Justify this needless input barrier

Justify this needless input barrier.

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It's a multiplayer game, so it's automatically perfectly balanced and fair.

To filter casuals
But isn't this thread just that one Darkstalkers guy fishing for people to play with?

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You are like a baby, look at this

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The amount of buttons you'd need in a fighting game without input controls would be ridiculous.

>To filter casuals
Ah yes, the quality of a video game is defined by how few people play it.

You mean two?

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Why not just implement an auto-inputting system to do away with this sort of pointless rhythm game shit? A bigger playerbase would be better.

I could do that when I was 9 playing MVC1.
You're not worse than an actual child, are you?

Not like casuals would stick around a fighter after two weeks after their natures hold them back while anyone worth their salt actually improves.
Casuals only matter on launch for their money, the ones that stay behind to play are what keep a game alive.

user, these types of people are literally worse than dogs and infants.

Excuses. If a game dies, its the developers fault. The players are never to blame. Thinking otherwise makes you a scrub developer who just needs to git gud.

fixed

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>Tekkenfags

>The players are never to blame
You have to meet a dev half-way.
What would anyone filtered by a fucking motion input in a year past 2011 have anything smart to say about what devs should and should not do?

Okay, why aren't you playing GBV or Fantasy Strike or something with no motions?

The people calling it hard have never ever practiced something for more than 10 seconds before quitting.

That burning feeling of boredom when you're doing the same thing over and over again? That's what IMPROVEMENT FEELS LIKE, BUCKO, YOU DON'T STOP UNTIL YOU FEEL LIKE YOURE GONNA BARF, AND THEN YOU PUSH SOME MORE

>oh no a slightly adjusted dash input, my nemesis!!

There are other moves that serve the same purpose

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It's not a barrier unless you're playing with an input device not meant for fighting games
Use a stick, the whole genre is literally designed around them and you're a retard if you try to take it seriously without playing with one
You're basically doing the equivalent to playing a shooter with a steering wheel and why would you do that to yourself?

>UNIggers have to work that hard for a 50% combo meanwhile gransnoozers can do 60% combos just from 5H special 5H special 5H SBA

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there are fighting games without motions. it's called smash and it took over the fgc.

i love ftgs but it actually kinda is time to get rid of motions. just having a special move button that takes directional inputs is fine. consider how much tekken 7 took off and that's a game where motions are very rare and strings matter more for most characters.

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Isn't there a better hitbox shortcut or something? I remember seeing one a while back.

Then what about command normals

Forces you to come out of guard and deliberate a second in order to have a near incontestable anti-air and/or reversal. It is meant to be “difficult,” but the difficulty isn’t to arbitrate whether you successfully do the input or not, it’s a difficulty that assumes you’ll successfully land the input 100% of the time.

Basically, if it were any easier, then there would never not be a reason not to use it on wakeup or when an opponent jumps at you.

>SFIV on 3DS with on-demand flash kicks

if you unironically believe this you are without qualification a retarded fucking nimrod brainlet. objectively speaking, hitbox > pad > stick for ftgs. this is factual. if you can't do motions on a pad and bought a stick and suddenly found yourself capable of doing them, then it's probably because your dpad is broken and doesn't read diagonals and you were too low iq to open up windows' controller settings and check. or, god forbid, you play on console in 2021. which still wouldn't be an excuse since you have a pc to check with anyways.

Forward, then hadoken motion. It is literally that easy.

not sure if this works in all games but in sfv at least you can just roll forward, down, and up + punch

>consider how much tekken 7 took off and that's a game where motions are very rare

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>Different games play differently

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Most inputs aren't difficult. If you have trouble doing that, you have bigger problems. This being said, I find fighting games that rely heavily on goofy joystick wiggling followed by the button press really unfun.

> move the joystick forward
> move the joystick down
> move the joystick betwen forward and down
Even on an xbox controller it doesnt take much to get this right consistently.

It is if your game is multiplayer focused.

Yeah that's the one.

>there are fighting games without motions. it's called smash and it took over the fgc.

Smash has this exact same argument except around L-canceling.

you can have command normals with a dedicated special button by...
mapping the command normal to a normal button instead of the special button?
???

if you have a dedicated special button you can make players charge by holding that button + that direction. this is a perfect solution and if you don't see that you're biased and probably a degenerate vatista player like me.

Go play Granblue, it does exactly what you want.

Show me that Vatista, how good are you at throwing out gems my guy
You on PC though, right?

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granblue does require motions though? not to mention 90%+ of my favorite games have motions. i don't mind doing motions. i can do lightning loops. i'm just willing to acknowledge that motions are holding the genre back.

besides, i refuse to play a game that not only had a delayed international release AND a delayed pc release, but also released with delay-based netcode in 2020. i won't support any of those practices, and that's not even getting to the questionable dlc and launch roster.

>Yas Forums STILL can't dragon punch
Unironically git gud

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Modern pads are fucking trash and if you're going to spend a crazy amount of money on a good one you might as well make your own hbox for one third of the price
Only retards play on pad. Sticks are far more intuitive when it comes to inputs, that's why they're the input method of choice and have been for literal decades you stupid piece of shit
Just because trash games like SFV and DBF accommodate for pads with super simple inputs and absurd buffers that doesn't make them ideal or even acceptable
There's a reason only autistic furfags use pads

>granblue does require motions though?
You can still do motions, you'll just have a longer cooldown.
I can't imagine complaining about hadouken/shoryu motions though

fighting games are just for southern hemispherers to have something to be proud of, let them have their retarded inputs

youtu.be/g4-EyNJhcQ8

>WHY DO NO FIGHTERS DO THIS DYING GENRE
>Oh what a game does that? Well I refuse to play it!
Every time

>there are "people" that consider lengthy combos in video games good game design.

