused dumbasses like my self

You need those inputs to do clean circle jumps and strafe jump around maps

It's the one thing you can predict when fighting newer Ryu or Ken players. Fucking wake up DP every time

Because all the one button moves are regulated to normals. The movesets of fighters can be over 100 moves

>cherrypicking
What is smash bros.

Learning all the matchups is harder than motions and combos. Especially with games having so many characters now.

SNK input buffers don't make any sense.

This move is done by doing QCB, d/b, f+P. To me that sounds like "QCB, HCF" but if you do it like that, you drop it. You HAVE go from down-back to forward without crossing down or down-forward to get there or the buffer won't consider it a valid input.

BUT KYO'S OROCHINAGI USES QCB, HCF AND THAT WORKS JUST FINE. So why not just make QCB, HCF a valid input for Power Geyeser? It's the same physical motion but it takes out any b/s input buffer fuzziness.

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Forward + Fireball motion and punch is the easiest way to do it

except shortcuts are not universal, you're better off learning the proper input

Because what's shown is not the actual way to perform the move

Let's get this out of the way.
>But it would make them come out too quickly.
What are startup frames.
>But moves wouldn't be able to link into them.
What are buffer frames.
>But charge moves.
There are charge moves in games without motions.

This post will be ignored.

Benimaru has QCF for a knee and Down Up for the follow up. You can just Tiger Knee the motion QCF and mash the button, and both the move and follow up will come out.

Usually HCB,F+P is the hardest modern fighting games will do. Shit got nothing on the delta motion (chargeDB, DF, DB, UF + K) wtf were they thinking

>There are charge moves in games without motions.
You have my interest.

In Fantasy Strike, charge builds up whenever you aren't pressing forward, and resets if you press forward.

I want to get into fighting games but I'm very autistic about starting series in the newest entry. I really like starting from the first game and make my way to the newest. I thought I'd start with Street Fighter because that's probably the most famous fightan to my knowledge, then Tekken then try anime shit like Guilty Gear and BlazBlue because the characters look nice. If I was to put in the time to start each of these series and play each game up to the newest, like the story mode or something for each, to get a feel for each of them and move to the next, would this be possible or should I just stop being autistic and play Tekken 7 and call it a day.

I'm a huge cuhrayzee action game fag too so I'm not opposed to putting dedication in to learning intricate mechanics and movesets.

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I hate HCBx2 (Akuma's super fireball). 360s are easier to do that (ever since I discovered they're only looking for all four cardinal directions hit inside the buffer, so I can do them as d, f, b, u+P for a valid input).

HCB, f+P isn't awful but Ryo overlaps Zanretsu Ken (f, b, f+P) with Haoh Shokoken (HCB, f+P), which is pretty much guaranteed to waste meter from time to time.

Smash

Don't you have a Sekiro Accessibility article to be writing?

Just play tekken 7. No point in learning a dead game. And the newest versions have players so you can practice. Especially if it's your first fighter.

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Just go for Tekken 7

There's not much reason to play the older fighting games. There's never an interesting story, you'll just be playing endless matches against AI with a few 45 second cutscenes in between.

At least with Tekken the characters don't drastically change throughout the series so you'd learn stuff that can be used in Tekken 7, but it's probably best to just start with the newest one

You likely wouldn't get to the end of Street Fighter 1.

Just goto SF2 and then play the rest.

Also, anime games generally have recaps for story content in newer iterations if that kinda stuff matters to you.

UNIST is more like a revision of UniB, so that might be the best one for you to start fresh for an anime fighter.

I don't think I would really "learn" the old games, just kinda go through the story mode or something once and just feel what it used to be like I guess. Then I'd dedicate my time to the newest one.

If you're a cuhrayzee action game fag, you might like Guilty Gear, long combos are bread and butter in that game

As far as I know, only modern fighters really have "Story Mode".

Basically that would be anything BB Continuum Shift onward.

All previous games do have stories in them but you usually have to play through every character's arcade mode to get a general idea of what's happening.

