A Semi Serious Discussion of Motion Inputs in Fighting Games

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  • เผยแพร่เมื่อ 27 ม.ค. 2025

ความคิดเห็น • 18

  • @Larry.
    @Larry. ปีที่แล้ว +6

    motion inputs give you room to do kara cancels via shared inputs which brings a whole new layer of depth to offense. while i recognize that new players don't like learning it, i think a better focus on singleplayer aspects of fighting games are a better no-compromise solution rather than trying to mash in simplified inputs to a game that has normal controls (because then you need to balance one button DPs)

  • @radioarc8462
    @radioarc8462 ปีที่แล้ว +2

    gotta love our literal one shared braincell in those chipp mirrors

  • @zinogama5084
    @zinogama5084 ปีที่แล้ว +2

    Motion inputs are great, only been playing smash bros my whole life and now one month ago I started playing guilty gear strive and I have to say I love motion inputs first of all they feel great when get todo them and second of all those inputs are great to learn patience, in Smash I used to be a person that was playing way to hectic and impatient (I still do now) but stuff like those motion inputs give me the ground to get more collected to play patient and with brain (to play good) so gotta say I'd probably be a bit upset if motion inputs would loose their place someday in the traditional fighting games. Also awesome Video

  • @zerothefox9027
    @zerothefox9027 ปีที่แล้ว +2

    This is a great video, deserves more attention tbh

  • @espurrseyes42
    @espurrseyes42 ปีที่แล้ว +1

    "Street Fighter" Lingo works better for verbal communication.
    NumPad works better for writing.

  • @therealdebe
    @therealdebe ปีที่แล้ว +1

    Since SF6's modern inputs were mentioned here, technically, ArcSystemWorks has had simple inputs for a long time now. They were called stylish inputs in their previous titles. The way they work is by replacing each button to a set of different moves that automatically combos if pressed again on contact with the opponent. However, that means you lose direct access to a lot of a character's useful moves. That's how SF6's modern inputs similarly work from what I understand.
    GBVSR special inputs are more similar to a Smash Bros' special button. The special button is associated with every ability a character has. Which ability you want to use is determined by pressing it with left, right or down together, or just by itself. You gain quick access to special moves with the caveat of them doing less damage if done raw (not cancelled from another move). In the first game GBVS, the damage is scaled down, regardless of whether you cancel it or not, and the cooldown of the abilites would also be longer.
    I personally find the simple inputs in GBVSR much more appealing. It still gives the player a fine grain control over their character, but also significantly lowering the execution barrier. It allows you to do some crazy stuff like hit confirming a light attack to a super, or heck I bet you can even whiff punish a move using a super. However, I have mixed feelings about simple inputs not doing less damage in a combo. In my opinion, the ease of use and also quickness of simple inputs should always be traded off with a bit less damage.

    • @ramenronin15
      @ramenronin15  ปีที่แล้ว

      Thats interesting to know actually, I never really looked at the Stylish control in Xrd or Central Fiction. I always assumed they were more similar to Dynamic Controls in SF6 where the game basically plays itself.

    • @therealdebe
      @therealdebe ปีที่แล้ว

      ​@@ramenronin15Well, in a way, you're not wrong. Stylish controls don't really give you any control. It's either mash or nothing.

