Same this sounds awesome.
they are one of the easiest parts about fighting games to be fair (not talking about weird KoF midair stuff, but Street Fighter)
They most definitely aren't one of the easiest parts, considering the entire genre revolves around movement and your actions.they are one of the easiest parts about fighting games to be fair (not talking about weird KoF midair stuff, but Street Fighter)
I like the simplified control scheme, it seems like a good pair of training wheels until you realize that having to do a qcf wasn't what kept you from winning. it kinda sucks that they reduce your options though, so a lot of the things you learn you then have to retrofit to the "normal" control scheme or playing against people with twice the move pool will fuck you up.
I was in the same camp, I thought being able to do clean fireballs was what kept me from winning. when I couldn't do clean motions, my problem wasn't doing clean motions, my problem was thinking my normals weren't big and flashy enough. oh and it does suck a lot. I thought the Persona auto combos were the tightest shit and when I had to go back and actually learn them, maaaaaaanThey most definitely aren't one of the easiest parts, considering the entire genre revolves around movement and your actions.
Reducing the options does suck, not really sure how a casual would feel about relearning everything again with harder inputs.
not winning competitive isn't so much an issue as long as there are other things to do, which SF6 seems to provide. people are here for the characters and aesthetic, for the most part. learning DP motions doesn't stand much in the way of thatthey are one of the easiest parts about fighting games to be fair (not talking about weird KoF midair stuff, but Street Fighter)
I like the simplified control scheme, it seems like a good pair of training wheels until you realize that having to do a qcf wasn't what kept you from winning. it kinda sucks that they reduce your options though, so a lot of the things you learn you then have to retrofit to the "normal" control scheme or playing against people with twice the move pool will fuck you up.
She doesn't seem to care despite being aware of them.Seeing her enthusiasm for how much the simple controls opens up the genre for her contrasted by the baked-in skill-ceiling of that control scheme makes the limitations a real bummer.
They most definitely aren't one of the easiest parts, considering the entire genre revolves around movement and your actions.
Reducing the options does suck, not really sure how a casual would feel about relearning everything again with harder inputs.
They absolutely need to make concessions if using simplified special motions because the core gameplay, character properties, etc have and always will be balanced around them. Being able to do simple motions with no trade-offs would simply break what is at its core a head-to-head competitive game.they are one of the easiest parts about fighting games to be fair (not talking about weird KoF midair stuff, but Street Fighter)
I like the simplified control scheme, it seems like a good pair of training wheels until you realize that having to do a qcf wasn't what kept you from winning. it kinda sucks that they reduce your options though, so a lot of the things you learn you then have to retrofit to the "normal" control scheme or playing against people with twice the move pool will fuck you up.
Y'know when we have these discussions very often we have this image of somebody that never plays fighting games, but wants them to change to accommodate them. Given your example about the snes controller, I can't play fighting games with a controller. The pain my thumbs feel it's a pretty great reason to never touch a fighting game with motion inputs. I'm pretty sure a lot of people don't want physical pain when playing a video game.It's most definitely one of the easiest parts considering I learned to do hadokens and shoryukens in a few days when I was 11 playing on my friends' SNES, but still can't win against randoms when I play online.
Learning the motions is a tiny little bit of effort compared to the total time you can spend on these games. It's like learning the rules of chess, you only need to do it once.
Era also told you it's going to widen the skill gap between new players and EVO winners.
I wonder if they'll allow players on modern controls to customize moves for each character. That way, they can pick exactly what moves their character can do, since they can't fit the entire toolkit into the modern controls. Seems like a decent compromise.they are one of the easiest parts about fighting games to be fair (not talking about weird KoF midair stuff, but Street Fighter)
I like the simplified control scheme, it seems like a good pair of training wheels until you realize that having to do a qcf wasn't what kept you from winning. it kinda sucks that they reduce your options though, so a lot of the things you learn you then have to retrofit to the "normal" control scheme or playing against people with twice the move pool will fuck you up.
I wonder if they'll allow players on modern controls to customize moves for each character. That way, they can pick exactly what moves their character can do, since they can't fit the entire toolkit into the modern controls. Seems like a decent compromise.
Guilty Gear strive killed me. Playing as Giovanna she has so many special cancels I was constantly inputting.Y'know when we have these discussions very often we have this image of somebody that never plays fighting games, but wants them to change to accommodate them. Given your example about the snes controller, I can't play fighting games with a controller. The pain my thumbs feel it's a pretty great reason to never touch a fighting game with motion inputs. I'm pretty sure a lot of people don't want physical pain when playing a video game.
The only way I can play a fighting game is with a keyboard.
I main R.Mika, I've hit high gold very close to hitting plat and I'm fully aware how uncomfortable motion inputs can be especially when you have to tie them in-between normals or other motions inputs.
