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Thread replies: 497
Thread images: 54

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.
>>
Because you're bad at it.
>>
It's because you're white.
>>
That's a good video. Why did you start a thread just to post the thumbnail?
>>
I used to think this before I got an arcade stick. That made all of these inputs 8000x easier
>>
What the fuck is that first one?
>>
LITERALLY THE DARK SOULS OF FIGHTING GAMES
>>
fighting game inputs are literal artificial difficulty.
Frame links are even worse. Street Fighter is cancer.
>>
>>387085486
guile's super in super turbo
>>
>>387085542
GIT GUT
>>
>fgcucks call neutral game ""footsies"
>reads are suddenly ""readsies""

jesus christ
>>
>>387084687
I think it's because your manual is in Japanese. Fortunately there's enough pictographs to help you make reasonable deductions.
>>
>inputs are hard
>it should be about spacing and decision making
>Rising Thunder comes along, no complicated inputs
>fails because scrubs still can't win and bitch and moan about it being unfair
>>
>>387084687
Inputs are fuckig easy, what these games needed were decent fucking tutorials. I ahouldn't have to go online to find out what an "EX teleport dash cancel into whiff" is to play tge fucking game.
>>
>>387085486
It's a charge motion. You hold down-back, then quickly hit down-forward, down-back, and then up-forward + kick. It's Guile's Super in old SF games and in SFIV it's one of his ultras.
>>
>>387086368
someone has been shilling other shitty "press single button to awesome special moves" fighting game over the last weeks, forget about the name. shit will bomb just like Rising Thunder
>>
Just play Tekken then. There are plenty of characters with none of these '''hard''' inputs so skill mostly comes down to your fundamentals, defence, positioning, etc
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If you don't like using inputs then don't play fighting games
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>Not even bothering to write a bait post

Typical scrubs. Too lazy to write a post. Too lazy to git gud.
>>
I just wanna know why the hadoken input traces out a dragon punch motion and the dragon punch input traces out a whatever the fuck that is.
>>
>>387084687

You could have just said, "It's hard because I refuse to go into training to learn the basics." I bet you think a DP motion is difficult.
>>
>>387087168
>If you don't like using inputs
More like don't play games at all then
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>>387087287
typing is 2 hard
just more artificial difficulty input
>>
>What are Option Selects
>>
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F A C T
A
C
T

The main reason people get frustrated at fighting games and give up without even trying to learn anything is because they use analog sticks instead of the d-pad (Which if it was the 360 controller, I'm sorry) or don't have a fighting game stick.
>>
>>387087507
They should make a 4chan where you don't even have to type to post
>>
>>387085983
Even as a joke, how much of a pleb do you not know what footsies is a joke of?
>>
>>387085983
>readsies

I refuse to believe that's real. Call it a fucking read.
>>
Ehy guys just dropping here this game
Fantasy Strike
Go play it guys
>>
>>387087523
This is true, if you were using an analog, ESPECIALLY the 360 analog you fucked up
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>>387087743
Kys sirlin.
>>
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I started playing Sf2 when I was like 14 and could consistently do inputs within like 3 days. its not that fucking hard. Nothing makes me laugh harder than when people think they're making some sick burn by saying "hurr durr yeah you need to push 27 different inputs to get one move", when in reality its as simple as either sliding your thumb from down to right and pushing a button or doing the same with a joystick. it reminds me of when people say they don't know how to swim. really? you cant just kick your arms and legs at the same time? because that's all it fucking is.
>>
Are there any fighting games with good stories?
>>
>>387087523
I use the stick on a gamepad just fine. Most people just can't keep calm and button mash all the time and get rekt on counter hits, or they'll spin too wide on motions and jump by accident. People just don't take the time to learn shit, gamepad isn't the issue. Only time a gamepad will trip you up is on combos where you switch between light medium and heavy a lot, like some of Karin's combos in SFV, and even then that's doable with practice.
>>
>>387087647
We need a new captcha system.
>do 3 raging storm motions back to back
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>>387084687
>>
If you think fighting games are hard you probably have a hard time eating your dinner with a fork.
>>
>>387087853
Whats wrong afraid sirlin will 10-0 your girlfriends pussy? Come play fantasy strike, its free then you can complain about of unfair and cheap the game is when you get exposed
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>>387087908

Imagine how many people would cry if they had to perform a Dragon Punch to post on /v/; no scrubbing it with a dash, either.
>>
>>387087876
Not Blazblue/Guilty Gear.
I don't think Mortal Kombat's story is good but I haven't played the series in years.
I don't remember anything about Soul Calibur's story after 3.
>>
>>387088019
>Shilling this hard
I'm not interested in playing your fisher-price fighting game for the mentally challenged.

Play me at a real fighting game.
>>
>>387088038
>Not just using the shortcut input
>>
>>387088003
But japanese people are good at fighting games.
>>
>>387088207
>instilling sloppy execution with the hope that every fighting game you play will allow shortcuts
>>
>>387085416
>Need to buy a special controller specifically for this one genre
Woooooow
>>
>>387087743
what is wrong with it other than the fact it looks like shit?
also is amazing how all retarded faggots who cry about motions won't ever play something like that and keep crying
>>
The people who hate fighting games hate the pressure of it, it's pure one on one competition, losing is all on you and a lot of people can't handle that.
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>>387087876
BlazBlue or Guilty Gear.
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>>387088038
Shut up idiot.
>>
>>387088334

>implying you can't use it for stuff other than fightan
>not having a MAME setup for nigh-infinite arcade vidya
>>
>>387084687
Fighting games are dumb. You have to memorize big dumb lists of button combos and hope you don't get dropped inputs.
>>
>>387088334
>Special
Wow, look at the fucking eternal 15 year old.
>>
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>my face when trying to play a charge character
This is how you know people who meme about DP inputs don't actually play fighting games. Charge inputs are the worst.
>>
>>387088038
>Implying it shouldn't be dp fadc ultra
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>>387088516
I know thats why no one is ever consistently good at them
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>>387088412
>
>>
>>387088334
Yea, like those nerds who use wheels for driving games and joysticks for flying games.
What a bunch of casuals, amirite?
>>
>>387087876
Guilty Gear
>>
>>387088038
>Not EWGF into Self Combo.
>>
The reason fighting games fail as an esport is that the average game player and /v/irgin can't accept that they suck and need a team to blame.
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>>387088556
If you cant into charge partitioning you shouldnt be allowed to post on /v/
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>>387088556
>hold back/downback
>press forward
Where are you fucking up?
>>
>>387084687
It was never clear when during the motion you input the button

Nobody ever explained that when making a hadoken motion you press the button when pressing forward, for a long time i thought it was down
>>
nothing in that image has anything to do with why fighting games are hard

fighting games are hard because they require knowledge, practice, and dedication and most people don't have and aren't capable of acquiring any of those three. The world is full of lazy stupid fucks who would rather blame something else than take inventory of themselves.
>>
>>387088556
I still don't completely get them. I feel like I need to see someone's hands to understand them better. I can do charges no problem,but it's applying them mid combo that's the issue.
>>
>>387087876
Xrd's plot is anime schlock, but it's well-done anime schlock and some of the scenes are legitimately well-written. Ky and Leo confronting Ariels and the Venom epilogue were pure kino.
>>
>>387084687
Notations are pretty terrible actually. Like that Z motion is actually forward quater circle forward, I always thought it was forward, back left, front right.
>>
What about reverse charge inputs like up>down and forward>back? Does /v/ liks them?
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>>387088856
Nigga, add the punch after the motion. There's a plus there for a reason

>Nobody ever explained that when making a hadoken motion you press the button when pressing forward, for a long time i thought it was down
How the fuck
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So what happened to rising thunder then?
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>>387089086
what kind of degenerate fighting game even has that type of input?
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>>387088732
you must preform a tackle tackle headbutt to post on /v/

you must preform a tackle tackle tackle headbutt to post on /pol/
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>>387088869
Goddamn this.
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>>387088727
Which is exactly why I prefer fighting games to most esports. Of course, I'd also rather watch MMA or boxing than football or (god forbid) baseball.
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>>387087974
I have literally never learned frame data and play on feel. Still better then most people at my locals.
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>>387089053
low quality bait
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>>387088556
I find that Charge characters are usually simpler since their playstyle generally relies on setting up their specials, so your options are more condensed. On the other hand, they need to be more prepared since you can't just pull shit out on the spot like in the case of an anti air. Characters without charge have more freedom in a sense and this need to be more aware of other shit going on.
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>fighting games
>hard
lmfao desu senpai
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>>387089276
I'm not baiting though. That's my honest feelings.
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>>387088889
The thing is, you can attack and do combos while charging. So long as your holding back or down back while you're doing the combos, you're charging.

Parasoul in Skullgirls helped me get a really good understanding of how charge characters work and helped me shake my phobia of playing charge characters.
>>
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>>387089186
Forward>Back, Back>Forward, Down>Up and Up>Down, along with Negative Edge. Elizabeth in Persona Ultimax also has a Forward>Back charge.
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>>387089186
Arcana hearts has them. They are pretty fun
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>>387089346
Nice tumbler pic

bait is still low quality though, it's been done before.
>>
>>387089086
>Up down

I mean I guess that'd be possible, but wtf character uses that? I imagine they'd have some jumping shenanigans if they're real and rely on rooting themselves through a stance or by buffering with normals.
>>
>>387089435
Seriously its not bait I don't even know how it would be bait.
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>>387088556
I always recommend my friends to START playing with a charge character. you can learn the basics of the game without having to learn the complex inputs, just the simple charging ones.
>>
https://www.youtube.com/watch?v=AGrIR_jlLno
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>>387089148
I thought the plus indicated to do them simultaneously. Your saying it's consecutive?
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>>387089601
Its an air move. Saki does some kind of dive kick for example.
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>>387089624
>Z motion is actually forward quater circle forward,

That's not how you do an srk

>I always thought it was forward, back left, front right.

This is a meme

did I actually find someone this stupid who isn't baiting?
>>
>>387089684
Oh yeah, please play fanrasy strike!
>>
>>387084687
Requires time and effort to get good at
>>
>>387089847
Is the input just down+button on air or do you actually have to charge up before the move?
>>
>>387088627

Not him but playing with a controller is far better in driving games and flying sims.