  • @qwertyzorovague
    @qwertyzorovague ปีที่แล้ว +1

    an underrated tip video in terms of fighting games. this needs more attention imo. I like how this video was structured, the jokes were very funny (especially the part where you ripped on the classic purists loool)
    fun fact: in some games such as the KOF series, while supers and even some moves involve doing a quarter circle in one direction, then immediately doing a halfcircle in the opposite direction, because of how lenient most of the games in the series are (except.... '94 for... some reason. seriously, benimaru's raijinken was originally a DP if the second part was a full fireball :skull:), you can do QCF > QCB, or QCB > QCF (If this is confusing, think of it like turning the stick or doing inputs like the famous boxing dempsey roll) to do it instead. I believe you can also pull these shortcuts in games like Guilty Gear and Chaos Code, maybe a lot of others too i dont know-
    For some games it won't let you shortcut like this (Capcom vs. SNK 2 comes to mind, because oh BOY CAPCOM FIGHERS USUALLY WILL NOT LET YOU GET AWAY WITH THAT-). Instead, you'll just.... whif it for some reason. I've encountered this in a lot of capcom games, especially Capcom vs. SNK 2, where the snk character's supers while being the same input in the command lists are different beasts entirely to pull off. theres a reason the meta of CVS2 is dominated by characters like N-Akuma and K-Dictator. Anyhow generally speaking shortcuts are game-dependent. I always thought you could pull a shortcut on geese's raging storm in tekken 7 but as of writing, the shortcut (162143) doesnt work, or i couldn't pull it off idk (small update: its possible i think? i looked at input history while randomly doing it and it seems that way)
    tl;dr: shortcuts for complicated inputs can probably save a lot of pain when learning motion inputs, but they're equally complicated to memorize and possibly even harder. also them being game-dependant may either matter or not depending on which games you actively play, probably because of muscle memory

    • @espurrseyes42
      @espurrseyes42 ปีที่แล้ว

      I'm guessing you're trying to explain KoF Super Cancels? Stuff like "Do *[2]*147 *8P* 87 *41236P* to have Terry do Rising Tackle into Power Geyser, as the motions for the individual moves are snuck within this"? Because I don't know who in KoF has you doing 236 into 214 or vice-versa. Only character I can think of is Kyo with his Rekka stuff, but those explicitly have the follow-ups be a half-circle if it it wants you to go in the other direction.
      I'm also pretty sure Street Fighter does do this, albeit to a simpler degree. You Shoryu Super Cancel with 23623P6KKK (buttons may vary based on character and the Super you're cancelling into).
      Also since I'm talking about these, I also think 3S Akuma could do 22LP2PP after his Tatsu in the corner instead of the usual Shoryuken ender to restand them with a crounching LP while buffering in the triple down input for Kokuretsuzan. I'd also imagine you could do something similar to make them restand into Demon.

  • @jazzerokami2443
    @jazzerokami2443 ปีที่แล้ว +2

    I never played fighting games because I always found the motion inputs too complicated. Recently I got into GGST (when they released Bedman?) and played on and off a lot. Honestly, I can pull them off really easily.... In training mode. Once I get into a real game it just becomes a conflip if I will even be able to pull them off. I got to floor 8 and I don't think I can or want to try and get higher when Im getting punished off constant missinputs so I decided to unistall an leave fighting games for people who are actually able to pull off the inputs, at least until the modern controls get perfectioned and standarized.

    • @therealdebe
      @therealdebe ปีที่แล้ว +1

      That's an understandable skill issue. My honest suggestion is to try to relax your hands as much as possible and to not rush it. Motion inputs require time and there's no way around it. How fast you can and how fast you should do the motion inputs is something you get from experience. Also, when you're close to the opponent, you generally don't want to do a raw special unless you're doing a command grab or a reversal. Doing a normal and then cancelling it to a special is much better because normals generally have less start up and are easy to input, but they also give you much more time to do the motion inputs.

  • @Joy_inc
    @Joy_inc ปีที่แล้ว

    i love your accent, cool bit of charecter

  • @Zondac
    @Zondac ปีที่แล้ว

    Afaik Granblue Fantasy Versus Rising removed the penalty for simple inputs, I remember reading something about it a while back, plus dustloop doesn't list any downsides :O

  • @mcseal-j7m
    @mcseal-j7m ปีที่แล้ว

    Great video! Hope you blow up!

  • @golden5171
    @golden5171 ปีที่แล้ว

    i don't think easy inputs are traning wheels, but a whole new bike, and to be fair i am tired of people saying that is just it or just a way to bring casual people to the fgc, or even worse saying that is cheating in sf6. i think it's more than it. it's an acessibility fuction that allows more people to enter deeper into the genre go pass the initial tutorial and for them to dive deeper into the other mechanics, it can lead people to allways pick new characters to play since they don't need to learn a whole new inputs just for a basic ability for their combo. It and you forgot to mention the upcoming riot games project L that are going to be exclusivly easy input specialls.

  • @hjmw8321
    @hjmw8321 ปีที่แล้ว +1

    Nice