Charging isn't an input. There are games with input-less charging.

I too hate being optimal

Fantasy Strike and GBVS. Two games you aren't playing yet demanding every game becomes.

I remember being a kid and feeling accomplished for getting down combos consistently. Perhaps try smash ultimate if you don’t have the patience?

i hate double half circles

Not him but it's not about being optimal, it's about BNB being 10-15 seconds long, it's boring as fuck. I used to play a lot of Blazblue CS and it always was the weakest point of the series imo (+ garbage design but that's subjective)

In SFV, you can just press down right right and punch.

That isn't a BnB
That's a confirm off a goddamn 623B counter hit under low health conditions with vorpal. Situational at best but you'd be an idiot spamming jump to actually get tagged by a Seth 623B

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on the spectrum of fighting game inputs this is a 3/10 difficulty. i could do DPs since age 5 effortlessly, but i still struggle with Charlie's Flash Kick super input from the Alpha series/MvC games

Sometimes going into a hard knockdown to a really fucking stupid oki mixup is a million times better than hitting 6 1f links

My two cents as someone who never played fighting games before and decided to use the newest Killer Instinct 2016 to get into them:
- Those combinations give you a pretty huge moves arsenal with just the stick and six buttons. You have projectiles, super kicks, jumping attacks, super punches, weapon attacks, etc. with different ranges, speeds and reaches, giving the player a lot to work with.
- They give the opponent time to react to the attack and counter. For example there is a time between projectiles used by the opponent imputing the right combination; you can use those times to get closer.

People who are deeply into fighting games can give more technical justifications but as a newcomer that's how I see it.

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Guys let's be real here. Dragon Punch input is not a barrier, it's literally the turnstyle gate upon entry into the genre. If you're still fumbling with that it's not the game that should change, you're just mentally incapable. Don't shout across the gate about how it's too hard to walk through, instead learn how to utilize it instead.

Hit the nail on the head.
The people complaining are quite literally mad because bad.
Inputs are basic shit but most people are too bad to jump that hurdle, especially now when modern fighting games have already simplified
them. If someone actually struggles with qcf or shoryu, then they've got no right to complain

isn't this just srk motion?

t. fightinggamelet

Sorry, I wasn't reffering to that webm when I replied to your (?) post, that's why I mentionned BB. I never played Unist so I can't really talk about it.
Execution doesn't really scare me either, I've been playing FG my whole ife and I understand the balance aspect behind the "traditional inputs". My grievance is more about the flow of these type of game (long combos are often found in tag games or anime games, not counting games wih features infinite (like Alpha 3))

>forward down forward is complicated somehow

What are some fighting games that were built from the ground up from a small set of principles rather than being a mess of aped mechanics?

the newest KI is from 2013 btw

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Skullgirls started as that but the set of principles was just "Make MvC2" so it became more of a mess as time went on.

yeah there are games like Fantasy Strike, with input-less charges, and nobody plays them. i wonder why.

Mostly true, it doesn't really give time to react in a big way but you can notice an input being done. Which even adds to mindgames as you can churn the input but not press a button, opens a load of doors for mind games and reacting to things you usually couldn't.

This, getting the right timings on things is a bigger barrier than inputs will ever be. Without reducing the game down to only autocombos with a set ender casuals will always cry the game is too hard. Nah I take that back, do that and then they will complain it is hard to get a hit in to start the combo. Which when they do they weren't ready and didn't mash the combo button.

There is no way to make fighters easy. I make people rage quit in Arms of all games, just from understanding the basics of baiting, punishes and when to move in or out.

In all fairness, slap a big IP on it and everyone would be jerking it off. That is the real decider, at least to keep the game going for a year.

Tag games have that damn near limitless ceiling for doing what you will but anime games, even with their 10 seconds combos, is something you'd get used to and just accept as part of what anime games are.
Unless you were going for a suspicious reset or do a combo off a light hit, 7-10 seconds of getting hit sounds like your average anime fighter. Just sounds like most anime fighters in general wouldn't be up your alley unless you wanted big damage off like like 5 hits

It does what you want while giving you a penalty for doing it the casual way.
>i refuse to play a game
Yea I figured
Every time

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wooo a new core a

>Effort
>hardwork
Dropped, can't relate

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It's a Z-motion, its purpose is to filter dumb zoomers like you OP.

>casuals will always cry the game is too hard.
But fighting games are multiplayer. Multiplayer games don't have a "difficulty".

Stop playing fighting games if you don't have a friend to play with unless you're good
It's pointless, the only way in is to learn the game with someone else. Eventually, you realise that 623 just isn't that hard to do if you want your buddy to stop jumping over you all the time.

There are plenty of examples of fighting game inputs that are needlessly complex for the sake of being needlessly complex, but the dragon punch input is fine as long as you've already taken up any other sensible input (quarter circle, etc) for it.

That said, I think Granblue Versus has a great system where each special has a simple Smash-style input (specific button + direction) but there's still incentive to use the more traditional inputs (since specials have cooldowns and you get longer cooldowns for using the easy button.)

well, we'll see how it works out with Riot Thunder. until then all we can do is bitch and call eachother a retard with no proper basis

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