People just get them to enhance their experience.
>>
>>387089713
No dude. Motion and button immediately after. Games like GG have a little display that show you exactly how It should look on your analog stick and buttons. This goes for all fighting games.
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>>387089920
>That's not how you do an srk
That is how you do a DP
>Did I actually find someone this stupid who isn't baiting
well I mean I figured it out eventually.
>>
>>387089847
That makes sense then. Forward back makes a lot of sense too, as I'm guessing it'd force a more aggressive and vulnerable playstyle in order to access some of your moves.
>>
>>387088727
>fail as an esport
>Street Fighter on ESPN
>>
>>387089684
I miss Rising Thunder. I had some disgusting set ups with the grappler.
>>
>>387089990
No, you actually have to charge it, i dont think you can tk it. I dont play AH that much because the game is a clusterfuck.
>>
>>387090060
DP is forward-down-downforward you retarded faggot. it isn't forward+fireball. The only reason you are getting it is because you are playing some game with retarded input leniency and shortcuts.
>>
>>387087861
I was kinda thinking that swimming was a bad comparison but it's actually a lot better than I thought
The issue with swimming is you gotta learn how to like, float before you can actually "swim". The problem being that people panic when they're in the water and they lose all sense of buoyancy or whatever.
The same applies to fighter inputs. Like an EWGF is not a hard input at all but when I'm facing someone in the last round online I choke and end up only doing df2 instead.
>>
>>387090258
I mostly play GG XX accent Core plus R.
>>
Fighting game inputs aren't hard.
Being able to quickly decide which actions are the best response to an opponent's actions is hard. And when their opponent has more skill, most people will get frustrated from that in any competitive game.
>>
>>387090258
What game wouldnt accept that input though? Its just a bonus 6, its not like hes doing a 323.
>>
>>387084687
it's not that I don't think fighting game are hard. the genre just doesn't appeal to me enough to learn about it.
>>
How do you not fuck up inputs and combos in matches?

Like, doing trials and stuff in SF and GG, it feels like I can get it down pretty consistently, but the second I get into a real match, I just break down and drop shit all the time.
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>>387090697
Play more matches
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>>387090697
Build up that muscle memory.
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>>387090635
A lot of games with give you a forward+normal
but like he mentioned, a lot of games these days feature input leniency and shortcuts so things like that work.
Shit, doing d/f,d/f worked for a DP in SFIV.
>>
>>387090697
Even more practice, though I really don't practice that much. I don't enjoy labbing.
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>>387090697
More matches and xanax
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>>387090050
Even though ive played a lot of fighting games ive always treated it as add it so it's simultaneous to the end of the motion
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>>387090697
Acquire proficiency
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>>387090635
>numbad notation

fuck off

you would have to press the button "early" on the down forward to get the srk. It also takes longer to do than an actual srk, it's a long cut and games where you don't have lots of input leniency don't give you enough time to do that stupid shit.
>>
Inputs become easy after time. After a few hundred hours across any fightan you won't really have any issue with them in any game after a small period of time.

The hard part is knowing your character and your opponent's character better than your opponent does, and having the reaction time to pick which action you'd like to do before you commit.
>>
>>387089086
I remember KI Gold having the bright idea of making Sabrewulf's moves all work with either back>forward or forward>back. It worked pretty well combined with his dashing, letting you be aggressive or defensive without complicating inputs. It also let certain moves double as both finishers and linkers in combos depending on the input you used.
>>
>>387088627
It's stupid though, because wheels and such actually give you more precision than would otherwise be possible with a controller.

A stick is still just a means of going against the difficulty deliberately imposed by the controls, which is completely counterproductive. And you're still accessing the same core digital buttons anyway, you don't gain more control, you just trade off the ability to abrupt change directions as fast for the sake of makign 'smooth' (though still 8 directional) turning motions easier.
>>
>>387090836
Sf4 takes so much shit for a dp you actually have to practice not throwing accidental dps
>>
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>>387088556
Charge inputs are pretty fun, I found. A lot easier than doing consistent DPs.
>>
>>387088869

Thing is fighting games have had extremely poor tutorials (if at all) They also don't make getting better very fun. Training mode is pretty bland and they could do some smart things to give you better indication on what you're doing wrong. I always wanted a way to setup practices like do 10 fireballs in a row, then 5 FADC, and have sorta a practice regiment I could save. Have practice/training settings you can share.

There are all sorts of ways to make getting better at fighting games more fun.

Like tekken movement for instance could have a mini game where you just dodge stuff.

You could do a rhythm mini game to practice combos.

I think injustice had a bunch of little mini games. It's a good idea. Like when I have to watch youtube videos or go on game faq's to get better that's just poor game design and will turn the majority off.

I was really disappointed in capcom with sf5, they could have reached out to people in the fgc like james chen who make tutorial videos and tried to make a really good comprehensive system to teach people how to play. SF5 was supposed to bring more people into the FGC and they just totally screwed it by not having any single player content what so ever and a pretty lame training mode.
>>
>>387086869
Fantasy Strike is pretty decent despite the character designs and general production values being complete ass.
>>
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>>387088556
I love charge characters and I wish that fighting games used them more often.
>>
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>>387087974
>Still no new chapter
>>
>>387084687
MvCI and Dragonball FighterZ are only using down>down and quarter circle motions (MvCI has some half circle motions)

That's likely the future of fighting games. Honestly, only DP and charge motions are even difficult. Everything else is super easy
>>
>>387086645
honestly, this
loads of games, you have no idea what you can combo into what
no one needs "how to throw a fireball" lessons

so even if you're taking advantage of your opponent's openings, as soon as you fuck up, your opponent will do more damage because they're better with combos

>>387089053
notation will always suck
>numpad notation is precise
but it reads like shit and it's relatively non-obvious to someone new (if fairly easy to explain, assuming they have a numpad)
and it assumes you're facing right

>comma separated f/b/u/d/hcb/dp/qcf/rdp/360 requires you to know what that means already
most of them have hints (hcb is just Half Circle Back, qcf is Quarter Circle Forward) but some of them (dp, occsasionally you'll see spd instead of 360) aren't decipherable by someone new
at least f/b are direction agnostic
it's also much less compact than the rest

>image notation
it's hard to type out directly
also assumes you're facing right
also there's little standardization for certain things, which leads to shit like dp being represented by Z (for ages, GG used pure directional arrows, which read like shit)

>>387089086
>>387089186
Zazie in Karnov's revenge has a retarded fire kick that's u,d,HK.
it's not quite a charge since you don't need to hold up, but it's still some dumb shit (you need to buffer it from another move)

>>387088330
>>387090258
f,qcf works in almost all fighting games, although IIRC it doesn't work in SF2
dp being a higher priority input just makes more sense when writing your input reader, and owing to its more reactionary nature, you're gonna want the dp to come out instead of a fireball when you're more under pressure

>>387091032
>going against
the controls are literally designed to be done on stick
dp and 360 make far more sense on an arcade stick

also, the stick does offer more precision
>>
>>387091208
>Like tekken movement for instance could have a mini game where you just dodge stuff.
Just wanted to say this was actually a thing in TTT2.
>>
>>387091380

yeah it was pretty cool in t2. I was kinda surprised t7 had basically no training / tutorial mode. I don't understand why this isn't a fundamental aspect of every fighting game.
>>
>>387090971
>implying numpad notation isn't superior
>>
>>387090943
I didn't want to confuse him or anything, but yeah that's pretty much how it's done. It's hard to believe there was a time when I couldn't do them consistently.
>>
>>387085416
I play on pad and people keep telling me that it's me and not the controller but I have a sneaking suspicion that I'd probably be much better on a stick.

>>387088334
I do think it's kinda bullshit how expensive fightsticks are, though.
>>
reminder people asking for tutorials are fucking retarded because the Devs do not know what is actually possible with their games, they create the mechanics and understand the basics.

I remember reading the dev team of SF4 didn't know ryu could combo his ultra for a few hits after DP-super. that's the level of knowledge these people have. They can tell you have to cancel low forward into fireball. they can't tell you how to do Yun's genei-jin combos or urien's charge partitions or Makoto's touch of death because they did not realize it was possible. You will never get a tutorial from devs that teaches high level competitive stuff. Because that's what scrubs want, they don't want to learn to play, they want to play and do everything the people who beat there ass can do. watch some fucking youtube videos and practice you lazy faggots.
>>
>>387088334
This is a problem how exactly?
>>
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which game and h o w
>>
>>387091208
I just don't feel like most fighting games warrant having tutorials. Besides giving the player some basic inputs, the best first steps are just jumping into some arcade style CPU matches. Loading/Continue screen tips can then gradually give new players more mechanics they can try out.

Of course there are exceptions. I can't imagine getting into Killer Instinct from scratch. The combo system is practically a different game in itself.
>>
>>387091752
Unless you are playing things like gen or chun its on you. But again, brolylegs someone played chun with a pad and his face so i guess thats still on you.
>>
>>387091931
Zangief
>>
>>387087523
Just wondering what your opinion is on mechanical keyboards for PC fighting games like SFV

Actually, anyone wanna go some rounds?
Steam I'D is theidiotdoctor
>>
>>387091931
Have you never played street fighter? Its a delta input.
>>
>>387091931
guiles super in super turbo. charge down back, then hit down forward, down, down back, upforward and kick. kinda hard for me but its not that hard.
>>
>>387091931
Deejay / Guile in SF4 and others, it's a rather rare input afaik
>>
>>387092068
>>387092131
I never play grapples and prefer arcsys fighters gameplay
>>
I want to get into fighting games but I need to get a stick first.
I played some Street Fighter II as a child so I think anything but sticks is unnatural for fighting games.
>>
>>387092028
I actually do play Chun, in V. I'm making progress and I can reliably do her SBK BnB but I can't help but feel like the game would pretty much become much easier if I got a stick. It's not even Chun, really, it's DP motions and stuff like 360's and 720's. For the most part, I can do them, but combo-ing into DP motions is tricky for me.
>>
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Tekken's the only fightan franchise I can take seriously.
>>
>>387091931
It's the Super version of Flash Kick or Barcelona Dive. Because doing Down>Up twice would make you hop around like an idiot.
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>>387091931
>Not always picking Bloody High Claw for style points
>>
>>387092193
you can skip the down and just go directly from DF to DB again.
>>
>>387091882

That's why you give the community the tools to make tutorials/challenges.

