ITT examples of artificial difficulty

>ITT examples of artificial difficulty

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critpoints.net/2017/01/21/why-does-execution-matter/
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ITT good examples of casual filters

>game doesn't tell you which button is plus and which button is punch

Here is your final smash, bro

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why do pc gamers struggle with this stuff?

That's actually easy as fuck, don't let the arrows scare you. Quarter-circle back, Half-circle forwards.

That's just a fancy HCB motion.

smash is a switch game user

I've always hated the more complex Fatal Fury and KoF inputs.
Though, this is one of the easier inputs.
Street Fighter babies will never know.

I know, I was just making a joke if Terry's gimmick was that he technically always has a smash bar but you actually have to input the power geyser

Dark Souls II

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imagine not being able to throw a hadouken or even thinking its difficult.
fucking try to imagine what that would be like. you'd have to be like eight years old.

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Do anything that requires hand eye coordination is artificial difficulty

>ITT zoomer filters

That's actually pretty simple. A long string of arrows doesn't mean the input is difficult.

WHY IS Yea Forums SO FUCKING SHIT AT FIGHTING GAMES

>Facing Left
>Using right-facing Hadouken motion
They had one fuckin job

This, but unironically. Input motions have nothing to do with understanding the mechanics and outwitting your opponents; they're just there out of traditon. They make it take far longer to get into a fighting game while giving an advantage to people who have played for longer, which is unnecessary because people who have played for longer should have a better understanding of the game's mechanics anyway.
>But they're not THAT hard if you just git gud!
That's true, they're not challenging at all for people who have experience performing them, meaning they add nothing to the experience for higher-level players and are ONLY a hindrance to new players. Basically, they're a worthless mechanic that you have to suffer through in order to actually be able to play a fighting game.

How you guys manage to pull this shit off? , is it even possible to play with a keyboard?

Because they take effort to play. Also because the best way to improve at them involves social interaction with other people.

It's super fucking easy on a keyboard. It's probably the easiest input method you can do.

It depends on how lenient the game is. It's easy to skip something when you're doing a half-circle on keyboard but a lot of game will let you get away with it.

AoF has some tough ones too.

Cammy's cannon spike cancel into critical art is difficult that shit you posted even a brat can do it without practice

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Nigga I can dash buffer Vegas ultra in usf4

If you replace ''inputs motion'' with ''L-cancelling in Smash'' then this post magically becomes truthful.

>Jive
>execution
Maybe menat's VT1 combos.

All inputs are easier on keyboard, that's why people use hitboxes/mixboxes.

Shut the fuck up. That shit is piss easy to do.

I don't know, I do Raging Storms on the keyboard and it's not intuitive at all. Feel like it would be easier on a stick.

What about 360 motions?

They think Smash Bros is srs bsns what do you expect?

they are there because otherwise you can't have that many special moves and normals with a pad/arcade interface retard.

The so called "artificial difficulty" balances games. If there is an overpowered combo or tool in a game, Locking it behind difficulty is completely fair. Making it easy to do would break the game even more and removing it would make the game more boring. Why do you think people shit on SF5 and suck Third Strike's dick?

>have to memorize and flawlessly execute ALL of these just to be slightly competent on the most basic level with one character

this is what """competetive""" fighting game """players""" consider to be """fun"""

noooo stop using logic ur just a scrub

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Where did the fighting game touch you mr shitposter?

ya hello, mayb ppl like being able to do more in videogames on things other than keyboards. Special moves were literally just ez extensions to arcade players so game devs could add more content to fighting games and beat em ups.

So ur actually a lot worse at controls than the average arcade pleb of the 90s

for instance, here is what it would look like if you had no inputs for ryu in sf2 on a arcade machine lul

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>artificial difficulty
literally every game ever made
you dumb zoomer

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press S, then A, then S again, then D

wow congrats

No, the way to balance a powerful move/combo is to make it riskier. Give it more startup/recovery so it can be reacted to or punished, make it harder to connect subsequent hits so you need good timing to combo, etc. These changes make a move more balanced all the way up to the competitive level, which is where balance is most important. The dexterity-based challenge of moving the control stick properly is only a challenge for new players; it's a non-issue for competitive players.

This is why I will never get into "serious" fighting games.
I want to be able to play the game. Getting good is one thing, but having to memorize dozens of different moves for any character you possibly want to be I'd retarded.