They probably chose the moves they did for balancing reasons. The extra moves are meant to be an incentive to learn the more complicated schemeI wonder if they'll allow players on modern controls to customize moves for each character. That way, they can pick exactly what moves their character can do, since they can't fit the entire toolkit into the modern controls. Seems like a decent compromise.
I was going to mention this in the OP but decided against it.Just a reminder that dnf duel comes out on Tuesday and does pretty much every thing in this video.
For EVO winners motions inputs practically don't exist, and new players barely manage to move their characters in a match let alone do a complicated motion input. Did you see the SFV streamer tournament on twitch?Era also told you it's going to widen the skill gap between new players and EVO winners.
Have you ever thought about getting good?Guilty Gear strive killed me. Playing as Giovanna she has so many special cancels I was constantly inputting.
For someone who is able to get over the hump, absolutely. But for accessibility purposes, they should allow for people who would not be able to. Players are used to classic controls, I feel anyway, are already at a pretty big advantage. I don't see how it could cause balancing issues.They probably chose the moves they did for balancing reasons. The extra moves are meant to be an incentive to learn the more complicated scheme
I can see it happening but being allowed only in World Tour. Definitely not online.
You mean does everything here and more since there are no restrictions to it. Well one but it's negligible.Just a reminder that dnf duel comes out on Tuesday and does pretty much every thing in this video.
why do you do this?
For someone who is able to get over the hump, absolutely. But for accessibility purposes, they should allow for people who would not be able to. Players are used to classic controls, I feel anyway, are already at a pretty big advantage. I don't see how it could cause balancing issues.
Should have probably wrote fgc somewhere too :/
Sure.
None of them will buy itJust a reminder that dnf duel comes out on Tuesday and does pretty much every thing in this video.
Sure.
There are ways to balance moves around simple inputs, you just have to do it.
I'm not sure why the assumption is that simplified input can only be slapped on haphazardly as an afterthought, aside from lingering PTSD from 3DS SFIV.
I laughed at this as a joke at first, but the more I thought about it a button press that includes a hop forward and a hop back for perfect footsie spacing in this easy mode actually isn't a bad idea at all. This will help people really understand the fundamentals in a real world applicable non-training mode way. This is low key a great idea.Hopefully they add a footsie button for me so I can keep perfect spacing.
Charge characters still charge with modern controls in Street Fighter 6.Imagine simplified sonic booms and flash kicks.
Edit: But I do feel like the entire moveset should be accessible if they were going to do this. People who only want to use simplified controls will definitely feel like they are missing out on a character's toolset.
I laughed at this as a joke at first, but the more I thought about it a button press that includes a hop forward and a hop back for perfect footsie spacing in this easy mode actually isn't a bad idea at all. This will help people really understand the fundamentals in a real world applicable non-training mode way. This is low key a great idea.
Charge characters still charge with modern controls in Street Fighter 6.
You can just write my name. This post is barely 1 page, it's pretty obvious who you are referring to.another FG thread and its another thread about people who clearly dont even play the genre making fun of people liking motion controls, saying how its the hardest part of learning the genre ( when its the easiest) and acting like motion controls are the devil.
like clockwork every time
For Kikoken, you hold back and then press the button. So you're still charging but the forward input afterward isn't needed.Oh ok. That's awesome. I'm guessing it is set up to where they can not move forward (boom) /remain standing (flash) while doing so?
Sure.
There are ways to balance moves around simple inputs, you just have to do it.
I'm not sure why the assumption is that simplified input can only be slapped on haphazardly as an afterthought, aside from lingering PTSD from 3DS SFIV.
Tons of games have macro dashes. People need to understand the concept of footsies first for it to be useful.I laughed at this as a joke at first, but the more I thought about it a button press that includes a hop forward and a hop back for perfect footsie spacing in this easy mode actually isn't a bad idea at all. This will help people really understand the fundamentals in a real world applicable non-training mode way. This is low key a great idea.
You can just write my name. This post is barely 1 page, it's pretty obvious who you are referring to.
another FG thread and its another thread about people who clearly dont even play the genre making fun of people liking motion controls, saying how its the hardest part of learning the genre ( when its the easiest) and acting like motion controls are the devil.
like clockwork every time
All of that would still be available for the traditional input method. Any loss of depth between Guile and Fantasy Strike Not-Guile pales in comparison to Guile's neutered repertoire in SFVI's modern controls. The Fantasy Strike method would even retain the Perfect input by firing it off just as the meter fills.Problem with Fantasy Strike's method simplified method is the game loses some of the depth and options motion controls provide. With the not-Guile example above, simplifying charge moves to not pressing forward removes the strategies that involve the charge buffer. It's not something that casual fans would use, but it lowers the creativity and depth a character can potentially have.