Wouldn't it be cool if you could download the trial to learn the sako combo?

>>387092018

That's because you have learned a fighting game. But when you come in blind - like you did in KI it's super helpful to have a tutorial.

I don't think they ever mentioned what a cross up is in SF4 at any point - a pretty important mechanic. It's little information like that you take for granted.
>>
>>387092321
I meant pre sfv chun li. Using a stick makes lightning kicks way easier. Really though, especially if you are playing sfv having a stick wont help much.
>>
>>387084687
You'd think normies who are used to pressing what they are told to press via QTE's could figure this shit out too
>>
Reminder there are people ITT who play on pad and use the analog stick

reminder there are people ITT who play on Keyboard

Reminder there are people ITT who play on hotbox
>>
Fighting games would be better if they just let you buffer multiple attacks, and you could input one attack/move before the current one is finished and it would go through.

It'd create a lower skill floor, while maintaining the same skill ceiling, and be all around better for everyone. It'd rely less on mastering the execution and more on mastering the actual fucking gameplay.
>>
>>387084687
All those are ez. Git gud
>>
>>387092320
when I started with street fighter ii I used a snes controller. I do have a stick now for fightcade, but after all those years of using the controller I think the stick will never feel as natural as the controller.

>>387092486
how do you go from DF to DB without hitting down? also cant you just hit up as well instead of up forward?
>>
Fighting games are hard because they're based around guessing a 50/50 mixup and needing know a matchup for 20+ characters, essentially meaning you need to know the characters you fight against as much as your own character.
Physical execution of commands is like learning in what directions chess pieces can move, the rest of the game is strategy and mind games.
>>
>>387092610
>I don't think they ever mentioned what a cross up is in SF4
But after you see it one time it's pretty obvious what it is. Unless you're braindead that's not a complicated mechanic to learn.
>>
>>387092707

Tekken lets you do this.

It's literally the most accessible fightan game while still being more complex than SF. There's a reason T7 is obliterating SFV in sales.
>>
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>>387092696
I learned SWR on keyboard, sue me faggot.
>>
>>387092643
Oh yeah, I've heard of how bullshit Chun was pre-V. I love my girl but I don't know if I could ever play her in any pre-V game.

I also have trouble with stuff like combo-ing into Guile's super. Shit's just really hard on a pad imo
>>
>>387092770
>also cant you just hit up as well instead of up forward?
Vega has to do that to choose which wall he jumps at.
>>
>>387092770
how do you go from DF to DB without hitting down

By not rolling back, you didn't say to roll forward from downback to downforward.

>also cant you just hit up as well instead of up forward?

no because up is just up. Up forward is UP AND forward.

the reason the down is redundant is because down back is literally down and back. it's not it's own input, it's two at once.

Knowing this shit is most important with standing 360/720 motions.
>>
>>387084687
no one cares if theyre hard except faggots and women
>>
>>387092940
This. Tekken at first glance is easily playable by anyone, but at it's core it's literally one of the most complex fighters made.
>>
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>play tekken 6 for like 20 hours a long time ago
>offline only, whatever
>fast forward years later
>get T7 for PC
>friend wants to play with me
>I put in nearly 100 hours, he puts in 10 or so
>always rages at me by the end of a session
>tries to squeak out petty wins by playing shit like lili or law
I honestly want to tell him to just quit getting mad at it and relax, but who am I to say
>>
>>387087876
Mortal kombat
>>
>>387085416
Yeah I see what you mean. People say that fps games can be hard but it's actually really easy if you install an aimbot
>>
>>387084687
That's not even what makes it hard.
Look at Desk, he has god tier execution and even discovers loads of tech by screwing around, but he'd get his shit pushed in at a tournament because he doesn't have fundamentals or know how to play against the player, not the character and in game shit.
If someone's knocked you down and is throw/meaty mixing up, you're fucked if you can;t deal with it. Your combos wont save you if you can;t defend and punish.
>>
this shit reminds me of the EA Skate controls. Not really hard once you know the thumb memory down and practice enough. Fight sticks might certainly help for timing and prioritization of buttons (having to do with speed which you can hit successive buttons) during a real match though. EA skate there is no real pressure like there is with a combo streak in a fighting game match, so there is no comparison in difficulty. Just the semi-precise stick swipes coupled with button holds and presses is similar. Not as much on the line tho
>>
>>387087523
I use the control stick and i have great execution.
>>
>>387084687
Fighting IS hard
>>
>>387092940

Hasn't tekken always destroyed capcom games in sales? Wasn't tekken one of the best selling games on PS1?

Tekken is just a really good game for pick up and play and have fun. You don't need to master a bunch of execution to feel like you're doing cool shit.
>>
>>387086368
I mean fucking Tekken barely has any difficult inputs either. King/electrics aside most of the cast just rely on buttons with a single direction.
>>
>>387088038
never got why shoryuken is so hard for some people. just do the hadouken movement twice
>>
>>387087876
Mortal Kombat if you want an incredibly schlocky 80s action movie story.

Tekken if you really enjoy dudes being thrown into volcanoes.
>>
>>387086368
Scrubs will always be scrubs anon. That doesn't nullify the existence of artificial difficulty
>>
>>387089186
I think I remember them in KI.
>>
>>387093639
>Just input a super to do a dp
>>
>>387088386
It's fun, but it's very Super Turbo; you've got a super limited selection of tools and you have to figure out how to apply them to each situation. That and most of the characters are straight up ripoffs of other fighters. You have Not-Sagat, Not Guile, Not-Slayer, Not-Honda, and Not-Zangief.

I'm enjoying it, but I don't really expect it to have legs unless they really increase the cast size
>>
I've played about an hour total of Tekken ever, is EWGF just a shoryu?
>>
>>387093787
super only happens if you press two buttons at the same time
>>
>>387093074
right, I was still thinking about guile, vega never crossed my mind.
>>387093165
I didn't say to roll forward from downback to downforward because I consider the charging back and the rest of the input to be 2 separate "parts" if you will. I'm not denying that the down is redundant, I was just saying that if you wanted to go from DF to DB as fast as possible, you would inevitably have to go through down (or so I thought). Is there another way to do that that I'm unaware of?
>>
>>387093846
The motion pretty much, yeah, but you have to input the Punch within the right frame window in order to get the really good version of the move.
>>
>>387088565
You have two years to execute fadc though. That's easy peasy. Perform a guile super with a snes controller and get back to me.
>>
Which games have decent tutorials and trials?
>>
>>387091882
>t. some faggot who isn't playing Guilty Gear
>>
>>387093798
Not only they are conceptuslly rip offs but even the animation are fucking ripped. Just look at fucking not-ibuki doing neck breakers and shit. Should take a page out of skullgirls' book
>>
>>387092707
I actually don't think I've ever played a fighter that DIDN'T let you do this. It's just that in most of them the buffers are tight.
>>
>>387093952
oh shit, so if you mess up you get a normal WGF? Does that result in dropped combos/being punished or does it just limit your juggles
>>
>>387089258
Well, you're probably learning frame data incidentally. You'll find out what's safe and what's not by playing easily enough.
>>
>>387093998
Skullgirls, latest iterations of Arcsys games, UNIST but it isn't localized, I think KI has a good tutorial? Don't know about MK/Injustice/KoF
>>
>>387094008

I want to like GG but it's just not fun to play. The characters are too weeb for me.

It's fun to watch good players play and the engine is beautiful.
>>
>>387093846
Basically.

TECHNICALLY it's a different move but given the way I input DPs the same movement works for me.

You gotta time it right though to get the zap.
>>
Why is Guilty Gear more popular than BlazBlue?
>>
>>387093926
>I only use meterless dps
>>
I've been playing fighting games for a solid decade pretty frequently and still can't handle charge commands.
>>
>>387094258
More interesting character designs most likely.
>>
>>387093998
Everything except Tekken has a decent tutorial. Tekken doesn't have one at all.
>>
>>387094319
My only problem with them is that every game has different charge times or rules for how charging works with the buffer so I basically have to relearn charge character for every single game.
>>
>>387088334
>Not getting fight sticks for gauntlet, smash tv, sunset riders, metal slug, and xmen amongst all fighting games
I dont understand how someone can be such a newfag while also being the prime example of a pleb.
>>
>>387092696
anyone who's actually good and uses the analog stick is some kind of idiot savant
like, it's way too easy to lose track of what direction you're actually pressing

>>387091931
charge db,df,db,uf+K
>>
>>387094258
Dunno about others but GG designs are more appealing
>>
>>387094258
Guilty Gear was primarily rock/metal aesthetic before Xrd as opposed to BB's modern anime look, so it took a greater foothold in the west (plus Blazblue Calamity Trigger was absolute kuso and there were three versions of Continuum Shift). BB is more popular than it in Japan but Gundam is even more popular there.
>>
>>387094284
http://streetfighter.wikia.com/wiki/Shin_Shoryuken
two button supers are more prolificent than one button ones
>>
>>387094319
>I've been playing non-charge characters in fighting games for a solid decade pretty frequently and still can't handle charge commands.
fixed
>>
>>387094452
I think bb was still more popular casually in the west before Xrd because anime
>>
>>387094205
It's not one frame right? I was fucking around with heihachi and got it a few times.
>>
>>387094258
it's an older, more established series with cooler designs and a more aggressive playstyle
but isn't BB more popular over in nipland

>>387094319
they're not hard, people just can't get their heads around timing them
if you just want to be able to do them consistently, count to 2 when holding your charge
like, "one mississippi, two mississippi"
it's longer than you need (actually, you technically should be able to do it as "one mississippi, two" in SF since it's 70f), but until you figure how much you can shave off, it'll give you a lot of consistency
>>
>>387091752
If you want a nice hobby it's not terribly hard to build one.
Selling them at a cut price from shit like qanba really turns a profit, too. Craigslist would be your friend.
>>
>>387093937
>if you wanted to go from DF to DB as fast as possible, you would inevitably have to go through down (or so I thought). Is there another way to do that that I'm unaware of?
Not him, but literally just go in a straight line.
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>>387094452
>tfw Rin's VA is one of the top EXVS Gundam players
>>
>playing as Gief in SFV
>only way to combo off a full vtrigger is an EX air SPD
>actual input is too long
>best way is to do a 3/4 circle and then the attack input
>miss this 70 percent of the time
>lose a majority of matches because this input doesn't come out and I whiff my ending
I somewhat agree.
>>
>>387094717
going in a straight line would require going through down, would it not?
>>
>>387094608
I don't think so because I'm consistent with it and I'm barely consistent with any 1 frame moves.
>>
>>387087725
Ive been watching FGC shit for a few years and ive NEVER heard someone call it readsies
Just bait
>>
>>387094526
Who asked you that? I questioned your using the same inputs for super and ex dp.
>>
>>387090036
You realize that controllers are given a lot of assist in driving sims right?
>>
Honestly, what we need is for fighting games to evolve their training/tutorial modes to give players more information.

