Hey everyone, Hope you enjoyed the video! Unfortunately there's alot of things in the description of how modern controls work that I missed or just straight up got incorrect so I thought I'd like to use this comment to fix those issues - Modern controls still allow you to do motion inputs, however not every motion input is available. If your character does have a special move on a motion input they are able to use all of the strengths of that motion input - Supers are not inputed with different button combinations, all supers are a direction + Heavy + Special. So Forward + Heavy + Special is Level 1, Back is Level 2 and Down is Level 3 - Modern Controls has a 20% Damage penilty Im sorry that these mistakes weren't fixed before the video came out, some of them were genuine mistakes and others just slipped through the cracks. I'm only human and I'm trying to make the best videos I can. I hope you continue to support me.
I think the 20% damage penalty only applies to specials and supers that use the shortcut instead of the motion input. I believe all other moves do the same damage
These are pretty notable mistakes, not to mention the mistakes you made that aren't in this post. Saying you're only human when doing a minute's worth of research for "the best videos you can make" is all you had to do to avoid these mistakes in the first place is laughable. These are simply mistakes that should not have been made if you spent any time doing your due diligence.
I got the biggest ass whooping of my Street Fighter playing life by a Modern Chun Li. I saw them pop up with the M, went "Oh boy a new player" and they proceeded to have actually the greatest footsies and whiff punishment game I have ever seen. EDIT: been a year but I never meant this as an insult to Modern players lol
i think WhyDo said it best: "You see, thanks to instant supers and specials, Modern Controls turns you into some kind of online play cryptid, with low damage but also the most messed up, turbo charged red bull gamer reactions in Street Fighter history."
As an intermediate level Classic player, Modern gives you one massive advantage over Classic: the ability to hit confirm into 50% damage level 3 super combos with ridiculous ease. Basically ANY mistake made against Ken with 3 bars is gonna take 48% health. That's something you generally do not constantly fear against other mid level players.
When I see my opponent got modern control I know they won't mess up anti airs. Thus really limiting my jumps. Which is a good thing. Less temptation to hop around into yolo jump in lol
This is where the issue lies with Modern controls. For new players (like myself), the advantage of being able to quickly and consistently do special inputs far outweighs the downside of having fewer moves. I’ve only managed to pull off manual supers mid-combo a few times since switching to Classic, but I was doing them consistently on Modern. That being said, I don’t take issue with Modern controls, since they’re the reason I was able to get into this game and anybody can choose to use them. Plus, they’re not worth using if you’re a skilled player or a series veteran, which is good because they’re supposed to be like training wheels.
Probably because they're the most broken characters. At least modern Zangief is. One button SPD and super is pure madness for a character like Gief. People will call it "elitism" but modern and and classic controls are simply not balanced for eachother. Classic Gief has to do all his full circle motions while Modern Gief can just walk up to you and press one button
Thank you so much for this! I've been trying to explain this for some people and it's hard for then to understand. I lost 95% of my vision (I'm legally blind) and I play by the sounds (SF6 done a great job in this department ), and the speed of modern control gave me the reaction I needed. Sound reactiong is a couple frames slower than visual reaction and there are characters who doesnt make sounds imediatelly when they attack. Now I feel like the game is more fair to people like me.
Can I ask - do you react to throws? After forcefully visiting Throw Town, I looked at accessibility options (Which are locked from SF6 Demo btw, for some reason!) And specifically throw alert is missing. The closest is distance sound indicator. I just might not have noticed, if a special cue for throw exists already or not. Besides screen stopping, and character specific animations of course. And yes, I know - if given an option, everybody and their mom would turn throw sound alert on.
@@xmaracx no problem! Maybe in physics it's different, but in games, because the way sounds are made for games it's pretty hard for even an experienced blind player to react fasters. For exsample, the sound of a dash and a jump can be confused at the beggining because both sounds like cloth or wind, but a sighted player know the difference right away, got it? (excuse my english)
@@xmaracx some characters do sounds way into the animation of a certain move and not at the start which makes it "slower" to react to in comparison to just seeing the startup frames and saying: oh thats this move let me block/parry/DI/DP/punish or whichever option you would go for. So it is not that sound is slower than vision, its just that by design some sounds come out slower than the animations and causes the issue.
@@TheOblomoff I can't. I normally just read the throw or do the "delay tack tech", when you think it might be a throw situation just wait a little then do your throw. I can't explain here exactly how to do it, but there might be a lot of tutorials about it.
I’m surprised Gief’s SPD wasn’t mentioned. Funny thing is that when I see the modern icon, I dread the match because with certain characters it feels like I need to be on point even more than normal.
@@Doktor_dooomyeah and that means that if you know that it’s only the heavy version you don’t have to worry about getting close as much. The difference in range can be really important.
@@Doktor_dooom The 20% damage penalty causes the special button version to only deal 140 more damage than the light version, and the light version has vastly superior reach.
@@LloydTheZephyrian yeah i noticed the light version has good reach sometimes i wonder how the fuck he grabbed me but i still think is very strong the one button spd and the one button 720 even with bad range
As a modern casual, I have to say you’re wrong about the special types being unavailable to modern. Modern controls allow for classic inputs as well, so you can do all the L M H special variants if you input the classic input. I play Chun Li on modern and spinning bird kick is “unavailable” on Modern but I still input down up charge attack to use spinning bird kick and all variants are available. Classic inputs for specials are always an option even with modern controls enabled
@@dopchip7977 because there are certain bread and butter moves completely unavailable to specific characters on modern. It just so happens that Chun Lee is one such example and that move is actually relatively easy to input too.