Say what you will about games like Smash, but having a standardized control scheme really benefits games. They don't have to be easy mode inputs, but there should be a standard for everyone.

Yeah and walking is difficult for babies but everyone with a functioning pair of legs can learn how to do it very quickly. Having motion-based special moves allow for waaaaay more variety in movelists than the standard 12 buttons on a controller allows for.

It's Tekken you fucking retards, only a dozen of them are relevant.

smash is quite simplistic, not to mention it originated on consoles. It solves the running out of buttons with just secondary stick directions.

But what happens if you want more stuff on your character, and controlled speeds+ranges on ur shit? ha ha

>right input
>left haduken

also there is no need for the diagonal input

same here the image is pissing me off it's incorrect

This image pretty much sums up my mental state as of late. Being awake sucks

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You don't have to memorize all of them?

Literally play the character how you want, that's the point of so many special moves, "Competitive" play only matters when you want to play autism level perfection

HCB,DF + P.

Its supposed to be hard?

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critpoints.net/2017/01/21/why-does-execution-matter/

They solved this with Smash Ryu and Smash Ken

Holding the button down longer changes attacks quite a bit:
>Hadouken goes faster and farther when held down
>Tatsumaki lasts longer and goes farther when held down

>The tilts are slower but stronger if you press the directional button and Attack button at the same time instead of holding directional button and then pressing Attack Button

The tilts depend on button press only, not speed of the control stick. That would change the tilt into a smash attack.

>muh inputs.
>When it's literally the easiest part to learn about fighting games.

I really love how this never get through retards thick skull.

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Fighting game inputs are easy, but fucking Street Fighter... You have to fucking slow down your button pressing speed to correctly input attacks.
How Heritage For The Future — an extremely mechanically refined game where you can input as fast as you want and get the attack you wanted as long as you inputted it correctly — was made by the same team and released in the same year as Street Fighter 3 honestly amazes me.

>there are even more convoluted inputs so other inputs are fine
Nobody is arguing that they're hard to do. It's annoying having to learn them just to play the game. Yet you fags will complain that fighting games are low budget shit that rely on fucktons of dlc because this shit doesn't appeal to people.

Easy as fuck. I just press all of them at once.

>Direction + button is hard to remember

If you can remember Smash inputs then you can remember Tekken inputs.

How is it annoying? Nearly every fighting game shares the same inputs anyways

Ton of shit is nearly universal across fighting games like QCFs, DPs., HCBs etc.

Takes like half hour to get a movelist on both sides, learning when and how to use the moves is another story.

Theory is easy ,execution is hard. Think about it like learning guitar or drawing. You can't be picasso or slash without practice.

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>1 launcher
>longest range poke
>best low
>one combo

That's all you need to have fun. The rest comes to you once you get better.

Or you could actually do the proper motions and get stronger moves. But you know, I get it, you guys play smash for a reason.

Why is Yea Forums so damn casual despite all the claims of being hardcore?

You don't learn inputs in a fun way though. You get better at the core mechanics of fighting games just by playing and learning the timings and effects of certain moves, but to perform the input for a move you have to first read it and then practice it until you can pull off the motion consistently. It takes people out of the social experience because you can't just grab a controller and learn how to perform a character's moves by trying things. You have to already have the knowlage ahead of time.

Me too

Yea Forums just pretend to play games.

Also newfags.

Isn't execution at high level hard in Smash games? I don't see the difference between just pressing buttons at low level in smash and mashing buttons in an actual fighting game, You're still going to get slapped by someone who puts in the time.

They don't work well in smash. First, since you're moving around much more than a traditional fighter, natural movement can lead to accidental input of moves. Second, the inputs are actually kind of fucked in terms of detection. I can do consistent motions in whatever other game but in smash I've gotten 3 different special moves from the same input.
If smash is your only interaction with inputs more complex than direction+button, it'll likely sour your opinion of other games.

If you can't even do a Hadoken, then you have a brain the size of a peanut. And for autism hour, the picture's doing the Hadoken in the opposite direction of the input.

only in Melee, Ultimate execution is sometimes difficult but nothing compared to actual fighting games

No, it's not, but you still managed to fuck it.

Someone post that retard trying to do input on wrong direction on SF4.