Better character specific tutorials that can teach the fundamentals by having players practice specific inputs and combos, create setups to achieve those combos (such as setting up an opponent designed to use a specific move to teach punishing and such) while also giving visual instructions for how to do them. Something like a PnP video example in the corner that shows the move being done, when each button is pressed, etc and then visual feedback system to help the player know they pressed the correct buttons at the correct time. There basically just needs to be more structure available to help them learn instead of "here's a move list, a dummy opponent, and a spreadsheet of frame data online, go nuts."

We also need to give the players more feedback tools in general, especially in training mode. It still baffles me that it's 20fucking17 and we still don't have fighting games that let you turn on frame data displays and hit/hurtbox displays. A lot of why players struggle to git gud at fighting games is because they can't inherently processes and conceptualize this information without a lot of practice and extremely close observation. Sure, it's all online and plenty of autists have already crunched the numbers for them but it means nothing if those players have trouble conceptualizing those those fraction-of-a-second time spans. Giving them a visual trainer to see just how 3ms of startup, and 6ms of active frames actually LOOKS would help them get a feel for it much quicker and help dissolve one of the biggest barriers to getting into fighting games.
>>
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>>387085657
>>
>>387085657
What possible reason would I have for suffering through hours of matches that I have 0 chance to win because I didn't spend my entire youth playing street fighter?
Fighting games are a genre that new people just can't get in to. You have to have been into it since early 90s arcades and SNES ports playing offline with other kids.
>>
>>387094715
What would I need to build one?

Also, thanks for the advice.
>>
>>387095081
There's no point because people are fucking stupid and can't do their own research on how to beat things. The guy who does dash up throw deserves to win more because at least he came up with a strategy the other guy can't deal with, no matter how retarded and useless it really is
>>
>>387095218
But I only got into fighting games a few years ago and I could beat people in SSF4
>>
>>387095081
I just want FUCKING BUFFER INFORMATION!

I hate to have to guess what parts of moves I'm ok to be buffering my inputs in.
>>
>>387094750
I fucking suck at SFV but with a bit of practice, I can get this down more or less consistently and I play on pad. Git gud.
>>
>>387093548

It's fun beating people that have long strings of combos practiced to an art form with my janky ass combos, simple because I rely on spacing/mixing them up, evading and punishing. I've gotten some hate mail over it. Why be mad? I get that combos are a big part of the game, and I really should spend more time in training, but spacing and punishing is so much more important.
>>
>>387094784
I think on an analogue stick (and presumably an arcade stick but I've never used one) you could go straight without hitting down. Thinking about it, you might get the down input anyway. I don't know exactly where the threshold for it is and I don't have the means to test it right now, so maybe I'm wrong.
Skipping down would obviously be possible on a dpad but that would be retarded.
>>
>>387095218
A lot of people got into competitive sf by starting with sf4. Just because you couldn't doesnt no one can.
>>
>>387095218
Except there's a large number of "big name" players that just started recently and were dominating tournaments within the first year they started showing up to tournaments. Snakeeyes just kinda showed up one year and has been a big name ever since, and he's playing a character thats almost always low tier (Zangief).

You need to practice. That's what makes it. The "old guard" have a lot of experience, but it's not like it constantly makes them better. Also they are getting old and slowing down. Practice, adapt, get better. It's pure competition, so you will lose a lot, but its how you handle losing that will determine how you grow.
>>
>>387094979
my point is that is easier to make the comand like that for scrubs that cant do the shoryuken
and you will not expend a super because 2 button supers are more prolificent
>>
>>387091752
>I do think it's kinda bullshit how expensive fightsticks are, though.
it's definitely bullshit. The sum of all the components on the retail market is like $30 bucks. And you can bet your ass the manufacturers are getting these components in bulk for significantly less cost. Meaning you're paying a good $100 for a fucking plastic housing the size of a small plastic bin you could buy at a dollar store.
>>
>>387095460
I love just repeatedly kicking people in the shins while they keep trying to fish for the one combo they know.

Like seriously you idiots learn some fucking frame data first.
>>
>>387095554
What if you want to do an ex dp with full meter? Its a shit tip.
>>
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Is this a stinkies thread?
>>
>>387095739
if the guy doesnt know how to do a shoryuken you seriously expect then to do a ex dp with a full meter anon?
>>
>>387095573
>The sum of all the components on the retail market is like $30 bucks.
Source? Where are you finding a full set of stick+buttons made by Sanwa for that much? Mine cost $75, and thats not including the PCB or case.

>>387095615
Frame data is the last thing they really need, what people need to learn is just normals and confirming. Flashy combos are useless if you can't actually get an opportunity to use them. I'd be way more scared of the guy with amazing spacing and hitconfirms compared to the guy with a kickass 50% combo in his pocket.
>>
>>387095615

Heihachi is so goddamn fun for stuff like this.

His forward 3+4 followed by 2 then 1 is like turning into a freight train. And when people think they know what's coming, you do the 3+4 followed by a 1+2 unblockable. I can't tell you how many matches I've won with that. Conditioning, spacing, and punishing are all more important than combos.
>>
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>there are people in this very thread that can't pull of a shoryuken
>>
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>>387095461
like this is what I'm trying to convey, the red line being the movement of the stick.
>>
>>387095081

Basically this. Folks will say how it's obvious but clearly it's not because most people suck at fighting games and give up.

The fact there are so many YouTube videos and tutorials for the basics is indication the games are seriously fuckin lacking.

I mean just pull in some fgc people to help design a system that helps folks learn. Single player content is what sells these games, remember in soul cali how it had that huge fucking adventure mode?

I play a ton of the t7 treasure mode because it's something to do when I want to try stuff out.
>>
>>387095825
I guess you got me there.
>>
>>387090258
You can to forward, down, forward for SRK in every SF game
Do it on a dpad. It works
>>
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>>387095917
fuck sorry about the white space.
>>
>>387095841
They need to at the very least know what shit is safe to throw out. I see so many people repeatedly using shit that's crazy negative on block just because you could maybe start a combo if it hits.
>>
>>387095081
There are a few games with some of this stuff but honestly it needs to become standard. Guilty Gear has and excellent tutorial and mission mode which has pretty much all the stuff you mentioned in the first paragraph. Injustice has frame data integrated into the movelist and I have no idea why that isn't standard practice. Skullgirls has hitboxes and hurtboxes in training mode.
>>
>>387095460

Tekken is cool for supporting so many play styles.
>>
>>387094008
Why do GG fags always try to shove GG down other people's throats.
>>
>>387095841
$40 USD for a stick and 8 buttons on focusattack
And making your own case shouldn't be any problem if your father raised you right. Neither is soldering all the components to an old controller PCB. If you are completely useless, the cheapest PCB which is just something that you can plug wires in to and not have to solder is $11 on focusattack as well.
The $100+ price tag for any sticks that use sanwa components is still absurd.
>>
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>>387095917
You're probably right actually. I was thinking of it like this but this probably isn't how it works.
>>
>>387094416
I find using the analog stick on X1 and PS4 way easier than the dpad
>>
Anyone wanna play something on FIghtcade?
Any game you like.
>>
>>387095218
You never actually tried and it shows.

Fighting games are deceptive as fuck. You will invest more time into your first game then into any rpg just to get to intermediate levels of play. If practicing and improving on your own accord is not satisfying to you, its understandable that all you see is frustration. But it also makes you look RETARTED
>>
>>387095573
>>387095841

75 is a little steep. Sanwa buttons are mixed prices some places charge retarded amounts

The main thing that is a pain with the fight sticks these days are the PCBs. you only have the Brook pcb which is kinda expensive. No cheap third party controllers raise the price quite a bit.

>>387096440

A good arcade stick case is pretty nice. Making your own that is comfortable and solid isn't THAT easy. Madkatz all had metal tops which isn't easy to cut.

I really dig the te2 stick it's super comfortable on your lap and easy to open up. Only shitty thing is mine doesn't have a touchpad which is a huge pain in the ass. Probably end up getting another Brook pcb to put in it.
>>
>>387088334
my friends actually play Mario party 64 with their fight sticks and it's actually super obnoxious because the controller works that much better.
Not to mention other fighting games
Other arcade games with GGPO to get the genuine arcade experience
Other games on steam/PC assuming you got a stick compatible with PC
And finally obligatory Hax$ using his audino for the perfect wavedash post.
>>
>>387096462
I mean you could do it like that, but I would assume it would take more effort to try and not press down all the way rather than pressing it down all the way. Also I guess it also depends if your joystick has a square or octagonal "gate" I think its called. The one I drew is a square gate, so if you're hitting down forward, regular down isn't any lower. you drew an octagonal gate, so down is actually lower than down forward.
>>
>>387095218

Shooters are the same way. You just need to practice. It's not like most games you can just play for a bit and get good. You need hundreds of hours of practice to build muscle memory.