100% Agree. I was shocked that he noted that Modern utilizes 7 buttons but only noted two flavors of Modern players. As you said, Modern gives you easier access to certain bread and butter combos that can be difficult to execute effectively in the heat of the moment. I've been playing fighting games since SF2 Champion Edition on the Sega Genesis. I know how to do motion inputs. What never clicked for me was the consistent execution of b&b combos utilizing those inputs with correct timing during a match. I have had way more fun with SF6 since I switched to Modern controls with Rashid. I'd say the biggest problem for me as a Modern player is the inconsistency of the "streamlining" of each character. Some sacrifices are a lot more detrimental to the some of the characters in modern. Some of the special button attacks are the least useful version of the move. Some auto combos are way more wasteful in terms of drive guage and are way more unsafe on block.
Quick note as a former modern control player. You actually DO get the full suite of light medium and heavy controls by doing their motion imputs. But you only get the four moves that come with your modern loadout.
Not if a character has two moves that use the same motion but a different attack. Like, Ryu has 236 p or 236 k, so you simply can't have access to all those moves with modern controls. When you enter 236 light attack, it's either going to be a fireball or a donkey kick.
You get 4 easy moves. But can still do motions - take modern jp for example. He doesn't have his qcf+k and qcb+p as easy - he gets full access to those by doing the motions. As a trade-off he can only use his qcf+p and qcb+k as default easy inputs because motions do the other moves
As an OG Street Fighter from the arcade and SNES days, I have to say I simply don't have the physical reflexes I once did. This paired with the evolving complexity of fighting systems has caused me to consider hanging up Street Fighter forever. Having the strategic mind to play but being unable to execute is infuriating. ( Don't laugh, it's going to happen to you one day too!) The Modern option is going to keep me playing fighting games for decades to come if it becomes the norm. I'm so happy Street Fighter 6 implemented this!
After breaking multiple fingers multiple times, I don't have the dexterity I used to. Wanna rag on me for playing modern controls, stop losing to them.
As a Smash player that watches WhyDo, I think this whole Diskussion is really funny, especially the 3 to 5 frame data thing. That aside, I love that Ryu and Ken are in Smash Bros, but since Smash didn't have motion inputs aside from these two(And Kazuya/Terry), I obviously could never pick up street fighters. Now with modern controls I got a new perspective on how street fighters works compared to smash and I'm motivated to learn the motion inputs. ...In smash at first. But when I'm more comfortable with the Imputs, I'm totally planning on coming back to street fighters.
As someone who’s only played MK fighting games and tekken. I never got used to SF’s stick loop followed by one button press. SF6 modern controls are the best thing to happen for people that never got into SF. I just love it. It sucks that some people feel it’s not evo friendly. I still get whooped by people who play with fighting sticks on classic control which I feel is a higher advantage. To each their own I suppose.😊
Good way to get players into a genre that is otherwise small with its overall playerbase, some pro's even said they enjoy using modern controls. It's also great for people with disabilities. If it brings more people to enjoy, love and support the genre, Im in.
Fine by me as long as it's not tournament optimal, otherwise high level matches would be way more campy due to fear of being instant reacted on and it would get old quick.
@@Tjerty I imagine thats what the 20% damage drop off is for, it makes good combo's on classic have just enough advantage for it to be still the more preferred way
Or C) you could be someone like me and not like the 6 button layout. I can do motion inputs with relative ease but I cannot for the life of me get used to using 6 attack buttons no matter what I map the buttons to. I’m not new to fighting games but this is my first street fighter game and honestly, I have to say that I prefer the simplicity even if it does limit the kind of stuff I can do.
Makes perfect sense. Street Fighter doesn't fit any standard controller layout, unfortunately. It's very much a game intended for arcade sticks even though most SF fans don't own one.
This! I've played SF2 on the SNES and never could use the 6 buttons. I could never, for example, do cr. medium kick into hadoken or mix punches and kicks in combos.
exactly my situation, i don't have problems with motion inputs and i play modern with motions cuz 6 dedicated normal buttons is over the top and unnecessary (imo)
Agreed, I love Street Fighter so much and have been playing since I was a kid. I always knew where my ceiling was against higher players because it's hard for me to do some combos. I've always excelled in MK games. The Modern controls gives me the control and flavor of an MK game and now I know I'll be playing this game for a long time. I still use motions for certain moves, but the assisted combos are so sweet to pull off.
I think an interesting part of modern controls is how it affect intermediate players. I have about a years worth of experience playing fighting games. While I can do the inputs pretty consistently doing them mid combo and back to back every time is a whole different story. Modern controls allow me string moves together for combos a lot easier.
I would say this describes me as well. I been playing fighters since I was a kid, but just recently got back into them this past year. Although I'm not bad with Quarter circle inputs and double quarter circle inputs, I started back my fighting journey with Guilty Gear Strive, the feeling of not having to think about that and simply worry about the fight, has been a breath of fresh air. Even when I play Tekken, and although I have a fight stick and everything, I still would prefer Tekken combos over having to do constant quarter circles, to do everything.
and that right there is the problem with Modern controls. youre an intermediate because YOU need to work on combos and hit confirms in your block strings. modern players dont have that problem. its complete horseshit that its in the same ranked mode as classic controls.
@@ShellShocks14 facts. They should be locked out of ranked tbh. Im tired of beating them over and over and them doing the same annoying boring crap all the time
@@Goosewitdajuice317 If you are beating them so much in ranked then it shouldn't be a problem because its free ranked points. Modern controls are not a problem at all, its simply a way for people to play the game the way they want to play.
One thing also is that you can still do most of the specials by command in Modern, so you pick up a chara in modern, and as you start to learn the tool kit and moves, you start selectively doing some atks by special, for example doing quarter circle for fireballs, back quarter circle for tatusmakis but still using one button shoryu, and then sticking to this hybrid form or going full classic is the player's choice, also since all modern specials have -20% to its damage, you want to do your big damage specials by command rather by one button press.