That always crack me up.

UMVC3 was pretty standardized

Smash is fun to play and it feels like you're in complete control of your character due to the fact jumping and landing play a huge part in the game. Other fighting games are tedious to learn and not very to fun to play. Plus no other fighting game has the same heart for video games as Smash. While other franchises will get characters like Slasher villains, TMNT, Mega Man from the original box art, Smash tends to go for icons of gaming. Soul Calibur literally added literal who flavor of the month 2B as a playable character while Smash added legends like Ryu, Cloud, Pac-Man, Banjo, and 4 Dragon Quest protags. How can other fighting games even compete?

>literal who flavor of the month 2B
>2B is FotM but Joker isn't

Crazy how people complain about execution when it's not even hard. SFV you have to screw up the combos on purpose to even drop them. Samsho has a low execution barrier. SC combos aren't hard. Tekken is literally launch moves into the same combo every time. The only hard games I can think of are KoF, Sf4 and some anime games.

Nice bait

>DP motion and then a QCF motion
>Difficult

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What the hell, no it's not. Cammy is so easy even a dead baby can play her.

>j.C, A, fA, special, "insert something or super here".

KoF isn't that hard in execution. There is gorillions of way to hitconfirm. The hard part is usual footsies and hops.

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every fighting game should play like Ryu in smash, specials bound to directional holds and doing the full input for extra damage
the one (ONE) exception is dumb long inputs command grabs like King's so you can dab on the enemy

prove me wrong

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Literally any Nintendo or Super Nintendo era "hard" game: LOL BRO I'M JUST GONNA THROW SHIT AT YOU REALLY FAST OFF CAMERA SO YOU LITERALLY CAN'T PREPARE FOR IT WHEN I THROW IT AT YOU
Zoomers will never understand that Dark Souls really is "tough but fair."

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I've always thought FGC were a bunch of faggots but reading this thread, smashbabies are even worse holy shit.

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Ton of people are willing to teach someone how to play fighting games or at least give the ropes.

But no, it's too hard and games should dumb down for my tastes.

>Basically every fighting game should play like Granblue VS
Yeah no buddy, fuck that. Play that if you want that baby shit.

Most of the people bitching are too bad to even play Smash.
You should witness how much Melee having advanced techniques upsets Yea Forums.

If anything should be scaring beginners it should be footsies and neutral. Execution is just muscle memory once you practice then you don't even have to think about it. Spacing and hitting a moving target that is also trying to hit you is the hard part.

You mean tekken? Very few moves have actual motions in that game. In a 2d fighter you would be limiting a character moves set with only directional inputs.

you still don't explain why it wouldn't work user
and did Granblue worked like that? i completely ignored it, only heard it was kinda like a midpoint between SF and UNIST

Tekken is literally the most autistic game of all time. Nothing but memorizing fucking 20 input combos. Then it's just footsies between two dudes trying to see which one lands their combo first
I still have fun playing with my friends, though

As part of the FGC myself, this community is... Peculiar? To say the least, specially with our relation with Smash.
But yes, to make a long story short: Difficulty of execution matters in the same way we praise someone playing a complicated instrument and making great music with that execution.
Is not a mainstream-type genre at the high level, but once you're in many of the basics translates to the rest of the genre.
For an in-depth of how the FGC works just watch anything from Core-A Gaming.
For a quick example just watch this to see fighting games at their best: youtube.com/watch?v=pdahogyJCNI

It's because they are doing the input for a PSY CHO BAAAL!

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It does, but the buttons are literally useless at the competitive level, hell, even at the casual level online that shit sucks because everyone else and their mother learnt how to do the proper motions.

Korean Backdash.

Well, spacing is actually core of KOF, footsies and neutral is quite weird due hops.

But basics aren't exactly hard to learn.

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Granblue specials have cooldowns, and doing the motion input shortens the cooldown over just hitting the special button

The Yea Forums fears the movement technique.

Amusing since Yea Forums worship kstyle faggotry.

You're absolutely right BUT Smash made up for added Joker.. What did Soul Calibur do? Exactly.

Fuck my life, I played Fatal Fury a lot as a kid and wondered why I was always complete ass
This explains it.

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KUSO-TAREEEEEEEEEE

neither of them are fotm.