Playing fighting games for the story mode is not the best idea though there are some that have them (and it's just like reading a visual novel with no real fights to play like GG Xrd's and UNIST's story modes).

If you want to go fool around in old game single player go nuts, it can be cool to see how a series evolves over time. Keep in mind if you try to play something like super turbo or 3rd strike online you are going to get utterly and devastatingly stomped by grand-autists who have been playing competitively for 25 years.

Honestly I'm not against motions being removed, the issue is that you really have to change so much about fighting games to make it "casual friendly". Devs would basically have to solve the game before the game comes out. Most people have the mentality (casual or not) that anything that beats them is bullshit even if its attached to a low-mid tier. Pretty much any SF character better than 3s Sean/12/Remy is BS in the eyes of low level players.

>What are startup frames.

startup frames while similar to just making them have a complicated motion, it isnt the same since you can buffer them in blockstun or on combos and if done right then the "added" frames of the motion disappear, while in neutral (where moves like DPs are the most powerful) the frames are still there are still there

>What are buffer frames
the hell does that even have to do with it, if a you make a one button DP startup in 15 frames instead of 4, it will always have those 15 frames of startup, chars will loose combo, anti air and reversal potential regardless of buffer or not, the buffer doesnt make moves get out faster, it just makes them come out as soon as possible.

>There are charge moves in games without motions.
charge moves are a total different type of move and need different balancing, they dont affect motion moves at all

>reminds how me how
shame no one is gatekeeping your illegible posts

Yeah I guess you could do that. Story mode is just endless fights against AI usually and some dialogue.

BlazBlue and UNIST has a story mode with a visual novel gameplay which is pretty cool. But BlazBlue story is confusing as fuck.

Strafejumping in Quake is way the fuck harder than literally anything in any modern fighter

holding out the startup of a move to charge it like smash attacks != charge moves in fg

Do retards actually believe that COMPETITIVE MULTIPLAYER games have "difficulty" levels? Does the other player just not exist in their mind?

Ofcourse it would be possible but it's going to take you a long time doing all the singleplayer stuff, not to mention that once you're getting used to the game and the AI, you'll start exploiting it, which will give you some really bad habits when you start playing against actual player opponents.

>charge moves in smash are performed differently from charge moves in fighting games with motions

No shit

It's not hard, it's tedious

Making things easy for casuals has gotten to the point where it accidentally makes shit harder. KoF14 is so lenient on moves that I find I have to for 2369 for a 236 if I've pressed forward even a second before.

There exists skill level differences between players user.

People who can't perform z-motions like in the OP likely will have a hard time in the genre to begin with.

Of course there's different difficulty levels to online games, if optimal play requires great execution and character knowledge it will be more difficult for players to get to a competitive playing level.

Saying that is like saying Tekken and rock paper scissors are the same difficulty

Can be done with literally no thought and is the easiest input ever
>tedious

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>taunt jet upper intensifies

you don't know what tedious means

How do you do Zangiefs 360 degree motion without jumping?

hurr durr retard, no shit they are different, but its not like fighting games dont have charging moves like in smash, but im replying to a claim saying that there are games with charge moves and without motions and mention smash, when smash doesnt has charge moves, it has charging moves or whatwever you wanna call them, they are different things

>Devs would basically have to solve the game before the game comes out.
It is an unfortunate knock on of other multiple player games. People want to be told what their character does and it all to fit in their imaginary box of fair. The most beloved fighting games are full of busted shit, but they find a nice equilibrium. But if a game even has a ToD, no matter how hard or unlikely it is to be pulled off casuals will scream cause it isn't right that they should exist.

god i wish that were me

Arena fighters are better. Easier inputs. But more things to keep track of, it still feels personal despite being 2v2

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Makes no sense. It should go like this.