If what you said about option B, is true at least for me. My best example was Tekken. I knew the combos to the character I played. I knew the juggle and the landing knock ups. But every single time I attempted to fight a real person I would start the combo and fail to remember something and choke. Causing me to miss my knock land or the small juggle window.
That's because your mental stack is already filled with trying to beat the enemy. This is definitely relatable you're focused so much on fighting the enemy that your mind doesn't have space for combos you can do in the training room too. I think this comes with experience, you should try playing against a low level bot and try to do your combo there. Increase the difficulty until you're comfortable with doing the combos mid combat, that's what helps me
I think something that might also be important is that is does benefit some characters more than others, as some characters lose key tools with modern controls
The thing I find very interesting in this video is that on Modern Ken, I'm able to do almost all of these combos in Modern, as well as Classic, it just requires a LOT of time and patience, since Modern control players are using a different control scheme than those who stick with the OG.
I’m a modern player, idk i’m not a new fighting game player and I played strive and other street fighter games for years. So I can DO the inputs. but idk i just like how modern feels a bit more.
@@greekfirelive7580i play on pc and classic on keyboard is like cheating its super easy but when im playing with my controller i use modern i cannot do the classic control moves on controller Also modern gief is mandatory for me
People act like we can't do the input, like bro we can but modern just feels cool and less stressful on my hands lol. My hands already suffer from playing asuka, hc and zato I don't need a whole game to make my hands unusable lol
good for new players and the danmage reduntion and moves loss makes it that people have to consider but I wish that it also learns motions just a bit if only for the supers
Modern controls isn't just a feature for beginners. Pro players like Shuto are going with Modern to have easier access to super attacks. It's alot harder to Drive Impact someone who's using Modern controls when they're in burnout because they can easily react to it with a one button super.
I'm a fighting game veteran and I LOVE modern controls. I'm neither camp you mentioned, I can do motion controls no problem, and I'm also quite experienced with fighting games. My issue with fighting game has never been motion controls it has always been combos. Frame data I can just guess from animations and ingame experience, motion controls i can usually guess even if I just picked up the characters because they're usually the same throught the genre, but COMBOS are impossible to learn unless you go through the "studying up" phase that I absolutely hate in every fighting game. Unless I spend HOURS learning combos and building muscle memory I can never even play the game IMO. Why did it took this long to add multiple autocombos and map them up to multiple button presses, it seems so obvious now. I have spend 100 hours already in SF6 and exactly 0 of them I've spend in training mode. I have made it to at least plat in ranked mode with all the characters and is so refreshing to just pick one up and learn how to play with them... by actually playing with them. I don't have to look up youtube videos on combos, I don't have to spend hours in training mode, I'm just playing the game. IS SO MUCH FUN. I'm gonna say it, THIS is how all fighting games should be made. At least just lets us have this option, it doesn't have to be optimal, you can give us less dmg if you have to, but let me do a combo with a character without having to STUDY for a video game. I don't wanna study I play to have fun.
Part of the fun and excitement comes from practicing combos and confirms and then doing them in a real match. You deprive yourself of that joy. Plus you will never fully understand a characters moveset with modern controls and without training mode.
dude this is so sad. what makes fighting games so much fun is the effort and work you have to put in to learn combos, frame data, and to become batter. modern controls actively DESTROY this type of philosophy, and in my opinion, should not be facilitated or allowed in competitive play, at least not against players playing on classic. modern controls for babies and little kids who don’t have the mental fortitude to practice and practice was just a bad idea. even if it gets a new player into fighting games, it does much more damage forcing them to learn classic controls if they want to take the game semi seriously or professionally. modern controls are the absolute worst thing about sf6.
if you want to “play to have fun” go play something else. fighting games aren’t for you. you learn the game, and you PLAY the game. you don’t whine about it and quit. there’s a reason why picking up any sport or instrument requires honing your craft and requieres determination, practice, and persistence. imagine there being “modern controls” for piano because people don’t want to put in the effort? it would be unfair, and basically disregards the effort out in to learn the instrument. just learn to play the game dude, look at players like brolylegs, who plays with JUST HIS MOUTH because of his physical disability. there is no excuse to bitch and whine and go on easy mode because you can’t handle spending a little time on understanding links
As someone who is familiar with modern controls, one of the best games that had and refined auto combos was the Blazblue series. The series had an auto combo and instant super mode starting with Continuum shift. I'd say the game that did it the best was Central Fiction. To be specific, there are certain moves that you can't do unless you use the motion input. This helped me a lot when I learned this because even though it looked like I could only do certain one button combos, I'd figure out which windows in the auto combo I was doing to cancel into certain special moves. Which helped my mix-up game a lot. TLDR: Central Fiction has a Modern Controls settings that only locks specific moves and supers behind motion inputs. PS: My favorite version of Blazblue's modern controls setting is still Chronophantasma. All your instant supers could be used in that one. As far as I remember.
For all the people complaing that Modern controls are a crutch for new players, they're missing the point. In a sense, they are training wheels for new players, and that's fine. That's exactly what they were desgined to be. By stripping down and simplifying some of the inputs and movesets, it makes it less overwhelming to new players and put emphasis on learing the fundamentals first. It's like art. At first, youe gonna be leaving things like the fundamentals. How to draw shapes and lines consistently, learing how to use their tools, etc. They're not going to be doing shading immediately. You work up to that. Fighting games have always been pretty trial by fire, and that can scare a lot of people off (it did for me for a long ass time.) It gives people a more approachable angle to dip their toes into. And maybe some people just wanna play casually and don't wanna learn some of the more complicated shit. That's fine too. They bought the game, they can play it how they want. If you learned how to play fighting games on Classic controls, then that's great. It worked for you but might not work for everyone else.
@@kye4216 and both scenarios are the players chosing they way to play, no one is forcing the new classic player with a gun in their head to bash his face till they learn to fight against modern
@@armoredsquirrel946 Sure but if a player chooses to play classic they shouldn't be punished for it. Just let them have their own matchmaking. A lot of people like to use the classic inputs even if they are new.