Once you do it though picking up other games is easy and it's a bit like riding a bike. I played hundreds of hours of cs1.4-1.6 in my misspend youth and now any shooter I'm decently good at with no practice.

Just get good or don't complain and go back to playing jrpgs and single player games
>>
>>387096440
Joystick (No top) - $20 USD
Top for joystick - $2.25 USD
Buttons (24mm screw buttons x8) - $18 USD
Total: $40.25 USD

Well you are correct. Prices seem to have dropped since the last time I checked. Though my price was Canadian so still roughly the same after conversion. However, case-wise it really depends on how you want it built. Specific weight and build quality would be a consideration, and in actual good sticks you pay $150 USD for, they are solid as fuck.

In terms of PCB, using a cannabalized controller PCB is beyond a lot of people. Also, you preferably would want one that works across multiple systems, so lots of people use special PCBs for that (and many of which are solderless). These can cost $40-75 USD.

Basically, yeah you can make your own. However, if you want one that you know is set up right, almost always works across systems, and will last you quite a long time, buying one straight up is not a bad price. Not to mention they go on sale nearly every major tournament. Not sure how much any more after madcatz died, though. I myself do not have the skills to build a case that is worth a shit, nor do I have any skills with a soldering iron.
>>
Who /mains grapplers cause they cba to learn combos/ here?
>>
>>387084687
Play fantasy strike
>>
>>387096821
Why only use that incredibly overpriced brook pcb? All you need is literally any game controller pcb for the system/s you want with 12-14 button inputs, and to know which ones are the d-pad inputs.
Also if you can't manage to make a sturdy wooden box and sand the edges, you should probably consider taking some time out from combo practice to practice handicraft. It's a pretty useful skill to have.
>>
>>387092696
>Keyboard
nothing wrong if the keyboard is good enough
>hitbox
nothing wrong with this
>>
>>387097452
Unless it's guilty gear
potempkin has some of the hardest ones in the game for god know why reason.
>>
>>387097452
grapplers still have to combo too my dude
>>
>>387089252
>not being able to appreciate baseball

maximum pleb, enjoy watching two men mount each other
>>
>>387097314
If you wanted to go full merchant with your penny pinching, you could buy some mechanical keyswitches on ebay for even cheaper and make button tops out of any old piece of flat plastic
If I was going to do that I'd make the case out of rusty scrap metal and have a mad max fight stick.
>>
>>387090145
>also on disney and bbc
>>
>>387097696

Because ps4 controller cost the same as a Brook pcb and are super hard to solder to?

You sound like someone who has never actually built a stick. Ps4 really fucked us.

Also good luck making a case as thin as one made out of metal and plastic and as comfortable. I did build a stick for Dreamcast way back. But madkatz and other brands really make good boxes.
>>
>>387092696
I had to use analog because I would wear out the d-pad so fast.
>>
>>387098145
>You sound like someone who has never actually built a stick.
Nah, just a pcfag
>>
>>387098063

You can get a kit for < $20 on Ali or ebay with knock off parts. Sanwa buttons are kinda over rated.
>>
>playing against Zangief on USF4
>voice chat enabled
>CLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACKCLACK
>>
>>387098257

Life's easier then. Less selection of new fighting games though and some shitty ports. Tekken is apparently better on PC though
>>
>>387088412
Blazblue's story is at a point where there are at least four different characters who are just alternate versions of themselves from diverging timelines that somehow recombine to make it so they can actually fight each other.
The series has an insane amount of lore, but I don't know if that makes it good or not
>>
>>387089684
RIsing Thunder was fucking great and I'm still mad that the game got cancelled just so Riot could sit on the developer for what's been two years now
>>
>>387098271
I can't speak to the quality of chinese imitation sanwa type parts in particular, but while I'll happily cheap out on most things because you can't really fuck up a board since it's basically just electrical connections and some standard chips that will be the same ones as in the premium brands running the same code, I never buy mechanical stuff from china. Or things that have to handle significant amounts of current. Or anything complicated, really. My dad bought a chinese power supply for his computer once and nearly burned the house down.
>>
>>387093317
A non-retarded comparison would be fps with a controller vs fps with mouse and keyboard
>>
>>387084687
I'm sure it's bait, but basic special command inputs are among the easiest things to grasp in fighting games.
>>
>>387098636
I'm surprised they lasted long enough to get bought out without getting sued to oblivion by Sunrise, Gainax, and other owners of all the mecha IPs they blatantly ripped off. And I mean BLATANTLY
>>
>>387089684
>Calling extra credit out on his bullshit on blaming developers for not immediately bringing players to high level play
Man I hate that Extra Credits video so much. All it does is tell people that they'll never be good enough to try these games out, so they should never bother.
I hate that mentality so much
>>
>>387085486
it's a delta motion
>>
>>387095306
People ARE doing their own research though. They try to look up the information needed to understand a character's moves but it means nothing because it's all numbers. There's no way for them to conceptualize any of it and put it into practice. Obviously players should be learning their own strategies and combos on their own but most fighting games don't give them the tools they need to understand the information they are given and be able to put it into practice. Do you know how most people get the frame info that's posted online? By datamining the game, using tools to enable debug info, etc. Not every player has access to these tools so to expect players to just guestimate and figure these numbers out on their own via intense practice is an impossible task. Jesus christ you're an idiot and an asshole.
>>
>>387090152
Me too, that shit was fun.
>you will never again make someone ragequit with the not eva unit 01 because they just can't go in on you through your mad frisbee toss skills
>>
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>>387098946
I think you're seriously underestimating how close something has to be to the original to be considered infringement.

You can call it a ripoff sure, and maybe it is, but it's not like they expected you not to recognize what the design influence was, which makes it more like a reference.

We need another robot fighter, it's too bad Rising Thunder had that weird design philosophy.
>>
>>387098771

A dirt cheap smps is a little different.

I'm sure the arcade buttons from China are worse but they are probably good enough. You can upgrade to sanwa later on. Shitty buttons used to be membrain (like what cheap keyboards have) and those were awful. I had a hori ps1 stick like that. Times are different now. the lower end madkatz sticks with cheaper buttons were mostly fine for getting started.
>>
>>387099482

Thing is why do I have to open a browser and Google shit that should just be in the game. What benefit does making it hard have?
>>
>>387087523
Good luck short-hopping in KOF with a D-pad.
>>
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>>387085416
>mfw I can do standing 720s on pad
>>
>>387099982
Well, that was pretty much what I was getting at in my post here >>387095081

The main point is that tools to give players frame data and hit/hurtbox information, when each move can be cancelled, better instruction/feedback, etc need to be made standard and accessible in all fighting games.
>>
>>387091372
>the controls are literally designed to be done on stick

That's more or less my point, you have these controls that are deliberately designed to be difficult to do to a certain extent, and so people use sticks to do them. Whereas this wouldn't be necessary if you just didn't have those motions in the first place and replaced them with something else. Otherwise you could just as well use a keyboard/hibox/pad with no disadvantage.

>also, the stick does offer more precision

But it doesn't in the same way. You only have 8 directions. If it offers tighter feeling control to those who are used to it, then ok, but you could have just as easily created a market for super well made controllers that aren't arcade sticks, and that would offer every bit as much. Its honestly ridiculous that there's such a market for custom sticks when other forms of control have so much to gain and fighters are unwilling to experiment with analog controls.
>>
>>387085542
>muh one frame
*Uses a just frame in a Namco fighter*

You can't hide from it, kid
>>
>>387089148
>How the fuck

It amazes me that fighting game players as so used to their own conventions that they are unable to empathize with people who actually think about shit logically.
>>
>>387099482
>They try to look up the information needed to understand a character's moves but it means nothing because it's all numbers.
What do you mean? Genuinely interested.
Because the numbers are not that hard to understand. I recently got into GG, so this is a example of what I would do.
>Sol's Bandit Bringer is giving me a hard time
>google that shit
>it's +-0 on block, -4 on instant block
>so if I manage to instant block it, I can do a 2P which is a 4 frame move
>if I don't instant block, I should keep blocking
I don't see what's so hard about this process. I do agree that it would be better if this shit was ingame.
>>
The developers of fighting games need to accept they'll never court the casual market the way they want. Fighting games are by their nature, difficult to get into. Even basic actions take practice in most fighting games and the ones who simplify inputs dont make a difference cause learning how to do moves is only step one on a long road of learning how to play this shit.
Fighting games probably have the lowest skill floor in gaming. Your ass starts at the bottom so far from the ceiling you cant even see it after hours of playing.
>>
>>387100882
It makes sense in theory but it's not easy for most people to conceptualize 1/60th of a second without some form of visual cue/feedback. You can understand what it means but what it looks is a different story. That's why I think one of the most helpful things would be showing hit/hurtboxes as they take effect. It gives the player a better concept of just how long 4 frames or 6 frames or however many frames is when it comes to startup, active, and cooldown, plus with the added benefit of showing how things need to be spaced to land the hit or avoid taking a hit.
>>
>>387101439
RT was a perfect example of this. They made every move a single button, solving the complaint that everyone makes, but everyone was still getting bodied by the shoto because they kept jumping over fireballs and getting dragon punched
>>
>>387101653
>they kept jumping over fireballs and getting dragon punched

Why wouldn't they though? Its not obvious what spacing/timing is needed to properly counter fireball spam unless you already know this.
>>
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How do I do Pot's 6K loops on a pad without remapping my buttons? I don't know if I'm not charging for long enough (I doubt it though), but I can't seem to cancel the 6K into Hammerbrake..
>>
>>387086763
Its really hard and really bad feeling.
>>
>>387101653
Yeah people like to claim the only reason they cant fighting games is the inputs but as someone who can inputs but still sucks ass at fightan games and isnt a big fan of them, that shit isnt the hard part.
Fighting games are massively complex.Like look at Melee, the inputs in smash are EZ and the basics of casual play are simple, but the casual plays stop having fun if they play against a tourneyfag who can show them how far from the skill ceiling they really are.
Casual players need the illusion they can reach the ceiling and traditional fighting games dont play pretend.
>>
>>387101510
The point isn't really to visualize the actual frames in comparison to time. It's more like a simple math problem, x move is -6 on block so I can punish it with anything that is less than that on startup.
I get your point though, especially when it comes to hurt/hitboxes. In GG most of the moves that have some kind of upper body invincibility, might have animations that don't seem like they should have that.
>>
>>387101925
You don't.
Sorry anon.
>>
>>387085416
this 100%. i could not play japanese fighitn games because because of this. mortal kombat is more controller friendly. after i got a stick i got into fighitng games more.
>>
>>387087676
Go ahead and educate me. Another thread tried to claim it was a martial arts term.
>>
>>387088556
Learning to play a charge character actually makes you better at the game overall because it teaches you patience. You can't go barreling into enemies mashing buttons like a retard if you have to hold down back.
>>
>>387102650
But not everyone is a mathmatical learner. Some people need visual aids to help them process information.
>>
>>387090697
You go into practice mode, set the dummy to do something you'll face in every game like a jump in + sweep combo and grind out your response to it over and over. Then when the real match happens and you're met with that situation you'll respond by reflex instead of thinking about it.