>you would be limiting a character moves set with only directional inputs
nibba OG fighters use up to 6 buttons, anime fighters usually 4 + 1 gimmick
you have more than enough free buttons to spare on up/down/left/right/neutral hold AND tilt on the stick + 1 button inputs, even assuming UP does nothing that is still 7 special moves assigned to 1 button, 14 if we consider tap/hold the button
you don't even have to remove anything, just add a quick access to stuff

>ITT OP doesn't understand what artificial difficulty means

V's buffer system is so retarded that it's actually harder to not CA during certain strings.

Ghouls 'n Ghosts isn't even a good example of being hard because it quite literally is just a memorization game. It's like Dragon's Lair but you actually control the guy, you just have to memorize all the patterns.

I like the FGC, I like the way it views skill and respects it. you don't get that with most other games. I even picked up tekken 7 recently to try to get more into it all. I mashed out games like SF2 and SC as a kid. kinda got into blazblue and guilty gear as well. I always sucked dick at them but now I'm finally getting some footing and it feels amazing.

>Yea Forums heavily advocates for gameplay and challenge in videogames
>Yea Forums is comically BAD at the one genre that is pure, unfiltered skill and gameplay
It'll never stop being a funny irony.

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Yea Forums likes to pretend they want hard gameplay and tough challenges but the way Yea Forums always shits on fighting games I know they probably never actually played a hard game or they just watched someone more talented do it on youtube/twitch or they play with cheats on.
They don't truly value skill, they just like to pretend they do because they think it makes them better than normalfags and casuals.

This thread has got to be the bait at the end of the world.

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How do I get better with charge characters, I want to absolutely destroy people as Vatista.

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Stick to Smash Bros., I think it's more your speed.

Its called commitment to actions. Nothing artificial there, for all that any difficulty is artificial.
Perfect play AI would be amusing to watch though.

Remember when Yea Forums touted about Dark Souls having "artificial difficulty" for months?

To be fair, some stuff qualify.

Like the stupid hitboxes. And darksouls isn't really that hard.

actually it is an artificial difficulty when you opt input shortcuts. There were too many of them in kof and strict input for older sf titles.

you are already committing during the animation frames and the possibility of getting punished
you purists really need to shill out, you fags are the reason why fighting games are so niche and people keep bouncing back

>KOF.
>input drop.

And only bullshit on SF2 is random charge.

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okay, but is SFI artificial difficulty?

Archtempered monsters in MHW.

What's a good guide to learning how to KOF? I got a bunch of PS2 ISOs of 98UM, 2002 (apparently not UM? not entirely sure if I should be looking to a JP ISO for that, it doesn't seem UM), XI and so forth to get into the series

Well, Yea Forums?
Can you do Angel's combo?

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Both 98um and 02Um are on steam. Get them.

>Play Ryu in Smash
>Do up+B to shoryuken
>Play Ryu in Street Fighter
>Do forward>down>diagonal+B to shoryuken
Wow, so much more depth...

Nothing wrong with trying new things. On the contrary, experimentation leads to new possible genres.
But there is nothing wrong with inputs either. And its not artificial difficulty either but a practice requirement.
Also, considering hitbox shenanigans such as 3frames shoryukens or similar things with flash kicks, that kind of commitment can become necessary for balance.

Not even that you can do D,F,D on SFV.

I heard the online netcode is a dumpster fire that killed the playerbase for both versions.

So Ed and Falke in SFV? I see what you mean but I don't think it would work in a SF game if EVERY character played like that, sounds boring. That's already how most anime fighters play, and I still enjoy doing motion moves in the middle of combos, it feels great. I honestly don't see how that is more simple that command moves.

Let's take a simple combo that I learned just yesterday from Poison.

j.hk, hp xx qcb.mk, lp xx qcf lk.

You would simplify the motions to what? back mk and forward lk? It's a simpler sure, but why gimp yourself the extra damage just because you got lazy?

And you can't play against anyone on PS2 emulator you smart ass.