Thank you for making this video! I have the most frustration in fighting games when trying to imput half circles on the right side of the screen. My finger doesn't move like that.
I'm pretty alright with doing the motions but I've got a gimpy left thumb from an injury years ago with a bit of nerve loss. It doesn't mess with me too much but it makes me whiff my attacks a bit more than I should using classic controls. Modern controls are perfect for me and I've been slapped by plenty of classic players, skill is what matters.
you say one button specials and i immediately say "ssfiv 3d edition" guile has literally all his specials on the touch screen, you became sf2 CPU guile at least you can't do walkin flash kicks in sf6 i think the DBFZ way to go about motions is perfect; the only inputs are quarter circles, the butter of the fgc motion bakery the only other motion required is a half-circle for tag supers, which both isn't too necessary and is still fairly easy (not to mention fairly hidden to the player) this means that as long as you can slide your controller from down to forward/back, you can do every special move in the game, whether it's a fireball, DP, or a super, teaching you the most basic motion for basically every fighting game, and still somewhat gears you up for advanced motions later and then there's KOF and its 🥨
I thing something that caught my eye was when I was watching Jwongs video on modern zang and he said “if you’ve every wanted to play zang and couldn’t, now you can” I thought that was kinda interesting but also kinda depressing, the idea that there is an audience out there who are veterans of the game but felt like they couldn’t play zang because of controls always felt wrong. So it’s nice to see people finally getting an opportunity to play him who otherwise probably would miss out.
I think a simple solution to the problem of being able to instantly use supers is to make it so pressing the super button makes your character do the imput to use the move for you kinda like a macro so that way people won’t just be able whip them out instantly
Yeah, I now noticed my argument didn’t made any sense. Sorry about that. (I was still a relative newbie to Street Fighter, so I didn’t understood completely how the game’s special moves worked in comparison to other fighting games I played.)
The prob with classic controls is that even when you see an attack coming you still have to do an input, which removes the stratagy and puts most of the skill in execution, but characters like zangief are balance around this so it’s sort of damned if you do damned if you don’t with modern controls
Ladiva is at the bottom of the GBVS tier list while being a better Zangief in a game where you have to play with Modern controls on at all times by default. Her SPDs do marginally less damage if you don't do the motion, but that's not the problem. The neutral of the game being cranked up to eleven, because removing execution on defense puts all the mental stack into reactions and footsies, that's the problem.
That's part of the risk/reward design tho. Anti airing with DP is physically more difficult, but also more rewarding. Fighting games aren't chess, physical execution goes hand in hand with strategy. Choosing which combo to do in a given situation based on its difficulty is an interesting strategic layer that has its place in modern fighting games, even if the inputs seem unreasonable to newcomers.
@@Dengiz21 When you have a shit controller the risk is outsized compared to the reward. Not everyone can afford the latest hitbox, and not everyone is SonicFox. So while I can understand the risk and reward equation, I can also see that having any mistakes feel like my fault for choosing wrong and not because my directional pad detects a 46 input as 486 or whatever. Plus, training and playing on controller with motion input fucking hurts, and again unless my copy of SF6 comes with a hitbox or fighting game stick or something I'd rather play my game without worrying about painful calluses. And that's not just me being soft, Woolie can't train on gamepad for fighters without pain and he's been doing fighters for decades! And finally, there's plenty of ways to mix up the mechanics of play to introduce risk in the play of a fighter without relying on motion inputs. It's just that most devs don't want to bother because motion inputs are an established trope of the genre and thus the pool of knowledge for how to balance around them is well established. They'd have to branch out to experiment and try to find how to balance grapplers without motion inputs, and that'd risk alienating older players who have come to rely on motion inputs.
@@fluidthought42 but even then street fighter usually has some characters with easier input requirements like Ed in SFV or even Marisa now. And one alternative many don't consider for fighting games: the PC keyboard can be a great substitute for a hitbox, doesn't hurt your hands like a controller. I can understand being frustrated at the physical requirements of these games, but that first barrier is usually not the reason people don't stick with fighting games. It's the rough grinder of improvement that won't get any easier no matter how reliable an invincible reversal becomes. And that's also why this genre is so unique. It's great to give new players easier access to the core mind game of Street Fighter through modern controls, but in the end this game is still aimed at a competitive audience. There are plenty of other fighting games with easier/harder or just plain different execution requirements out there too.
My biggest grief with Modern is the argument 'removing mechanics to make it easier' is just a poor excuse. You don't play basketball with a megnetic ball or a adjustable hoop- people have argued constantly that genetic size shouldn't BE an advantage but that JUST how it is in the game. T-ball compared to baseball are not the same, they are fundamentally the same game but not having a pitcher dramatically changes the game. So changing something that dynamically made a game a thing does make sense for people to be abit upset. Personally I'm fine with modern controls in anything unranked and not in tournaments unless they specifically allow it or have a Modern tournament. As explained it's good for learning the game, and even having some fun versus between different 'levels' of players you'd be surprised how often classic players let up their guard because of the simple frame inputs they didnt expect from a modern player and get absolutely dominated.... I'd know fighting marisa and gief players feeling i should be able to rushdown and then realizing nope i gatta play stall and exploit their frames instead. I couldn't imagine someone who spent all their time to learn a game, to practice it and plan it having to deal with something that 'automatically' does inputs for them. It's like watching those Chess Masters play against guys who know nothing of chess but made an AI, literally not know what a piece on the board does but the AI will competently push back the Master player.... Part of chess is the individual mind games, collectivity, and play styles, strategies and decisions. Having something done automatically removes all that complexity and at that point is it really high level chess? or just a simulation
You could use different fireball speeds with modern controls, you just have input the move manually with a quarter circle and one of the attack buttons.