Honestly pretty much every fighter released in the past few years has a training mode, I don't understand why people don't make use of it. If this were the 90's and you had to go to an arcade with a friend to grind this shit I'd understand, but if you're fucking up your inputs in the CURRENT YEAR you only have yourself to blame.
>>
>>387102876
have you never seen someone play Boxer in ST?
>>
>>387102957
They have hitbox viewers for SFV
>>
>>387102257
Melee's inputs at top level are not easy due to the speed in which you have to constantly be doing shit. Individually only a few niche things are difficult, but doing things like shielddrop nair or consistent perfect ledgedashes is tough, man. But you're right, skill ceiling is super important. Basically giving players a lot of options helps a ton. Stripping them away hurts the game.
>>
>>387092298
I'm >>387092068

I have literally never been able to use Zangief in any capacity aside from playing him on the original Street Fighter 2 Cabinet and doing his little back-forward charge spin on feet move.

His inputs have always been impossible for me to understand so I never tried.
>>
>>387103372
Green Hand is literally just a 623 (forward, down, down forward; think of it as pressing forward then doing half a hadouken)
For his 360 motions, you actually only need to do 270 degrees.
>>
>>387103353
Shield drops are actually stupid easy with a good controller. I really hope some kind of fix can be agreed upon by the majority of TOs cause I really don't want to spend 100+ dollars on a GC controller.
>>
They should let you bind all the moves to keys on your keyboard to get rid of that artificial difficulty

Literally only autists play fighting games
>>
>>387085416
>tfw switching from stick to pad actually made me 8000x better

Turns out I was using a cheap faulty stick that dropped back inputs like 30% of the time, and turned forward inputs into forward-forward inputs 30% of the time. I thought I was just shit at execution. I hate that you have to drop 200+ on a stick if you want something that actually functions correctly 100% of the time, but I guess you do get what you pay for.
>>
>>387103676
Nah. If you know what to look for or build your own, I think 100ish is a good baseline. Strangely, the most expensive part of making a stick is the enclosure itself.
>>
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>>387088334
There are examples that are way worse.
>>
>>387103568
he might not have had greenhand since he didn't specify which sf2 he was playing, and if he did, it would be 632 not 623
>>
>>387104028
>older brother buys this but refuses to let me play
>repeatedly punch the top of one of the bongos until it no longer presses correctly
>tries to play one day and realizes its fucked, knows it I did it because who the fuck else
>confronts me and I cry to mom and he gets in trouble for not letting me play
>I was fucking 12 years old and still got away with shit like that
I was a little shit and a massive faggot but all I wanted to do was play on those fucking bongos.
>>
>>387091208
Guilty Gear Xrd Revelator (PS3+4/PC, worldwide) and Under Night In Birth Exe:Late[st] (PS3+4, Japan only) have excellent, complete, tutorials that teach more than just combos.
>>
>>387104028
Still want to pick up a pair of these and find DK:JB one day.
>>
>>387105018
Jungle Beat is fucking amazing. It's a game you can't play without grinning like a fucking moron
>>
>>387105335
I played it one time at a demo kiosk and I kick myself for not somehow having the money to buy it right then and there.
>>
>>387085306
Evolution of bait
>>
>>387090036
>Not him but playing with a controller is far better in driving games and flying sims.
clearly you have never played one of either with an ounce of realism. You would spin out playing a driving game with a controller without steering assistance, and you would either stall or just plain destroy an aircraft clumsily manipulating it with your tiny thumbstick
>>
>>387084687
Fuck combos.
>>
>>387105696
Fuck you.
>>
>>387094915
the whole "guesies" "readsies" and whatever thing is actually fgc people making fun of smash terminology
>>
>>387105854
Yet they use shit like footsies. They are pretty equal in terminology. Option selects, reads, 50/50s, footsies, crossups, meaties, etc.
>>
>>387105991
the only two that are comparable are footsies and meaties, the rest are just a base descriptor of a specific situation or input
>>
people who think simplifying inputs would fix fighting games would throw a tantrum when they get their shit pushed in for the first time by a real human opponent
>>
>>387106107
So are most of smash's terms. SHFFL, ledgedash, platform drop, wavedash, moonwalk...
>>
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>>387105991
footsies is an actual thing in real life though, and it's actually mildly similar to footsies in fighting games. it's even a bit ironically funny.
>>
>>387106325
and notice that those few aren't ones that are used as jokes
>>
>>387106385
Yes, you look so much less autistic than the group you're making fun of by comparing neutral to rubbing feet under the table. Look, I don't give a shit either way, but what you're advocating is total hypocrisy.

>>387106481
As opposed to what, techskill over execution? Friendlies vs casuals? Reads vs mindgames? All of those are terribly similar in what they convey.
>>
>>387106689
buttmad smashkek lol
>>
>>387084687
Without difficult the games become trivialized and no longer interesting.
>>
>>387107637
that's just as stupid as thinking that simple inputs will make them more accessible
>>
>>387107684
No, you're stupid if you think that having simple inputs doesn't ruin the game.
>>
>>387107743
explain why simple inputs would ruin the game without mentioning muh community and muh gatekeeping
>>
>>387107743
The difficulty of doing moves is an artificial barrier, because at any level of reasonable competency, everyone can do them at a high level of consistency with very few exceptions. It's complexity without depth, and removing that complexity does not necessarily reduce depth.
My argument isn't that simple inputs make fighting games more accessible, except maybe to people with motor skill disabilities, it's that it's neither here nor there. Whether or not you can manage to do the move is an absolutely negligible factor in what's happening in a match except at the very very bottom of the skill curve
>>
>>387104028
Do these work on other games? Can I play Melee and bongo my way to victory?
>>
>>387108093
>The difficulty of doing moves is an artificial barrier
t. someone who is shit

>>387107974
Trivializing the execution requirements ruins the balance of choosing between a riskier option/combo for higher damage and choosing a safer option for lower/guaranteed damage. It also ruins the spectacle. Only shitters are against strict execution requirements. Making it so everyone can do the best combos completely ruins the game and totally destroys any sort of unique play styles people can have. It also majorly curbs creativity and destroys the lifespan of tech development in games because everything gets figured out immediately and typically there isn't much to figure out to begin with.
>>
>>387108378
nobody's talking about simple combos, we're talking about special move inputs. Get with the program numbnuts.
>>
>>387095218
I just got into fighting games last year, just picked up tekken for the first time and i'm 14th dan
>>
>>387108378
Option 1: Someone sits down for 5 years and memorizes a complicated string of button presses 40 inputs long that when done within 1 frame of accuracy kills the opponent immediately and ends the round

Option 2: Someone spends time to learn the intricacies of the game itself, instead of how to do infinite combos, leading to matches where you try to outplay the opponent instead of trying to be first to get the autist combo out.

Which one is more fun to play? Which one is more fun to watch?
>>
>>387084687
Fucking hate z motion charge ultras. But besides that the rest are easy enough.
>>
>>387093317
Except aimbot is taking the skill out of a player. Fight sticks/mouse and keyboarding (on console)/driving wheel don't take the skill out of the player, they're just different methods of input.
>>
>>387096380
>someone makes a dumb comment
>someone offers a valid counter example that disproves dumb comment
>you get inexplicably butthurt
>>
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play skullgirls

there's easy chain combos (not links), simpler inputs and a good tutorial

if you quit online, you can still look at the animations. put -debugkeys in the launch options
>>
>>387084687
this is the most superficial reason for the statement "fighting games are hard" that every single person that doesn't play fighting games latches onto
the harder part comes after learning the inputs relatively consistently: using them correctly
>>
>>387108470
If you simplify the inputs you're simplifying the combos retard.
>>
>>387100849
down forward punch is a super hard thing to learn huh
>>
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>>387084687
Fixed that for you OP. You're welcome.
>>
>>387092696
>Reminder there are people ITT who play on pad and use the analog stick
I just don't see how the d-pad fucking works. I hear other people apparently do it but sliding my finger around over 4 separate buttons feels awkward as hell compared to using what's basically just a tiny stick. Dashing and blocking are easier I guess but motions feel so weird.
>>
>>387088334
>not buying keyboard and mouse to play PC games
>not buying controllers to play console games
WOW
>>
>>387109885
>Autisticly memorizing shit in place of intuitive control and natural reaction
>Skill
Why are fightan gaymers as retarded as Sonic fans?
>>
>>387091931
Street Fighter. It looks complicate but it's basically a swing-around motion.

You start holding down-back, then you flick forward and roll it backwards until you are pointing up and press the button. It lets you pick your side also.
>>
>>387110309
>Implying both those things don't exist in most fighting games.

You're an idiot holy shit keep making excuses for being a weak nigger.
>>
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>>387108629
It astounds me that people can't memorize like 6 moves in a row. You can get by with about 3 or 4 combos with a character. If you can't do that, you don't have the mental capacity to win any decent fighting game in neutral.