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once did yuri trial combo 6 on xiii and took me over an hour to get used to hd cancel consistency. literally harder than sf4 trial combos

I hate fighting games and I hate smash
The only reason I play smash is because it has a lot of extra shit I like that helps gloss over the actual gameplay a little bit

>Talking about gameplay
>rosterflexing outta nowhere

Smash has 0 execution, that might be more you style :^)

keep the base dmg for the full input
but a quick access is good both for high and low level players
in high level you get a safe input in case of panic, and a more consistent timing if needed for linking
at low level you now get people that can actually fight back without being gatekeep by weeks of input practice

Come on. If you dont know how to use Ryu, you are pretty much fucked in all the fighting genre. He Is the most vanilla and universal character. No wonder why were people calling Terry a shoto or a Ryu clone. All characters will look the same if you can't do the most basic shit.

try doing terry's c.B>c.B>c.A xx df.C xx qcb.b
or iori's f.A xx Super without making fireball come out instead in kof98/02. execution are pretty hard on older games but fundamental is more important which you are correct.

>There's people that wern't jamming to this while doing loser-out controller rotation with your bros on Friday evening
youtu.be/MLn4SrcFQjE

There are a few games that don't expect you to churn a full 360 so you can usually get away with doing a 270

02 input reader is loose as moot mom, vanilla 98 have some weird ass input timing, got better on UM but some people still prefer the former.

Yeah but if you increase consistency at high levels then you no longer get hype scrambles and drops that show who the more prepared player is. At low levels, you're still going to get tekken mashing, street fighter jump-sweep combos and anime auto-combos. How hard is it to train qcb? Weeks? More like 30 minutes a day for 2 days. You only get a more sterile experience without special moves.

>I've always thought /fgg/ were a bunch of faggots but reading this thread, smashbabies are even worse holy shit.

Corrected it for you.

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git gud

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you can always use different effects for true inputs to show why it's important to do it
qc is the easiest one and you'll get it under an hour with a decent training room, pulling consistent inputs in a real player match now that takes weeks
sure you're going to get button mashers, but even smash button mashers do better than your regular fighter masher just because they know they have access to more stuff than just neutrals and crouch

chain linking in 02 is just as hard as kof13 tho if you want go for optimal route. 98's weird input timing can be solved by buffering.

i spam these

Smash players were actually struggling trying to do hadoukens, imagine them stuck with that.

Man, Remy should've been a girl.

>Smash players struggle to use Ryu and Ken worth a damn
>now they have no idea who Terry Bogard is

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>he hasn't mastered standing/dashing break spirals
Do you even Duck?

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I grew up with Guilty Gear so I never got how people could find street fighter motions complex. Even kof is tame when compared to GG.

>Smash players were actually struggling trying to do hadoukens
It's almost as if they don't play fighting games.

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>BAD at the one genre
>one
Every Yea Forums cup, no matter which game, Yea Forums is utterly garbage. Yea Forums sucks at vidya.

I dont use this AWSD shit

Wrong. Since you're obviously a dumb zoomer let me explain to you:

That motion brings balance to a fighting game. A motion like this is simple so the special move that outputs is only slightly powerful. Thus a powerful super move should have a more complex motion

>at low level you now get people that can actually fight back without being gatekeep by weeks of input practice

I also don't believe this to be true because I experienced it just these past 2 days. I picked up Poison and a new account to work my way up the ranks. You know what it took to get out of bronze? Stand and crouch fierce, jab, and cr.mp, no combos. Beginners are still going to get slapped.

>but even smash button mashers do better than your regular fighter masher just because they know they have access to more stuff than just neutrals and crouch

But in a traditional 2d fighting game a beginner would still need to practice to find combos. The only thing I see happening with direction special moves is that a total beginner is just going to spam moves that are most likely punishable on block.

I guess you could have like two buttons for normals and one for specials. up+S is DP, side+S fireballs or forward moving specials, down + S, for something else. This would cause problems in a 6 button fighter. Too many buttons to keep track of plus a special only move. Having specials bound to your normal moves I feel would cause input errors at low level and make it worse for beginners.

Also this is one of my favorite low level matches.
youtube.com/watch?v=LfEVcZ3anG0

This is really the ultimate argument against "smash is a fighting game".
Any fighting gamer worth their salt would know who Terry fucking Bogard is.

See:
The challenge in fighting games isn't based around executing moves, it's about using the right moves at the right times. Moves are balanced based on startup, recovery, hitboxes, and damage values, not how hard they are to input.

Input actually have a bit of balance behind tho, charge generally have buttload of priority and a bit more punch.

When a move get demoted to a somewhat more easier input it lose some proprieties or damage.

