Hakoden, Shoryuken, Sonic Boom...I can do all the basic stuff easy.
But double Hadoken motion for super move? Forget about it!
But double Hadoken motion for super move? Forget about it!
I swear reading combo inputs are another language. Its like reading music notes or a foreign alphabet.Yeah I've gotten a better handle on it over time but I definitely have to think about my inputs more on P2 side.
So similarly, when I look up moves online I often now have to pull up a translator AKA "What fuck do these numbers and letters mean?" Again, been playing a lot of fighting games since SF2 on the SNES but if you give me an input string in numbers and letters instead of directions and buttons I'll be totally lost.
out of those two options, I'd say I probably use the tip, or upper part. Depends if it's a dpad or an analog stick though I suppose.How do you do quarter or half circle moves. Do you use the tip of your thump or the middle/bottom part (I don't know the correct English word for that ;)
I might make a thread on this. Dunno if there's enough interest in it though.I swear reading combo inputs are another language. Its like reading music notes or a foreign alphabet.
number notation is the devilI swear reading combo inputs are another language. Its like reading music notes or a foreign alphabet.
The move is performed by moving the stick to Down and in one quarter-circle motion, bringing it around to forward, then the attack button. In other words, the stick hits down, then passes through down-forward, and ends in the forward position.
You're right, I didn't mean it that way but I see how my wording could be interpreted there.And this is one of the big problems: you have described it wrong. Try doing what you described in SF2 and it wont work. You have to press the punch at the same time as forward, not afterwards.
please describe how you would do raging storm without numpad notation.Yep
Is it so damn hard to just say QCF, HCB, F, D, B, UP, etc. Instead I have to look at my damn keyboard every time I see a combo string with numbers mentioned.
please describe how you would do raging storm without numpad notation.
was it SF IV that introduced 33->P shortcut for shoryukens?Its almost the same as a hadoken
Try pressing down and right or left over and over fast while pressing punch I bet you do shoryuken 10/10 times
No idea but I know thats when I learned about it
Fighting EX Layer has a mode you pick called Progressive where all of the specials are done with a direction and then an attack button. Some specials are one direction then the other, as are many supers, but there aren't any "complicated" motions like in traditional FG inputs. you can also use classic mode for said traditional inputs, but nobody has an advantage or disadvantage to using either input they feel comfortable with.This just makes me want to know if there are any good fighting games where I don't execute moves based on using the directional pad or a combination of button presses. The last fighting game I was into was Killer Instinct on N64. I've tried several times since, the last being Street Fighter V, and I just can't do it.
In my experience, it's because of the "throw" of the stick. I've had to mod each of mine so they hit the switches faster and return to neutral faster. No problems after that.On stick, I find double quarter-circle motions (⬇↘➡⬇↘➡) of supers difficult to consistently pull off in matches. In my opinion, the double motions and 720s are some the earliest and perhaps biggest barrier-of-entry for newer Street Fighter players (control-wise) since they are often the key to landing big round winning damage. Unless I am totally off base, these motions may be the first single moves that really require substantial practice time to land.
You'd jump.Does any game replace dragon punch with a vertical half circle? As in 23698? That seems much more natural of a hand movement, as well as more intuitive for an anti-air move.
I know people always say that your controller doesn't matter, and of course like, if top players are using controllers clearly it kinda doesn't, but I really do believe that arcade sticks are easier. I played on controllers for a long time first, first with the analogue stick where I'd have trouble with inputs sometimes, then with the dpad where I could be much more consistent. When I bought my first arcade stick, people say, you have to relearn, its difficult to use, but immediately it was easier, and extremely intuitive. It just gives you more to work with, to get your inputs right.But the biggest problem is the quality of the controller. Those control sticks and d-pads are very difficult to use with the fighting game moves. You end up overdoing the circle and jumping up. Even charge moves are hard on the d-pad because you inadvertently press up or down when trying a horizontal charge move.
If noobs used fight sticks they would learn the moves very quickly. Even the dragon punch moves are fairly easy with them.
The amount of Tekken players I know with who struggle with iSW until I tell them to hit the last input at the same time as the final direction is quite eye opening. Leniency has definitely created this input after direction habit.It's also important that the button is pressed as you reach the final direction, not after. I've seen some people make this mistake.
It's less that it doesn't matter, and more that you should use what you're most comfortable with. For some people that's a stick, for some a pad, etc. I do agree that people should experiment.I know people always say that your controller doesn't matter, and of course like, if top players are using controllers clearly it kinda doesn't, but I really do believe that arcade sticks are easier. I played on controllers for a long time first, first with the analogue stick where I'd have trouble with inputs sometimes, then with the dpad where I could be much more consistent. When I bought my first arcade stick, people say, you have to relearn, its difficult to use, but immediately it was easier, and extremely intuitive. It just gives you more to work with, to get your inputs right.
Unrelated note but it also helped motivate to play more because it was just a lot more fun to use. While I get why people try to turn off new players from feeling like they should get a stick (they are expensive) I think maybe people go harder on that than they ought to, they make a difference in multiple ways, at least in my own experience.
There's Fei Long's "chicken wing" and Sagat's original Tiger Knee motion, 12369. Most people would have an easier time with the traditional shoryuken motion.Does any game replace dragon punch with a vertical half circle? As in 23698? That seems much more natural of a hand movement, as well as more intuitive for an anti-air move.
I think you'd just end up jumpingDoes any game replace dragon punch with a vertical half circle? As in 23698? That seems much more natural of a hand movement, as well as more intuitive for an anti-air move.
I get that, but it doesn't seem too outlandish for a game to not make you jump if it detects a quarter circle in the same movement. I guess it would make it touchier to jump from a ducked position, though.
Watch the pre-fight animation (first one is at 33 seconds). That Z motion is what you want to copy when inputting a shoryuken command. It's best on a square gated joystick as you end the motion in the bottom corner of the square.Nope, never had trouble with it. I have more trouble with the Shoryuken.
The main advantage of numpad notation is that it's universal. You can read it no matter what language you speak since fighting games are enjoyed globally.Yep
Is it so damn hard to just say QCF, HCB, F, D, B, UP, etc. Instead I have to look at my damn keyboard every time I see a combo string with numbers mentioned.
I get that, but it doesn't seem too outlandish for a game to not make you jump if it detects a quarter circle in the same movement. I guess it would making it touchier to jump from a ducked position, though.
Come on man, that's not what I was getting at. The inputs are great and I love that they're included, I'm just having trouble consistently executing them on command and since the game doesn't have a good training mode there isn't a simple way to figure out what you're doing wrong. Obviously I'll get better after the character has been out for more than two days
The Hadouken input is the only one I can do consistently. The Shoryuken input, though... that's something else.
That being said I fucking hate doing 360/720 motions, especially on a d-pad.
Nope, never had trouble with it. I have more trouble with the Shoryuken.
Killer instinct has Down then Up + attack for some characters instead of a classic shoryuken motion.
The Hadouken input is the only one I can do consistently. The Shoryuken input, though... that's something else.
I've never used one but I think a hitbox would break me. I'm comfy rotating a good dpad with my thumb, having to press multiple buttons for a direction would be torture.must funny because I struggle the most with SRK motions on the hitbox. I think I have an issue holding down multiple buttons with one hand and let go of a few of them. I use a regular stick for SF and KOF and my Hitbox is dedicated to anime games. I think it may be more to do with how it reads inputs compared to BBTAG and UNIST
I've never used one but I think a hitbox would break me. I'm comfy rotating a good dpad with my thumb, having to press multiple buttons for a direction would be torture.