Learn to do a dp faggot.
>>
>>387108629
both can be interesting, but what you want is the removal of one which also in itself lessens the impact of the other.
>>
>>387108319
You "could" but it won't work very well.
They only have A, B, start, and Z buttons I believe.
>>
>>387110309
>i can't do it so it's autism
/v/ is truly the safe haven for pseudo-intellectual casuals that think themselves something more than a casual
>>
Fighting games I feel are pure because you can't manipulate the opponent (if they aren't a scub) there's no RNG or guaranteed responses, and for real good players you can even switch your pattern once your opponent has seen through you.
It is very high skill because you lack all those tools.
>>
>no link to the actual video

https://www.youtube.com/watch?v=AGrIR_jlLno

Come on /v/, this guy is actually decent.
>>
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>>387111415
>you can't manipulate the opponent
>>
>>387094416

What do you mean by charge?

Sorry for the newfag question.
>>
>>387089258
Why are you lying
>>
>>387088038
I can do them with no problems but they never felt natural to me, maybe it's because I use a keyboard.
>>
Why would you ever try to debate fighting game mechanics on /v/
Unless you're just farming for scrubquotes I don't see the point, it's just people who suck at the games making excuses.
>>
>>387111797
Charge = Holding the direction. So if you were playing Guile in Street Fighter, to do a Sonic Boom, you have to hold backwards, then after a set amount of time the input is considered "charged", and you can press forward and punch to shoot the Boom out. The same goes for Flash Kick, you hold down, wait long enough for it to be charged, and then press up and kick.
>>
>>387111415
>you can't manipulate the opponent
what fighting game do you play mate? Have you never conditioned the opponent ?
>>
>>387111678
You try to but unless you have a 100% win rate you aren't doing it all the time or are fighting shitters
>>
>>387089258
Your local must be full of scrubs
>>
>>387112190
Yeah but even the best players don't have a 100% win rate. So clearly it's not a science.
>>
>>387102775
Whenever you touch your girlfriends feet with your own and you proceed to mess around with them, that's playing footsies.
>>
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>>387100198
It's not difficult in the slightest, I play 98 and 02 all the time on pad. You just press forward, and ease up at the same time. I can short hop 100% of the time. Hyper hopping is a bit more difficult, but thankfully running into a short hop makes that into a hyper hop, so it's not much of an issue.
>>
Motions were never a problem when I played as a kid. I think that became a problem because all I did was focus on special moves and then I get my shit wrecked by Sagat cr.HP or Adon roundhouse.
>>
>>387084687

Special or unique moves don't take that much effort to get down. I did that in arcades as a kid. Everything else is why the genre is difficult. A guy can spend countless hours in training mode but lose due to not properly knowing his buttons, match-ups or just choking against a live opponent that's getting in his head.
>>
my biggest problem with fighting games is having to learn matchups. i can be doing well against someone until they realize i don't know how to deal with certain shenanigans or know when to interrupt their pressure, so they exploit it until i'm dead.

i can go into training and learn to deal with it but the you face another character with a bunch of different shit you don't know. then it's the same process for every fighting game you want to play.

i can only beat people who don't understand the basics of fighting games or don't have the execution to deal big damage. anyone who knows my character will most likely beat me because i don't want to out in the time to learn everything about theirs.
>>
How the fuck do people count frames for meaty setups and shit?
>>
>>387112830
It's much more prevalent in fighting games to be sure, but matchups are in literally every single competitive videogame that is currently popular. Hell, Overwatch's main factor is your matchups.
>>
>>387086368
>>387086869
Wasn't Rising Thunder's company bought out by Riot and they're retooling it or something?
>>
>>387113142
Most people don't actually count frames. It's all about feeling it out.
>>
>>387108629
fighting games consist of both. you have to outplay them to land the autist combo.
>>
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>>387110516
I prefer to learn spacing -> frames I can throw moves out -> what I can chain and what I can use for mix-ups.
>>
>>387113209
Riot bought them out without explanation and have just been sitting on the developers. Either they're making something heavily under wraps or the chinese investors were scared shitless of a fighting game adopting their business model and wanted to squash it.
>>
>>387084687
Not entirely untrue. Obtuse stick motions are hard because there's little feedback provided. You know you fucked the motion up somehow, but it's hard to know what exactly you did unless you were in training mode with input display turned on.
>>
>>387113142
Some people actually have frame calculators to find out exactly what they can do. Some people just throw shit to the wall and see what sticks. I prefer to let the nerds handle that and steal their setups.

You can usually set the dummy to wakeup jab or dp to see if your setup/safe jump works and adjust accordingly.
>>
>>387109114
>Recommending Skullgirls, a game where a pro can lock you in a pseudoinfinite combo unless you have the matchup experience to not fall for the single mixup needed to drain your entire healthbar.

Wew fucking lad anon. At least with SFV he stands a chance to land a hit.
>>
>>387087974
When's the next fucking chapter?
>>
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>>387110723
What if I hotwire two of the bongo controllers together? Maybe three so I can have directional inputs? I want to fulfill my dream of hiring a Jamaican Rastafarian group to win Evo.
>>
>>387114732
>Recommending SFV
You're not going to lose in a more satisfying matter there. It could be worse there because of stage KOs and the long ass win screens.
>>
>>387115074
Do it man just make a giant hitbox
>>
>>387113383
Okay yeah that's what I thought.

Not sure why the other anons were saying it bombed.
>>
>>387115390
That's a good point. I would definitely much prefer to get infinited to death by something that I don't know how to deal with than seeing a 3 second stage KO.
>>
>>387094032
Each skullgirls character cost more than the total development cost of the game
>>
>>387114732
Random super actually works in Skullgirls and the community agrees.
>>
>>387084687
Well its why Smash is more popular than any fighting game thats for sure

Simple controls =/= Less complex game

Same way a shooter wouldn't be more complex if you had to hit R1 R2 Up down Up down just to shoot.

The reason why fighting games had inputs has nothing to do with adding to the games depth, fun or complexity. Its because arcades simply didnt have enough buttons when they first came out. Literally a stick and 2 buttons, that eventually increased in button number as years went by.

So its no wonder fighting games are nearly dead, they refuse to evolve and ditch the input system.
>>
>>387113205
>but matchups are in literally every single competitive videogame that is currently popular.
Not in shooters.
>>
>>387115596
There's no infinites and the tutorial teaches you how to deal with everything
>>
>>387084687
>Give fighting games simple controls
>Good players just kick casual ass with less effort
>>
>>387116332
Its called match making faggot.

Simpler controls means more players, which means more scrubs to play with other scrubs. Rather than the current system of 90% of the player base being long time hard core fighter fans and 10% being fresh players who get obliterated by 90% of the community and leave to play better games.
>>
>>387116332
>Good players just kick casual ass with less effort

You think inputting a HCF takes effort from a good player?
>>
>>387104825
He should have just beaten the shit out of you, faggotry like what you displayed is usually rectified by beatings.
>>
>>387116437
Simpler controls means dumbed down game play means less players means dead game after a few weeks when the turbo casuals leave for the next flavor of the month
>>
these threads are all a waste of time. I'd say 90% of the posters vouching for simpler controls and it's benefits would never bother trying to truly get good at a fighting game with simple controls or not.
>>
>>387116568
What if I told you that there's a sizable contingent of pros who are vouching for it, because they know that it literally does not matter?
>>
>>387116557
>Simpler controls means dumbed down game play
No
>means less players
Nope
>turbo casuals leave for the next flavor of the month
Yes, exactly. That would actually be good for a fighting genre so we have
1. New games frequently
2. Innovation
3. Bigger profits for more development

Instead of relying on this tiny dedicated fanbase who refuses to buy or play their own games.

Go look up fighting game sales over the last decade, they are dying.
>>
>>387116502
Even in EVO top 8 you get an occasional dropped combo or input.
>>
>>387110309
You could say the same about every single genre of games, even your daily activities
>>
>>387116629
What if I told you the opposite since apparently we are pulling shit out of thin air
>>
>>387116679
That's usually not a HCF though, that's 1f links and shit like that.

I sometimes drop DeGrey combos in Fantasy Strike, missed inputs can still happen with simple inputs.
>>
>>387116629
What if I told you that's a steaming pile of shit. All the SF pros I see are bitching about how the game has no creativity or expressiveness because it's so dumbed down mechanically.
>>
>>387116568
But Smash is more popular than any of your shitty fighting games with over complicated controls

You are empirically wrong.
>>
>>387090971
numpad is better though
>>
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In the time a human being is spending learning how to get good at fighting games, they could play like 8 other games instead.

Only get into fighting games if you truly have the desire and heart to keep playing constantly and always be practicing in your free time, or else you won't get anywhere with it.
>>
>>387095081
I thought DoA5LR was the best tutorial ever.
It teaches you both the game fundamentals and combos for every character, what else you need?
>>
>>387115919
I know it's bait, but c'mon anon, the reason why Smash it seems to be more popular is because it has a very vocal (and full of manchildren and divas) community and the games are made around fanservice. Casuals don't care about inputs or even gameplay, they are happy mashing random supers or using items but they care about the single player and casual content. SF, Mahvel, animu fighters and 3D fighting games lack that content, meanwhile Smash adds shit like 8-player matches, items, a lot of fun casual stages, trophies, mini-games and shit. When they are done mashing supers in any fighting game, they drop it and don't see a reason to play it anymore. Complex inputs or mechanics are not reason why fighting games are dead, it's the lack of content for casuals but no one at Capcom, ArcSys, Bamco or even Sega understands that. Only NR understands and that's why they have been able to sell the same game 4 times, included DLC, cosmetics and GOTY versions.
>>
>>387116638
>>Simpler controls means dumbed down game play
>No
Yes

>means less players
Nope
Yes
>>
>remove complex controls
>introduce other complicated features
WEW

SO HARD
>>
>>387116901
>fantasy strike
And yet no one on /v/ will play it.
>>
>>387116893
Its not bait, its 100% truth

Smash is better than every fighting game because it has a good control scheme.

Thats literally 100% of its selling point and the reason why every other fighting game is dying, they refuse to update.
>>
>>387116731
I'd point you at the list of EVO top 8s who have played FS and liked it/are supporting it.

>>387116742
SFV's problems are not that the combos/special moves are easy to execute, but that the game is boring as shit, with 90% of the characters having the exact same gameplan.
>>
>>387116769
How many Smashers are just literal autists who only play the game because mario and pokemon are in it? I'll give you a hint, it's all of them. Smash is hot garbage.