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you can just do a half circle in any direction an end in up forward/up backwards
+button

Continuity in fighting games (or any skill-based multiplayer game) doesn't matter. Feel free to try everything from different eras (don't listen to "dead game" memers, you have to engage with shit like Discords to get meaninful feedback and advice anyway) and see what you like. If you like DMC and want something with a similar feel in certain ways, I'd recommend Melty Blood for its crazy movement and creative freedom in stringing combos together. MVC3 and Guilty Gear are also good for someone of such a background.
Charge moves in smash have mechanically nothing in common with charge moves in fighting games, they're more comparable to [hold] normals.

632147+p

Or buffer it inside another move

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artificial difficulty they should just add more buttons. it's like if you had a shooter except in order to shoot you had to swing your dick around rather than press a button. doesn't make the game good or hard, just stupid.

"And this is why fighting games need an easy mode!"

>Evil Ryu's 1-frame axe kick loops intensify

street ighter already uses 6 buttons+macros you would be using for multiple button presses that should be too hard to do on a pad like pressing the 3 punch buttons at the same time, so thats 8 buttons, where the heel do you add more buttons?

Isnt the first point to suggest that DPs should be slower?

Okay, I'll bite. You input the windup pose, the actual hit happens with just muscle memory.

Everyone has to do them though so it's not unfair, just an annoyance to you since you don't understand it. To put aside the relative ease of the DP, (there's even a way to do it easier, DP shortcut if you want to look it up) one of its actual functions is to be a heavily offensive decision. To make the decision to DP you are also making the decision not to block, leaving an opening if your DP is blocked or evaded and so it's a risky move to make but might be the reversal you need to start putting the pressure on the opponent. In fighting games you have to consider everything to gain a real advantage over your opponent, and if you want to graduate from being a casual it's just something you have to practice. After a week you wouldn't even be complaining about the input, but instead how simple it seems to be for all of your opponents to read and bait you. It's why fighting games and other competition is fun, you grow the more you do it and your commitment is totally your choice alone.

Strafe jumping is not even hard user.

lmao this is exactly why we need inputs, imagine if fighting games tried dumbing down to these brainlets. That and balancing the game of course.

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Wrong, even jumps like b2r which is at most what you need are easier than even bnb combos in some games. Even sfv which is considered execution light has microwalk combos which are way harder.

The only problem with SJing is you have to develop muscle memory to gradually make your swings wider. But it's the same with FGs and muscle memory.

Counter point: without motions all of your characters have significantly fewer moves.

1f links aren't even hard. especially not with plinking.

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nice macro

Show gameplay of you doing Dictator's 1f FADC combos right now

Thanks. It works one in every twenty attempts. Shits hard.

strafe jumping is really really really easy. To the point where I wish it was standard in every fps. Perfecting it is another story thought.

because it's not actually a z motion. people read the move list and are basically lied to about how to do the move.

Casualizing games is a mistake. The moment you attempt to appeal to everyone, you appeal to nobody.
Certain inputs like 720s etc should require skill to learn, it's how you get the enjoyment out of learning it.

Which one? I don't play dicktater

It's a Z motion in SF2. You can't do that half-assed fqcf as lazy as you can in a modern fighting game and have it register as a DP motion. It's annoying to go back to

>because it's not actually a z motion
yes it is on stick, that's literally exactly how you do it

guilty gear is fucking great and still has a small but dedicated community so it's worth picking up on sale (although you need to make sure you buy Rev 2, which is confusing as fuck). It's hard but has great tutorials and is fun as fuck.

Alternatively try Killer Instinct, which is basically the DMC of fighters. It's still got players, but even if it's dead it's got the best (and most) single player content of any fighter, along with the best tutorial for beginners to the fighting genre and the easiest to pick up (but also balanced and cool as fuck) combo system there is. Depending on the platform it has a free version, but can be picked up really cheap on sale.

Finally DOA6 is genuinely amazing, and it has a pretty generous free to play version and free to play model. It's basically Tekken, but a hell of a lot easier to pick up but the fighting has a fuck load more depth and mechanics than Tekken, which usually boils down to autisticly mashing out infinite juggle combos at turbo speed.

