More fighting games should follow Smash imo

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command normals should be different moves entirely and you should kill yourself

Smash is agame for children what did you expect but then again some children know that smash is baby's first fighter game and this is why you have in real street fighter 14 year olds who beat lowtiergod

This has already been done in Granblue Versus.
You get smash-style and motion input versions of your moves, with the shortcuts putting the move on a small cooldown before you can use it again

So they can play smash if they want... but they also want other games to cater them?

There are multiple fighters that already do this and they aren't that much more popular

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Do we need to have this thread every hour?

Thinking about how many of your favorite niche fighting games have died makes me very erect

sakurai refuses to even call smash a fighting game

Do we need to have Elden Ring threads every hour?

Yes

No. Dp should never be just up + button.

>Yes

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All of these fucking fags crying about F2P and Smash inputs are all MaxDood stans. These fags do NOT know what fighting games are and should just shut the fuck up already because multiple games have done inputs like this and they're fucking garbage but of course MaxDoodfags and Smashfags don't know anything about it because Doodfags are casuals that don't play fighting games and Smashfags literally don't play any other games besides Smash. These retards need to shut the fuck up already.

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This is only important if you mention the extremely relevant fact that doing the original input does more damage than not and is overall usually just a superior version of the move, more % damage, more iframes, half the landing lag
So in this case too yes you are still rewarded for knowing, learning, and taking time and effort to not be lazy.

>this you

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seethe

how come there's constant discourse for this bullshit but nobody is going around campaigning for aim assist in fps or something

I'm convinced it's some Riot shilling.

Smash isn't popular because it's a good fighting game.

Smash is popular because it's a 4-player party game with recognizable characters.

this was a pretty fun mechanic

>nobody is going around campaigning for aim assist in fps or something
all the casual fps are full of this debate actually, CoD, Battlefield, Halo

The lack of self-awareness of these people is hilarious.

Smashers talking about input characters is the most ironic shit. Even with easy inputs Smashers don't play input characters like Ken, Terry or Kazuya because its too hard for them and still filters them. Fucking frauds.

>Smash is popular because it's a 4-player party game with recognizable characters.
Exactly. Tourneyniggers are a loud minority.

Functionally not the same thing. One is about simplyfing execution of inputs, player skill is still required to do well, whereas the other is adding in a feature that can disencourges playerskill, there is less urgency on player having to have a good aim which is more analgous to autocombos.

Console players.

Making inputs easy isn't going to stop timmys from getting clapped and getting pissed off then quitting.

It's a skill issue that is bigger than just special move inputs.

In reality they can't play them because they aren't implemented nearly as well as they gush about how they are on paper. The controls are janky as shit.

You clearly haven't seen how much Yea Forums seethes about CSGI aiming.

Nah, fuck that. These people would never play other games anyway.

>Fighting games need to do X or else they'll die!

People have said this for decades.

>new player can't into complex inputs
>fighting more experienced player
>match is pretty much pointless for both
then you have
>experienced player fights another experienced player
>match is fun because complex inputs have become a non-issue to them
so really, the solution is to make inputs simple
with simple inputs newer players can fight on more even ground, and experienced players can have fun fighting them

>nobody is going around campaigning for aim assist in fps
Probably because I don't need to pull my stick back and flick it forward to throw a grenade in an FPS. Everyone would think it's obtuse bullshit.

Realistically what is stopping me from just making binds on my keyboard that spam moves over and over? Will I actually get banned for that shit lol?

Motion input isn't what's difficult in term of execution.
The combo system is.
Street fighter for instance, despite people saying it's a very good fighting game to learn fg, is actually fucking terrible because of the way its combo system work. Beginner will press the correct button but nothing will comes out because the timing is relatively strict, this is the most frustrating thing a game can do to a beginner : giving them the impression that they don't control their character (until they have mastered the system).

Yeah if you remove every other element of the game like frame data, set-ups, oki, mix-ups, option selects, etc. the only thing holding new players back is inputs.

Except this is factually wrong as has been proven by every game that listens to this shit.

it's a matchmaking issue, you can't jump online in a fighting game as a new player and be matched with other scrubs, you have to suffer with a 10% winrate until you persist enough to become average or just quit

But fighting games have done that exact thing

I will tell you what is the main problem with fighting games from a noob perspective
Im playing SFV right now and a lot of times is like the other player is in the same level as me because he makes a lot of mistakes but because my muscle memory is so bad, I can't punish him properly, meanwhile if I make a mistake, half of my lifebar is gone from midscreen to the corner because for some reason this other noob knows a powerful combo that sometimes I wonder if it is in a macro key or something because he plays bad but knows how to do that.