Replace Nintendo characters with an all original cast and nobody would play it. Guaranteed.
>>
>>387116901
>Being so shit at video games you cant do moves in fighting games
>>
>>387116973
I thought Brawlhalla is doing pretty good despite being an indie game.
>>
>>387116893
>>Complex inputs or mechanics are not reason why fighting games are dead
>Literally number 1 complained about thing and the ONLY feature that is identical in all fighting games that are selling poorly
>in comparison every fighting/brawler with good controls sells well
You're an idiot. Enjoy your dead genre.
>>
>>387116961
You are damn fucking right im not going to play that casual shit
>>
>>387116994
>being so shit at game development you cant make a hard game that doesnt require you to learn inputs that could be done with 1 button
I want you for the next week to only reply to posts after hitting space twice, enter three times, z, z, a, b, up, down, up, down and shooting yourself with a 9mm and tell me it adds to your experience
>>
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I feel sorry for all of you scrubs that just can't make it
You're really missing out
>>
>>387084687
The motions aren't hard, faggot.
It's the timing, spacing, and use of them that's difficult.

I'd fucking destroy you in rising thunder, fantasy strike, or even divekick too if you think inputs are the problem
>>
>>387117045
How do you know it's casual until you have played it?
>>
>>387117001
It's nowhere near smash levels of popularity despite being free. Brand recognition is carrying Smash and Street Fighter.
>>
>>387116737
I was talking specifically about SFV as I'm not knowledgeable enough in other games to realize such mistakes.
>>
>>387091882
This is idiotic. Tutorials aren't needed to teach top-level stuff, they're needed to teach the basic stuff that a ton of players don't actually understand (like frame advantage).
>>
>>387117210
That's why I said "despite being an indie game".

I'm not saying brand recognition doesn't matter, I'm saying a simple fighting game can get by without it. And even aside from brand, Smash is the flagship fighter of Nintendo consoles with a LOT of marketing and huge budget behind it.
>>
>>387117178
>How do you know it's casual
1 button moves
no high/low
dumbed down health
yomi counter (do nothing)
game is literally advertised as being for casuals
>>
>>387117421
"Being for casuals" does not equal "casual".

Fucking Go looks dumbed down compared to Chess, but is also considered deeper.
>>
>>387108629

Option 1: You sit down for 5 years and memorize a complicated spray pattern / Hero pool and Item variations / Every card and combo in the game / Perfect elevations for bullet drop etc etc etc.

You're just against competitive games anon, you don't need to spend forever practicing fighting games to have fun with them but like ANYTHING IN THE WORLD, if you want to be good and compete, it's going to take effort and hours.
>>
>>387117473
>"Being for casuals" does not equal "casual".
Yes, yes it does
>>
>>387117045
>Let's remove already established complex moves and mechanics in a game or it's future release for specific group of ppl and say fuck you to the old fans.

We already seen it happened.
>>
>>387108629
>Which one is more fun to watch?
Who cares
>>
>>387088565
>implying it shouldn't be Evo moment 37
>>
>>387113345

And you won't be able to do anything with that knowledge unless you know a few BNB's. Also literally everyone in the world learns BNB's before they get into fighting games enough to start looking at frame data
>>
>>387117545
Being for casuals only means a low barrier to entry.

Being casual means a low ceiling.

>>387117594
FS is built from the ground up with simple moves vs SFIV 3ds being SFIV but inputs removed. It's the subtle difference between cutting off two wheels of a car to make it lighter, and building a motorcycle.
>>
How hard is to simply have smash-like inputs?
Simply use 8 directions and 4 action buttons, that makes 36 moves(4 neutrals included).
Now add button combinations between those buttons and you can easily have over 50 moves.
Do like DoA maybe and add variations to strings for more mix-up game and we are done: here's your fighting game that doesn't require autism to play.
>>
>>387117723
Why the fuck would anyone want that?
>>
I still don't understand why Capcom has yet to patch out that glitch that was there since SF2. Are they just lazy?
>>
>>387117473
>>387117421
>>387117178
It's designed to have a low entry barrier.

I played for a full day during one of the weekends, tried out all characters, and mained my favorite.
It's almost exactly Rising Thunder if you tried that.

Lets just say you have a very limited number of options at any given time.
Yomi counter is FANTASTIC in theory, but I only had it happen by accident. Also in theory, you could option select yomi counters by alternating blocking and releasing controls, or block at meaty timing and then release.
I don't think there's much high level gameplay in there as is due to the limited movesets.
Every character has their own stupid gimmick.

6/10 for the "pre-alpha". Worth waiting to see a fully completed build before dismissing this title.
>>
>>387117749
I bet most people who complain about inputs would love this solution. It has more than Smash but everything is simple to input, you would play practice mode only to see them once basically
>>
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>>387117632
>/fgg/ thread
>dp required to post instead of captcha
>360 gives you special flair
>evo37 gives you access to the /tourney/ board
>>
>>387117723
the inputs balance the moves
>>
>>387117808
It's hard to tell how good it is right now because there's only a core of dedicated players, but with no lobbies they can't really play each other. I think high level play is really interesting, and player style often shines through depending on which move the player prefers (it's almost like "piece specialists" in chess; many high level chess players made a name for themselves by studying using certain pieces and their applications mroe in depth).

>>387117875
FS is kinda doing that. 3d games like Soul Calibur had been doing that for a long time.

I want a new Soul Calibur that's as good as 2
>>
>>387117983
There are other ways to balance moves.
>>
>>387117875
>people who complain about inputs
No one gives a shit about these retards, they can fuck off back to whatever casual single player garbage they came from.
>>
>>387117687
I was refereeing to this>>387116901
Old fans would just go what and anyone who play the first or earlier game of the series would be so confused.
>>
>>387118003
Soulcalibur 2 was shit though
>>
>>387117983
Literally no.
Balance them by not making them OP or have long startup/ending lag.

>>387118003
FS looks good so far indeed, I hope more fightans understand it's finally time to drop piano inputs

>>387118061
Devs care since more players = more money
>>
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>People unironically shilling fantasy shite
>>
>>387118129
>Soulcalibur 2 was shit though

How does it taste when crap like that leaves your lips?
>>
>>387092068
Zangief has never used that input in any game.

That input was for Vega, Guile and Dee Jay's super.
>>
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I really hope the pretzel makes it into Tekken 7
>>
>>387118187
>liking a game is shilling
While I indeed suspect some are paid shills, there's no real way to tell since it's perfectly normal to talk about games you like on /v/ - Videogames
>>
>>387118286
>people like fantasy strike
Hello shill, make it less obvious next time.
>>
>>387118285
That's just 1+half circle+3 and literally one half circle
>>
>>387118286
>While I indeed suspect some are paid shills

>implying Sirlin has money to pay shills

Dude is massively in the red.
>>
>>387118187
Ok how about Injustice, Killer Instinct and Mortal Kombat? Sure the later might be old but but the game is pretty well receive and have much easier input.
>>
>>387118221
>M-M-MUH ZELDA
>>
>>387118383
>people can't like what I don't like
Typical /v/
>>
>>387118285

What kind of move is this? When would one use this? Are you supposed to cancel into that or what.
>>
>>387118285
I thought a pretzel was a 2363214/2141236 motion
>>
>>387118440
The guest characters were all thrash, but Link was probably still the most fun, yes.

The game stands alone on its own merits real well even without them though. It still has a semi active community.
>>
>>387116769
smash is not a traditional fighting game, so this is empirically useless as a comment
>>
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>>387118463
No, the pretzel is 1632143. It looks like a pretzel. What you described is sometimes known as a ranbu or just qcf-hcb/qcb-hcf.

>>387118458
Yes, you cancel into it. You can use it in combos or anti air.
>>
>>387118738
>smash isn't a traditional fighting game
And?
>>
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>>387118391
Yes, and a surprising amount of people have a hard time with it.
>>387118458
A great move
>>
>>387118785
>>387118837

Looks rad bros. Cant wait for him to get into T7.
>>
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What is the deepest most complex fighting game?
>>
>>387118989
Probably one of the Virtua Fighters.
>>
>>387119062
>Probably one of the Virtua Fighters.
I said MOST complex, not LEAST complex, please try to read
>>
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>>387118989
team fighters with assists
>>
>>387084687
Any 10yo can learn combos.
Fighting games suck because they're heavily dependent on thumb speed. Most people get physically tired of it after several minutes.
>>
>>387119158
stop out of shape
stop button mashing
>>
>>387119062
How is virtua fighter in any way shape or form complex?
>>
>>387119130
This
>>
>>387119130
>Have a fetish for robots
>Have a fetish for bobcuts
>One of the characters is a robot with a bobcut
>She is also a fucking cat
Such a waste
>>
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>>387119158
>being so out of shape that pressing buttons works a sweat
>>
>it's a "cater to casual trash like me" /v/ episode.

Arcades would have eaten you fucks alive. Even in Soul Calibur
>>
>>387111878
>Everyone is as shit as me
>>
>>387111878
Most people who aren't underage such as yourself and grew up playing old fighting games never had access to frame data and thus learned to time things without it by trial and error.
>>
>>387119158
>Fighting games suck because they're heavily dependent on thumb speed. Most people get physically tired of it after several minutes.
Post your weight and your fucking hands now!
>>
>>387119158
>several minutes.

Jesus christ dude I'm super out of shape and I can play melee for like 6 hours straight before my hands get a bit sore something is wrong with you.
>>
Id rather just be a stream monster
>>
>>387099482
>People ARE doing their own research though.
Is that why I'm explaining basic fundamentals that are in tutorials to stupid people that seem to lack to conscious decision making to read or poke around in the UI to find shit to read
>>
>>387119158
How much of an unhealthy piece of shit do you have to be you get tired from pushing buttons?
Has the couch fabric fused to the back of your head, because you're such a fat shit that starts wheezing because you move your thumbs to much. Holy fucking shit my man this is not an excuse, this is you being pathetic.
>>
>>387087876
Injustice 2
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