Not that user, but no. In a lot if games with SRK motion, you can more usually do f, n, qcf on stick.
Source: I have a RAP 4 with a K lever and do it sometimes

>Painkiller just had the jump button auto B-hop
Im still not sure how I feel about that

In SF2 tho, possibly not. Other games, yes.
That said, stick doesn't affect whether or not you need z motion or f, qcf in any game in which the method works. It doesn't affect how inputs work like that

but that's not the right way to do it

>shilling dead garbage like killer shitstink and gg to a new player

stop

You have played neither DoA and Tekken and it shows. I expect as much considering you're a KI player.

it's how you cancel into DPs from a crouch in combos but if you're doing an anti air dp or cancelling into one from standing you'd have to be a retard or padpoor to do f, qcf

Who gives a fuck about what you feel is the "right" or "wrong" way? Your claim was wrong. Eat shit from my ass

look at DMC 5 dante moveset, remember that the only directional inputs are forwards and back, take a gander at the entire movelist of his and come back

Play CF or UNIST

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I want her to do this to me.

Literally easier than or comparable to korean backdashing

And b,f. You also need to consider that it segments his movelist with weapons and the use of the dpad in conjunction with using the analog sticks. Its not applicable and you are a tard if you think otherwise.

As I said, I'm on stick, so the pad part doesn't apply. The reason for using f,qcf doesn't matter. What does is that it works, accept this and move on. I'm a Kaz player in Tekken so fqcf's a familiar motion for me now that I think of it

No it isn't?

play melty

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You can tell that whoever made this either never played an FPS game or just loaded up Call of Duty, got killed a couple times and then quit.

This post has no value. (You)

A lot of legacy motions that SNK likes to keep around most likely. Fatal Fury 2 and other older games had stupid motions (like Geese's pretzel) that they keep around for consistency while characters who debuted in KoF like Kyo and Iori get more forgiving motions.

They've been adding back to forward moves a lot due to how much shit he has now though

*f, n, qcf. Tho he he also has f, n, df or f, d, d.f as alternatives. Depends on how precise I can be

>Do a Z--can't shoryuken
>Do right down diagonal--can shoryuken very easily
I don't understand guys. Why didnt the arcade panel just say right down diagonal?

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>it takes longer (at least 2 frames, usually more) and is more inconvenient b-but it works!
>is a tekkuck

shut the fuck up and stop telling people to pick up your bad 3d sperg habits retard

some "people"

>>shilling dead garbage like killer shitstink and gg to a new player

and this is why you don't join the shit fighter community :^)

also if you've never played a fighter you're gonna be playing a lot of offline before you stand a chance online, and KI actually has actual content that isn't fight-brain-dead-ai-which-suddenly-reads-your-inputs-and-does-300%-damage-out-of-nowhere like a certain metropolitan walkway combatant themed fighting game

they also have actually-functional online modes, as opposed to having 50k players and absolutely no way of having any kind of a good or fair match thanks to the top quality capcom netcode

>You have played neither DoA and Tekken and it shows

played both extensively :^)

tekken boils entirely down to footsies, and the loser gets juggled by a muscle memory juggle combo for 50% of their health every time.

doa actually features a ton of defensive and mind-game options tekken completely lacks, as well as a combo system you can actually dynamically time (or completely cancel out of) to throw off the opponent's defenses, as opposed to hammering out the entire thing and watching as it unfolds over the next 5 seconds.

Arguably because it can be non optimal, tho I dunno if the devs thought that far ahead. Letting it reset to neutral can waste a frame. Skipping neutral saves the frame

as i said, 2 directions
back to forward is also easy as shit and very forgiving with the timing, and it's only used for i think 4 moves total i can remember
ice age
cav R air stinger
DSD drive and dance macabre
i think dante's movelist is something in the 70 moves range or so?