@@dopchip7977The damage remains the same if you don't use special move button and do the inputs properly. For example I tried modern Zangief in training mode, one button SPD is about 2500-2600, if I remember correctly. But I can still draw a circle + heavy attack to use the 3300 damage SPD. Having one button SPD and CA as an option is really handy for some situations.
The first chapter of World Tour were absolute hell to get through because they force you to use modern controls. I've been playing fighters since I were a kid and like to think that I'm pretty good at adjusting to the unique mechanics of different fighters by now, so I couldn't believe how incapable I were at adapting to this supposedly easy to use system. It was pretty humbling and really made me realize how much I've come to rely on certain universal control concepts that exist across the vast majority of 2D-style fighters.
For modern, it's not even just speed and consistency with the supers. It actually makes stuff possible that's impossible with classic. For example, you literally can't use Zangief's 3rd super without hiding the first full circle input behind another move (such as drive impact). Making it impossible to just do the move raw. With modern however, you can just instantly use Zangief's supers as a whiff punish.
Yes, this along with a few niche cases are definitely a valid complaint. Like people getting mad about a 1 button 360 is silly, but a 1 button 720 is legit something almost no one can do at all let alone with 100% consistency.
@@liquidjackson7172 That's very much true. I'm not even mad about or saying Modern should be removed. Hell, I even play Zangief with modern specificly for this, because I think it's a strong punish and I have fun with it. However, I can imagine that Capcom will nerf this someday.
@@EliTheGleason Jup that's true. In the end it's all about trying to find a balance in the edge cases. It's the same with the SOCD specification where they changed up + down = neutral whereas Hitbox would give up as input, because it would give Guile players an advantage. Most likely this change will make other character niche situations possible. If you allow different ways to control a character, either it being control schemes or controllers, you're going to end up with edge cases. All I can say is props to Capcom for balancing it this wel IMO.
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Mortal Kombat: 4 attack buttons, strings typically consist of one or two directional buttons and one to three attack buttons. Block is separate from movement. Super is activated by pressing two specific buttons together. Tekken: 4 attack buttons, strings typically consist of complex movement buttons (diagonals and qc-motions) and one to three attack buttons. Block requires inputting back movement. Super is acivated by a dedicated string, or can be bound to a single button. Street Fighter: six attack buttons and a lot of salty people who never looked at the other two games for inputs. Strings are not defined in SF typically, except for specific special cancels. Supers require complicated double-qc, hc, or even full circle motions and one or two attack buttons to activate. Blocking requires inputting back movement (or two attacks for parry, or a single button, or just wakeup DP lol). The modern control scheme actually finally brings inputs to MK and Tekken standards.
I've noticed something a bit weird with modern controls concerning the avatars. That being the auto combos in modern are different for the avatar than the character the style is based on. For example Cammy's auto+heavy in modern pulls out her standing heavy punch, If you use Cammy's style on an avatar though for whatever reason it pulls out a low heavy punch.
One thing I would've mentioned is that Modern controls are more of a detriment on charge characters because you still have to charge for specials and super anyways.
SF6 is pratically my first SF (Played a tiny bit of V) after coming out of Mortal Kombat X and 11 and literally cannot understand why charge characters exist. Not hating on them (I'm really liking DeeJay), but I don't grasp the tought process behind them; why some character can have "instant" fireballs while others have to charge up?
@@ripgasbaron9716 charge is a balancing mechanism. you cannot move forward and charge at the same time, so they can make moves have unique properties or advantages but with the downside of the player being forced to decide between walking forward or charging. You can charge in the middle of combos but having to implement charge makes you have to take different combo routes.
@@ripgasbaron9716 charged moves are usually better than normal moves. You basically pay the tax of having to charge/not be able to move or use specific moves but your fireball recovers better and your DP is better. That's what charge characters gain. Basically if guile and ken shoot fireballs at eachother non-stop as fast as possible,guile is going to eventually hit ken because his fireball is faster
Valmaster on Street FIghter Pro League Europe is kicking ass with modern Chun Li. Modern control trade options for reaction speed and some input not always physically possible in some specific scenarios, even for pros. That alone make them a great addition to the game, considering the massive damage penalty.
I've actually felt tempted to pick up street fighter 6 because of the modern controls and seeing this video is tempting me even further, I'm completely awful at fighting games because brain big slow and I am so inconsistent when it comes to inputs so even if I don't end up getting into fighting games seeing these control schemes become more prominent in games is very nice to see since that legitimately gives me the opportunity to *play*
Give the game a try. But do yourself a favor and stop doubting yourself. I used to say similar things. “I don’t play fighting games cause I can’t do inputs” but that was me lying to myself. I took the time to learn standard fighting game inputs the same way I had to learn to play neutral in fighting games. It’s 100% possible and tbh way more rewarding knowing you’re able to beat people playing the game the way it was originally intended when they use controllers that give them instant supers and reactions. But if you start with modern, just don’t ever fully write off classic and try it at some point! Hope you have fun playing SF6!