It's super fucking easy with a keyboard. Way easier than with a D pad.

by fight back i actually meant having options to deal with situations, combos come after that
eventually everyone learns that doing stuff gets you punished, but keeping it simple for new players remove the frustrations of doing bad inputs and now all the blame is in your decision making
and like i posted earlier, u can have 1 button for specials, then tilt/hold down/left/right/neutral = 7 possibilities, 14 if we consider button hold/tap

and yeah this match is absolute kino
people that people that play like this are always fun to fight

I agree with you that beginners do need options, BUT if they're beginners then mapping all specials to a single button and having 7 possibilities is overkill to a beginners brain. In that case you only need to map a DP for an anti-air, a fireball and something with fireball invuln to stop spammers. Even then most AA's are normal moves. Ryu's cr.fierce, chun's bk.roundhouse etc. In anime, Ky's 6P, Tsubaki's 2C. I see where you're coming from now though still don't 100% agree.

Wrong again. Take guile from street fighter 4. His sonic boom is faster then a hadoken but to balance that the motion to do it is different then a hadoken

In comes sf4 on the 3ds where you just press a button to do a move. Because if this simple change Guile went from A tier to S tier

>In comes sf4 on the 3ds where you just press a button to do a move. Because if this simple change Guile went from A tier to S tier
did anyone play that game seriously? Genuinely asking, it was the only version of IV I owned

Not really but it shows how a simple design change can really Fuck up balancing

Depends on the game. Some would require that as you go from one direction to the other, there's a brief period where you're pressing both the S and A key simultaneously, mostly for 45 degree inputs. That being said, I remember not having a game pad for awhile and getting so used to a keyboard that I don't really see the problem anymore.

going to bed so not planing to extend this anyway
thing is, it works for smash and even kids like that combat
not everyone got lucky enough to have a family member to push each other into getting good in fightan inputs

I do agree with you on that, it works ONLY in smash.

imagine if grapplers doesn't need input and just dash grab with single button.

i was planning to bring the 3ds sf4 touch inputs at some point but forgot
you can just rebalance the frame data around the speed of the input anyway

What fighting game are you playing, exactly? Because I do this literally all the time. There's really not that many inputs in a game like SF besides quarter circle, half circle, dragon punch, and charge. It's really quite easy to just try them out in a match and figure out which move is what on the fly.

I don't think any of you are really considering the depths in which these inputs add to how the players play around them. Like how a quarter circle will always require at least 3 in-game frames to perform at the fastest possible speed, instead of 1 frame with a button press, so people find ways to combine inputs to make it faster, like using the qcf of a hadouken as half of a double qcf super. Or how a dragon punch starts from forward, meaning its easier to do out of a forward dash and cant be done while holding back. Or, how the fact that they're relative to your opponent, so them switching sides with you (a cross-up for instance) would mean you have to do it from the other side, and if you expect them to switch sides, you can start doing the input backwards preemptively and hit the button when they switch, adding a whole new layer of reads and prediction.

Even if these inputs didn't necessarily add the depths they do to these games, and were purely a show of dexterity, can't that still be fun and exciting? If you don't think so, ask yourself, do you enjoy people live performing songs with instruments? Or is it just artificial difficulty that they have to control their instrument to play the song properly and it's better if its pre-programmed on a computer so there's no execution?

If you are really having trouble doing inputs, I implore you to go into training mode or download an input display program to see exactly where you're messing up. Some people press the button too early in the input and it doesn't register, other times they miss a diagonal--just trust me, it can be a bigger help than you think.

To be fair you have to do them on a anolouge stick
Not exactly "hard" but it's kind of a pain in the ass

Street fighter 5 doesnt count.

Tekken is the exception, inputs are genuinely pretty easy for any given character in most games, once you put in a few hours

I always wanted to git gud with duck but there would always be a terry or Kim player who would fuck me up at my local arcade

>To be fair you have to do them on a anolouge stick
Nigger I was born in 94 while I had fucked with street fighter in the arcades and shit, I learned how to hado and shoryu in SF2 champ edition on a WII classic controller. I am a pad player. NO EXCUSES.

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What did you play? SFV?

Did you use the D-pad though? Because D-pad is way easier then anolouge stick, smash doesn't let you control the character with the d-pad

>Did you use the D-pad though? Because D-pad is way easier then anolouge stick
Both. Analogue stick for command grabs. D-pad for basic QCF and DP motions.