But when you do see a competent Shoto or Kazuya in action, holy smokes is it exciting.

youtube.com/watch?v=Cqc-vvYvh74

this plus MvC's universal combo strings sounds like it would make for a great game. easy to get into but still tricky to master.

It's a skill issue that's a matchmaking issue that's a population issue that's a...

Fighting games just have bad player retention. They're still popular. They still make tons of money. Retention has everything to do with the games lacking meaningful, good content outside of online multiplayer. Yes, you could pad the numbers by bringing in the F2P vultures, but that's basically a death sentence already.

Here is the thing as a fighting game player i think we are a little to hard on smash players when they talk about how much they hate directional inputs. We laugh at them but then forget they are trying to fucking do them on pic related. They don't get to use that d-pad and instead have to do DP inputs on THAT stick. I would call them shit too if this was the only method.

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yea honestly this is pretty accurate when I was playing tekken. it's clear there's gamer skill and then just memorization.

And lose those inputs for command normals. If i replace Ryu's qcf input with forward motion, i'll lose both overhead and gutpunch normals. It's a race to the bottom and not an answer.

And yet it mogs every fighting game ever made
You're obsolete

Fighting games really don't need much population for decent matchmaking. The games are 1v1 and short round times, so you don't need that many people in the queue for tight matches and ratings are much faster to find. You'll note that SSBU actually has SBMM underlying the GSP system.
>they're still popular
they're really not
>They still make tons of money
strive has less than a million sales and this is meant to be a success.
That other player isn't actually on your same level if he's able to punish you so much better than you're able to punish him. SFV ranked is just dogshit at actually matching on player skill.

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Doesn't Tekken do this with just-frames and perfect inputs?

when weak players have to play strong ones they'll complain about whatever is that they perceive is the problem. People used to play about the AWP in CS, for example. Once you're actually fighting someone on your level (which is normal for _every other genre_) specific issues like the AWP one-shotting you isn't as much of an issue since you have roughly the same ability to throw it right back at them.
I'm sure Rocket League without matchmaking would have people complaining about aerials being too hard to do or something like that.

Spamming dragon punches is a great way to get punished.

This is simple confirmation bias. You're remembering the times you got blown out, not when your opponent whiffed or threw out a raw super and got blocked.

But if the issue is you can't do cool stuff then auto-combo systems like Blazeblue's Stylish mode and UNI's Smart Steer are great for this sort of thing, they let new players do the cool thing even if they're shit. If you need to git gud then git fuckin gud.

Simplified inputs don't actually lead to long term playerbase retention, and the image he used is showing two different versions of the move because they are performed with different inputs.

>nobody is going around campaigning for aim assist in fps or something
because the current FPS scapegoat is SBMM. Once we get over that hump it'll be chinese hackers, and THEN we can get back to complaining about aim assist.

>boners for dead anime games
Based

git gud and learn to make a half U faggot
it ain't that hard even with button joisticks (unless you are using a Sega/Xbox directional circle button or the tinny Gamecube cross
but even if that is to hard for you
arcade sticks ain't that expensive
learn to play properly

People do do this, and you're unlikely to get banned given how poor fighting games are at anti-cheat. I've heard that Tekken is notorious for people with parry-bots. I assume Project L will actually have input scanning and determine if you're being too consistent with timings.
SBMM is just a scapegoat for content creators playing BRs/CoD who want to be able to get into easy matches. Outside of that people generally just complain about SBMM when it gives what they perceive as "unfair" matches.

I honestly think you have to be retarded not to be able to do most fightan inputs

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It's funny because when people suggest other fighting games have Smash-style inputs (read: non-retarded inputs) you all bitch about how you get filtered by fucking up tilts

>tilts
>non-retarded
I mean I know were you're coming from but c'mon

I used to kick peoples asses with this controller when Soul Calibur II was all the rage. Because of the octagonal gate, the analog input on the GameCube is superior to digital input.

So why you fags keep making threads here begging people to play fighting games, hmmm?

>tapping in one of eight directions + one button = somehow unintuitive
>having to spell out several letters of the alphabet in a row with the thumbstick to perform one attack = logical design

>filtered by quarter circle
Many such cases.

DNF Duel's implementation where your specials use MP and the easy version stops your MP regen for a bit while the motion version allows MP to start coming back immediately is even better since it allows for more flexibility than the GBVS system and scales with skill level; casuals mashing won't be that affected but at a top level everybody with be doing the motion outside of the occasional easy DP in an ambiguous crossup situation.

tilting in a direction and pressing a button, tapping in a direction will get you a smash
I'd rather just have two buttons