I've also been awful at fighting games and also have shit reaction time more often than not, and yet I've having a blast with SF6, both in single-player mode and online, all thanks to modern controls. This game is amazing, well worth the price. Get it PS. Modern controls aren't gonna save your ass if you're too sloppy - learned that lesson myself after repeatedly being demolished by classic players in ranked
As a long term fan of Fighting Games despite being terrible at them and usually only being able to brute force my way through fighting AI in single player modes or couch play against casual player friends who also don't know the strats or care about frame data, Modern controls definitely helps to tamp down on the sheer amount of panic I go through where I can't react fast enough to what's going on, and while it doesn't completely remove my inconsistency with inputs (whoops, was holding forwards too long, so now I'm accidentally doing my dragon punch, etc), it does make it so I feel like I can make meaningful choices instead of just ending up with whatever the button detection reads. I still get stomped most of the time because a lot of the Battle Hub players know their Street Fighter and I just have dabbled in a bunch of Airdash fighters, various fighting games by SNK, and then the Tekken/Soul Calibur/Dead or Alive trifecta of 3d Fighters, but it feels less unsurmountable than the whole Six Buttom Arcade Controls on a PS5 controller and getting my DPs and my DQC/f's mixed up so I only Super when I don't want to and who knows what a DP will ever actually be. Definitely better if you can talk friends into playing with you as well, which I'm still struggling to do but having a blast anyways even if I'm still trying to figure out which characters I can even Main (Manon seems a pretty good bet because her Medal Mechanism means even if you lose the first fight you keep any powerups from her command throws into the second round, Juri and Cammy who I think are neat not so much). It feels like it's....Okay to be Casual at it though. Like maybe the FGC isn't going to back that, but Capcom really is leaning in the "Just doing couchplay is actually fine too" direction after going so hard in the "Competitive E-Sports is all that matters, if you can't play on that level don't play our game" marketing the last few games.
When I started fighting games I couldn't do motion inputs for my life, mainly because I didn't exactly understand how they worked, and it was because of this that I wasn't able to do well in fighting games. That's when I got DBFZ. I set my control scheme to simple and it helped me get better at the game, but I felt a little limited because of how many buttons I had to press to bust out my moves, but then after turning off simple controls I found that I could pick up motion inputs a lot easier! I feel like players new to fighting games should start with simplified controls but then once they get used to how the game feels, switch to classic controls.
I said this in another video but I use modern controls due to not having to use six buttons due to coming from a anime fighter background also I use Cammy and I don't lose much. My only complaint is that I can't press L+S and M+S to do drive rush and drive parry.
I’m not new to fighters but as someone who doesn’t usually stick with them long I feel like modern controls make me want to. I can’t speak for each character but Kimberly(and a few others upon looking again) specifically I 100% prefer it b/c you don’t lose anything anyways that’s game changing plus with modern I can take the time to actually focus on fundamentals and strategy rather than hyper focusing on inputs and even doing sometimes fucking them up cause I’m being pressured. It's mostly the OG characters who seem to lose multiple moves. It’s just so much more engaging cause now it comes down to how am I responding to opps. It’s so much more fun to me to pull off a longer combo mixing the modern/manual inputs than sitting there praying to god I don’t fat finger and mess up a long classic input.
Also the damage nerf really isn’t a factor imo if you’re a capable player. Have gone against mostly classic players (especially as I’ve entered platinum and above) and humbled tf outta ppl not ready for a good mixup game
As someone who has always enjoyed fighting games casually and struggled to get into SF previously, I love the modern controls. I understand I'm conceding a lot of options by not playing classic, but Ive always used playstation or xbox controllers to play and I could never be precise enough to reliably perform the inputs. Modern allows me, someone who has desperately wanted to get into SF since 4 but felt like I couldn't, enjoy the game finally. What I love about the game is the punishes, the predictions, countering, overall strategy. I love reading individual people's patterns and doing my best to counter them. Modern lets me do that and climb ranked based on that rather than being gated by being shit at inputs. I know i could just learn, but Im 25, with a full time job, a wife and 3 kids. If it was required of me to learn classic, it would take me too long to get to where I am now, and I likely just wouldnt be playing the game at all. My brain knows what I need to do to beat my opponent most of the time, the problem is I just cant execute in classic.
James Stephanie Sterling recently did a video on the modern controls in SF6 and basically stated how much they loved them, as they were the only way they were actually able to play the game. They talked about how much they had loved watching fighting games, but outside of Smash, had never been able to get into them because they physically could not do motion inputs. The literally could not remember what inputs did what, and when when they did know they simply couldn't do it. These are the kinds of people modern controls are made for; people who simply would not get into fighting games otherwise.
Im concerned for Sterling's mental cognitive abilities. If you can't remember quarter circle forward punch then you probably shouldn't be a gaming journalist
@@mrblooper1994 That's a single input in a game with hundreds. Sterling talked about how yes, they are a bit neurodivergent, and they have trouble remembering all the inputs when they play, but anyone who actually plays fighting games more than casually knows the inputs and moves of most of the roster. That's a large barrier of entry to fighting games that modern controls make lesser. Also, whether they can remember fighting game inputs has no standing on how well they perform as a games journalist? This is the kind of ablism that keeps people out of the FGC.
7:37 Modern Deejay here, you do get access to all his fireballs, all his flashkicks, all his machine gun punches, and all his special kicks. He doesnt lose any specials at all as far as i know, he's one of the least affected by the limitations in Modern imo. His sway and all its followups are all only accessible through the Special button though, so they will always be nerfed by 20%. That and losing on some normals are pretty much the only things that limit him, but having a 100% reliable flashkick and instant Lvl3 and Lvl2 more than make up for it.
A modern Deejay player here too ! I love him in modern, he's the perfect mix for me as I like motion inputs and like you said can do most of them, what I hated was just the classic 6 attacks button layout, while in modern they're more easy and feel like a NRS game
Another cool thing with modern is that you can do the regular classic inputs on modern so with a character like deejay, the modern button only gives medium or od, but you can do the charge input and hit the heavy button and get his heavy fire ball. I play alot of modern blanka and learned this bc the modern button only gave medium ball while I would want light or heavy. (Also supers done in modern loose like 20-25% dmg)
People complaining about modern controls in SF6 But nothing will ever be as cursed as GCN mode on Capcom vs SNK2 EO. Players who used this got supers and ults instantly by pushing the C stick without any delay and auto guarding that stopped EVERYTHING.
spot on. modern controls are for people with disabilities like me with impaired motor functions. i remember the street fighter 5 community gave me shit for basicly wanting something like this lol.
The only problem with modern is it gives new players a massive advantage over other new players on classic. There should be separate matchmaking until gold or something.