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>smash doesn't let you control the character with the d-pad
Seems like a shit game then.

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Most fighting games today have so much leniency in inputs you can slam your cock on a controller and a fireball will still come out. No excuse, git gud.

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It's fine for controlling a normal Smash character but Ryu/Ken feel pretty clunky with the smash-style control scheme.

literally get gud. There are fucks in SF4 who only use dpad and are better than smash players trying to control the SAME characters.

>who only use dpad
Sorry am drunk meant stick

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Christ it makes me sick that developers have to balance around people so simultaneously arrogant and thoughtless.

Yeah I get it but the jumping physics are all weird in smash. Even playing on final destination I've often jumped off the stage and just fucking killed myself because the momentum drags me all the way out where I can't get back on the stage. Maybe I gotta git gud but Ryu and Ken don't feel normal to me in Smash. i can only hope that Terry doesn't feel the same way.

>but the jumping physics are all weird in smash.
But they are consistent. Get good.
>Maybe I gotta git gud but Ryu and Ken don't feel normal to me in Smash.
Because they come from an actual fighting game and have a different basis than smash. So you have to learn something new AKA get gud.

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redpill me on fighting games
I think they are just muscle memory and the first player to fuck up just straight up loses

>So you have to learn something new
Yeah but I know how to play Ryu in normal SF games, primarily Super Turbo. Sure I can really grind out how to play Ryu in Smash but honestly I rather play somehow who is original to that game and feels more natural to the control scheme.

Because fighting games are shit. Have you tried a shooter or adventure game or rpg? I prefer those.

shoryuken.com/2012/07/16/lost-strategy-series-the-role-of-execution-by-james-chen/
This article explains it well too.

That's fine as long as you aren't advocating that fighting games should be brought down to accommodate your trash ability.

Then do that? I have no problem with who you main in smash. Smash is a different fucking planet from the rest of the FGC. Knowing you have dabbled in that is enough for me to know that you are not a dumbass
>I think they are just muscle memory and the first player to fuck up just straight up loses
That is because you are retarded and don't see the potential of the moves you have. If you can counter 90% of shit with ONE BUTTON who cares about the combos. Learn the fundamentals fuckshit,

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>The dexterity-based challenge of moving the control stick properly
I think you're looking at this from the wrong angle. None of the moves are meant to be difficult in the sense of do you have the dexterity to execute this move in a vacuum? You should be thinking of how the directional requirements will affect when and how people can use their moves. Take zangief if he could execute his grapple from one button it'd completely negate all the tactical buffering the player would need to consider I.E. doing the motion during a dash, during a jump, during a long active frame normal. Or take a character like Guile and compare him to ryu. From a crouching position guile has an easier time reacting to jump ins because of his simple motion however because of the obvious charging tell players will always know when he has a flashkick available, as a result he'll get more jump ins when he's moving. Ryu on the other hand can execute a shoryuken motion instantly from any position so players will not be able to do safe jump ins like they can on guile. The directional inputs give fighting games a huge amount of flexibility that would be lost if they went with simple button inputs like you suggest.

SMASH BOOGEYMAN ;___;

Would his final smash be Power Geyser or Bust-A-Wolf?

arrows scared me out of playing fighting games as a child. I never understood that most of it was simple motions on the D-pad.
Then I looked at movelists for Killer Instinct on the Super Nintendo. Special moves and combos were basically cheat codes and MK fatalities. Turned me off the genre for decades.

Honestly you're not completely wrong. A lot of it is just kind of zoning out and responding to patterns you've had drilled into your head, the mindgame aspect is more shallow than it gets advertised as.

You think this is bad? Try doing the Raging Storm on a keyboard.

ohhhh so THATS what he was saying.

Wh*toid Cope: The Thread

Nah, inputs are archaic relic of the past. We need simpler inputs. I'm glad they're slowly phasing out. So that we chargechads and grapplerchads can finally rule over fighting games. Soon we will be able to walk up flash kick you and there's not a damn thing you can do about it. Your meticulous block strings will be for nothing when we can easily SPD you for it. Your time is running out inputlets.