The user you replied to here
I don’t have a fightstick, so that might have something to do with it

>tekken boils entirely down to footsies

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literal shit game. easy as fuck

except by the time you press punch, you'll already be in the air and end up doing an air normal.
the inputs don't have to make sense at all in relation to how the character is moving. Just look at any of the inputs where you have to do two half circles to do a Super in certain fighting games.

Based. Fuck casuals and people who can't get gud.

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fun fact itsuno used to work on fighting games before dmc3, the reason the combos and fighting feel so satisfying is because itsuno took his experience on fighting games and put it into dmc.

>the game with absolutely no ranged options and virtually no jumping doesn't boil down to who lands a punch and the loser gets to sit and watch as they lose most of their health

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>At least 2 frames.
1 frame, retard.
You're aware that Pewgf uses a perfect shoryu motion optimally, yes? I have plenty practice with both shoryuken methods. Your 2D game has leniency. Don't be a spaz

90's babies can't do this.

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There's more than just those + it works due to style switching
Also V has that 360° stick rotation move

Not only perfect shoryu btw, but pressing 2 on the same frame as d/f. Sorry about your 2D babygame

I'm 22, dps in ST are easy

How about you do ryu cl.hp xx super?

>dying genre
>with evo, capcom cup, apex and other tournaments happening yearly
People will keep playing games, doesn't matter how much you pretend they don't.

Because people need to get used to it first? Games most of the time do a terrible job to explain the mechanics and its details, even simple inputs for those that never played a fighter in their life.
Also some dpads dont either if you want play with those

Hardest part of a fighter is to the have patience to learn the frameshit for every fighter you play

Which isnt the case of SF.

As a kid, I never put much thought on why special move inputs were made the way they were. I just did it. What's up with people these days who whine about wanting things made simpler when it's not hard?

But DOA is just babies VF. With sex dolls.

What does wakeup mean

I only learned the Hadoken/Shoryuken Inputs from Mega Man X and X2

I like how this post admits that removing the barrier for basic action doesn’t deprive the game of depth or even much technical demand.

the moment you recover and regain control of your character after being knocked down

>There's more than just those
on dante?
none that i can think of
nero has calibur and shuffle
V has the shadow spike, griffon V laser move and i can't remember if nightmare has one
if you add all 3 characters you end up with more than 160 moves btw

post your tekken rank

>and this is why you don't join the shit fighter community :^)
>blahblahblah
>play ki and goober gear dude xD
>even mentioning singleplayer content
>thinking even mediocre rollback netcode like sfv's is better than delay netcode like gg's

You have to play a game that's actually alive to get games lmao. Another fucking gay /r/kappa cookie cutter goober street preaching a game he doesn't even play.

Even if you got games in gg you'll just get setplayed to death and get coins flipped on you by johnny and want to kill yourself. GG is a terrible game for a new player because it's about oki and pressure instead of fundamentals and KI is completely dead.

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>complaining about /r/kappa and complaining about johnny in the same post

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Trickster back to forward teleport
Cavaliere Slipstream
Gunslinger E&I back to forward
Probably missing one or two I can't remember right now
Nightmare has Illegal move back to forward too

>>thinking even mediocre rollback netcode like sfv's is better than delay netcode like gg's
>completely broken rollback netcode that for some reason has lag related input delay as well and the average match consists of everyone teleporting around the map and having potato internet is a massive advantage over the person with actual functional internet
>""""""""mediocre""""""""""

>even mentioning singleplayer content

it's almost as if new players need something to play to get up to a level they can play online

and believe it or not street fighter isn't the absolute peak of fighting game potential and there's actually games with tons of content and ai that actually behaves like other players, and you can even get them really cheap.

like, for example.... killer instinct.

but hey, ki can't possibly beat doing 5 one round retard mode fights with comic book cutscenes and input reading 300% damage bisons now can it

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why are boxer characters so based

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oh yeah, forgot about those.
honestly i totally forgot about E&I
they are useful only for absolute max combo autism.
rainstorm still looks cool tho

Fuck Yosuke