@@andrebabani7152 fuck it, it was pretty dickish so I deleted it but posts like these all but confirm Modern are too easy. Want to like this game but it feels like SFV with an anime dash combined with an anime brawler. Classic players are playing Street Fighter, Modern players are playing Ninja Storm basically. Its practically 2 games mashed into 1 and it sucks
@@andrebabani7152 Smooth brains don’t understand that people can like and use other things than them, if they aren’t doing what they’re doing then the other person is wrong. This man buckbreaker is a prime example of that. However if these guys feel like buying me another copy of a game that I bought for myself as a grown ass man - then they can tell me how to play the game or anyone else for that matter. Let them live in their delusions.
@@KeyoXKeyo you are the smooth brain. Lets put an I Win button into the game then "if you dont like the I Win button dont use it" you completely miss the point smooth brain
In the case of Modern Honda, Buttslam, Clap, and Sumo Spirit you still need to manually input. You get Handslap, Headbutt, Sumo Step, and his command grab on his Easy Specials, and only the Command Grab is locked to Easy Input only. Everything else you can/must use with all strengths manually. Also for a note on charge inputs with Easy Inputs, you still need to charge back or down to use the move, you just don't need to flick up or right with a button, you just press special if you've charged for long enough.
You know, it’s kinda disappointing reading some of these comments below this video. Developers of street fighter 6 gave more accessibility via modern controls, so more players can actually experience the game, instead of “Trial of fire of fighting games for newbies. Too hard for you? Sucks to sucks, give up or still continue while suffering.” Or the said modern controls are very helpful for people with disabilities at some circumstances. Some people can’t do motion inputs or even some people have limited vision (referring to one of the comments below this video about the guy who is legally blind). What are you gonna say to them then? “Don’t play the game at all.”? And then you have players who complain about the said more accessibility. Please stop with this “trial of fire” mentality and actually let new players join into the fun. Jeez, you sure all are very fun at the parties with such gatekeeping.
100 percent agree, my dad love street fighter in the arcades but when I play 5 with him he didn’t know the input so I think he like to look of it 😅. So modern might makes games fun and interesting. My cousin play games like MK where motion inputs are not use a lot, so he wasn’t interested in Street Fighter 6, but with modern control, it help a lot. We play 6 and had a good time and said he might buy it, that made me happy. I think we should treat Modern more as a option and not just for new players. SF6 is a game and at the end of the day, we play for fun, not for skill.
The best solution this is to add an option in settings you can enable to only matchmake you with people using the same controls as you That way classics can’t complain about moderns and moderns can’t complain about classics Like crossplay options but with controls instead
I didn't grow up with Street Fighter. Fighting games was a genre that intimidated me. Motion inputs came across as daunting. Modern controls helped me get into the genre. But I plan to ween myself off of it once I understand the game more and move to classic. Thank God For World Tour mini games.
Modern controls seems like something that people are going to stop hating on sooner or later because the advantages it offers really dont beat out the pure damage available to someone who puts time into classic controls. Once we have some more optimized combos for classic modern will look way less like a crutch for the unskilled and more like training wheels. Helpful tool for learning fundamentals, but overall limiting and something serious players will probably mostly drop.
I mean, objectively, modern controls will always be faster than manual inputs. Also, there are things you literally can't do with classic that you can with Modern. So the argument that you can just practice to the point that you can't play on par with Modern inputs simply isn't accurate. I'm not saying Modern is broken, but instant super punish with no buffer on reaction is something you can learn to do in a week. Just having the ability to dp with one button ua already is absurd, damage reduction or no.
@@kye4216 there are still specials and normals that you just won't have access to and your combos are always going to be shorter. Modern just does less damage.
@@juice6521 it's also possible to read your opponent, buffer a super against something you think they might do, and then for the duration of the buffer you have a 1 frame reaction super. It takes a lot of experience and practice, but it's not impossible.
It does hurt when translating from 3D-fighters and you get full combo punished every single time for each mistake from a modern player on silver and gold ranks and I am still very consistently dropping basic bnbs left and right. Modern does skip some muscle memory training completely, but I do think it makes us all better players in the end. Just wait until season 3 or so.
Gonna go through the trouble of a Modern controls breakdown video and not once mention the -20% damage nerf applied to every single-input move. Pretty huge impact. You weren’t kidding about Modern being the latest scapegoat for dogS players losing to something they don’t use, refuse to learn and understand even less.
Wonder if adding slight frame delay to specials done from neutral state using modern that is specials not done not during a combo would make people who use modern riot. Would they even notice.
I personality wouldn't mind, as long as the animation itself was slower as to avoid the appearance of input lag it would be preferable even as to help reintroduce a level of risk to those moves. I don't ply modern because it's optimal, I play modern because it's more consistent with my otherwise inconsistent gamepad setup. Also, it relieves my mental stack onto thinking about fun stuff like timing anti-airs rather than "I'm sure I did the motion input right what the fuck is my controller acting up again"
I'm in med school right now so I don't have a lot of time to dedicate to learning the classic control scheme. I'm super happy they added the modern control scheme so I can have fun with the game without putting too much time in to it. That being said, I don't think modern controls should completely replace classic controls in future games. It's nice to have both options to players and allow classic controls to reward the player with more normals than modern controls
I actually have some experience with Street Fighter since SF4, and while I wasn’t terrible, I knew half of my mental energy was going to performance with 6-buttons, instead of what I’m better at which is analyzing and reacting. I also get terrible carpal tunnel and have no fightstick or fightpad and they hurt my hands, sadly. Modern controls have been amazing for my mental energy because I don’t need good combos, but I like consistent effective damage, so I can focus myself on the fight and my opponent. Call it scrub behavior, but I prefer efficiency and consistency as a player, more so than even winning or losing. Modern controls have been such a help in that, that I’m glad they are there. I don’t play ranked and I don’t need to, but it’s been so much fun to keep up with my friends in Platinum or Master when playing casually.