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Db hcb df, it's not any hard than a half circle back

That's harder than a Raging Storm though. Circular motions are hard on keyboard and you only have to worry about the hcb for the Raging Storm. Meanwhile power geyser is entirely a circular motion.

Guess it depends on the keyboard really.

Okay user then how will you make sure I fuck up first? Try to answer each of these questions:
1. How will you approach me safely?
2. How will you stop me from approaching?
3. If you score a conversion or knockdown, what will you do next?

>he thinks it ends with learning his own fighters moves
lmao you also have to learn all the best/common moves of other fighters, otherwise you get wrecked all the time and wont have any fun. I mean if you like the game enough, you'll naturally do these things overtime, but if you don't, then it means you just aren't into fighting games. Nothing wrong with that.

Its actually jank as fuck to try and do motions when you aren't always facing the opponent. They kinda fixed it in ultimate but only if you are doing a 1v1. In a 4 player game it almost feels random if the game reads my fireball as a fireball instead of a tatsu.

I don't know why I'm having trouble doing reverse DP on KoF94. Does KoF work differently with how inputs work?

this is easy, reading the inputs trick you into thinking it's hard, always use the input display so you can visually see what you're doing

Keyboard and execution too. Here's a short video about hcb on Tekken:
youtube.com/watch?v=0SuOl4p_Uxo

*half-circle

I am triggered by the fact that Ryu or the input is facing the wrong direction.

user, when i was 8 years old i already knew how to do a half circle move, smashfags are genuinely retarded.

>1. dash with 3bar connection
>2. mash dp with 3bar connection
>3. mash dp with 3bar connection

Having 1 button DP would make defense wayy too strong for those characters though. The DP motion is structured the way it is to make you stop blocking for a split second while you input the motion.

Let's say you're in a blockstring of your opponent's and you want to DP out on a certain move. You have to stop blocking and press forward > down > downforward. That means that your opponent has the opportunity to tag you with a low or hit you with a stagger since you're not blocking for a short amount of time.

Having 1 button inputs, especially for reversals would make it possible for people to hold downback and then mash reversal during pressure or on reaction to overheads.

>want some plane pack
>Airplane+
>Half the parts are good, half the parts are sloppy, stats are unbalanced (2 ton for 16 kerbal crew module in 2.5 formfactor)
>several special snowflake diameters
>B9
>Most parts are pretty good
>but again, special snowflake diameters
>Mk1 and Mk2 parts have textures that contast with vanilla Mk1 and Mk2 and stock as a whole
And i remember OPT having some issues too

"Why dun the game just have a button for every individual special move! 6 attacks buttons not enough, give 40 buttons!"

fugg, wrong thread

because Yea Forumseddit is full of dirty casuals

>zoomies on Yea Forums cant do a simple hadoukin
kys

>3. mash dp with 3bar connection
>mash dp is your okizeme
Truly the greatest genius of our time. How could anyone ever stop that?

To be honest mugen taught me how to play a lot of fighting game characters.

seethe

Is this from a Madoka mobage?

If you read the movelist, it specifically tells you inputs assume the player is facing right. It should also say that in the logo.

if you're mostly just "zoning out" playing a fighting game then that probably explains why you aren't at any serious level of skill

This. When I play on autopilot I can beat scrubs easily but anyone who's not trash generally tends to fuck me up without question. In any competitive thing, it comes down to muscle memory to do things but that does not equate to being on autopilot. What you generally tend to do then is flowchart as opposed to playing dynamically.

>ITT: casuals

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>but having a standardized control scheme really benefits games
Oh
Okay
Thanks for demonstrating you literally have no idea on what you're saying.
Tekken is pretty straightforward. Everything here you see is just normals and combination attacks. Theyre simply just bonuses on top of your normal mobility and attacking. Learning 14 10hitcombos will do you nothing over learning actual movement.

And as much as you want to believe such dribble Smash is by no means standard, Every single angle of an attack will feed into that attacks direction, then of course you have tilts that can literally only be performed from a standstill, which is pretty much the same input of a smash attack. Every single minute movement counts in Smash Bros. It's a game thats full of all kinds of values on positioning, axis, button timing and such,
Shorthopping and back airing while moving forward is such an elaborate string of button presses, I'd say simply dashing around in Tekken is far simpler.

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i dominated my local MvC2 scene for 2 years and have only seen terry from pics posted on Yea Forums before he was in smash