@@noname-do5wo Correct me if I'm wrong, but isn't it much easier to do light hit confirms on modern controllers? If that is the case, I think it's pretty big edge for modern controls against classic controls and offsets the more limited move set.
@@etunimisukunimi5890light confirms are really easy in SF6. You can just mash 3 lights and confirm into specials. It's actually better on classic control because classic don't auto cancel into specials on hit/block like modern does.
Modern is... Strange... While I do understand the faster reaction times at a 5% damage reduction tradeoff, I often find the B&B combos to be harder to do with Modern. While in Classic it just makes sense to me, with modern you have to hold R2 at certain intervals to get certain moves to come out, requiring you to know when and when not to press an additional button, while in Classic, you just press the button...
4:14 Wait... more buttons used means less complex inputs. That's the thing Modern Controls are supposed to do to improve accessibility. That's a thing in its favor.
60 hours in I've reached Platinum rank on both Honda and Geif, this would have never happened on classic controls. As a 40 yr old gamer I absolutely love modern controls, it really opens up the game to a broader audience. Good move Capcom, I've played more SF6 than all of SF 2-5 combined.
I play FG and I don't have any issues with 8way circle inputs, but for some reason I never could do them in SF in a satisfying way to do combos. Modern controls are literally the reason why I even touched SF in the first place.
I’m not sure I entirely agree with what you said at 6:11. While it’s true that some with disabilities have been able to excel in the community with traditional inputs (Ex: BrolyLegs), it’s also important to consider that not all disabilities are created equally. Those with memory-based disabilities (Ex: Laura Kate Dale, Stephanie Sterling, etc.) are quite literally incapable of remembering the motions for special moves, and no amount of grinding & trying will ever change that (by their own respective admissions).
I mean, I don't know if I buy ADHD as a de facto impediment to memorizing motion inputs since I have ADHD and I can do them from time to time, and the point of training is to do them without thinking about it. However, not everyone hyperfocuses the same and frankly I don't have the patience to lab characters on my shit controllers to find the optimal combos while a callus the size of a nickel forms on my left thumb. While I think the Modern controls still have a long way to go (perhaps they can have optional slower activation animations for supers and command grabs, to simulate realistic player input timing), I think they're a n overall healthy thing for the gaming community as a whole. But it will be better implemented in a game that doesn't try to cater to both classic and modern audiences.
@sirluckaffe130 Correct, but some characters still can't do Auto-Combo SAs either. Like Ken or Zangief can't do SA Level 1 thorough there L Auto-Combo.
At least I can FINALLY play a street fighter game myself instead of fanboying on youtube videos, cuz I sure can't do a dragon punch motion better than once out of 15 times D: I don't care if anyone call me a scrub, I wanna have fun too :v
I have a gimped left hand, it has many boxing fractures, and arthritis, so motion inputs will REALLY really hurt after about an hour. Thanks to Modern controls i can take a lot of the stress off of my hand, and focus more on footsies and guaranteeing consistant damage, while rarely dropping a combo. It lets me, as someone with good game knowledge to be competitive. I have 6 characters in Plat, with my Manon in Plat 2, and im still climbing and getting better and better.
Interessting is, that you did not mentioned the one-button 360ies - but that is not the topic why I wanted to comment. I absolutly agree with your take overall, both controls are viable out of different reasons. But about the speed argument, this one is hard. Since we have not only different control schemes but also different input devices (aka Pad, Arcade Stick, Leverless Controller). Some of those devices can make shortcuts which makes a classic control super much much much faster than the other devices. I mean sure nothing beats a 1-Frame Super input like the modern controls can do it. but even half the input time is much faster than the average input device would do it. So for me it's not only the discussion about classic or modern, it's more like a personal preference discussion as of now. Like one can decide which input device feels right for them, they could also decide which control scheme is the right for them. As for my experience. I am not as good as it sometimes sounds like, but I make my own opinion on suche topics. I played SF6 since release the same amount on pad, stick or leverless also I used modern and classic. TBF I absolutly love the modern scheme for pad and to some degree also for stick but leverless?....Give me classic. Yeah those shortcuts make a huge different for the feel of the scheme.
Modern (and all the other names for it) feels always like one of those gimmicky tricks you learn while for example playing guitar, sure they help you right now and it's no shame using them, but it's heavily advised to try out the standard harder stuff when youll get more proficient.
Many people don't have the time to dedicate themselves to learn a complex control scheme. Modern is a Nerf to damage as well as limits number of move options in exchange for letting people focus on the fundamental play. Space, timing , strategy. Modern is helping people play don't gatekeep others be glad people are playing because without them many people would not even pick the game up to begin with. The game is still new. Let's see how it goes but I'm rooting for Modern control to be viable, even if the tournament pros never pick it up.
@@vincentfrick6880 I'm by no means trying to gatekeep but I'm saying that if you're getting the whole package after some hours you should try the thing that so many people fell in love with because you might be missing on an experience. I've been playing some tekken when I was s kid but I never really liked it so that made me not play any other fighters till I stumbled into a livestream from a fighter with motion inputs. For me those inputs are the essence of the thing do I'm not forcing people to play with them but advise them to give motions a shot.
Your not gate keeping. It's fine to suggest people try them if thay want. I choose no to simply because I will not take the game seriously myself I have a job and what free time I have I'd rather just play the fundamentals. I accept a over all Nerf to play without having to practice for literally hours working on how to control. People are free to play how thay like. No one will shame people for playing classic. Just don't look down on people playing modern. I can focus on getting better in my own way.
Tbh, at higher levels of play, modern and classic dont have too much of an advantage over the other. But from low to mid levels, modern has a huge advantage. Thats the main reason ppl are complaining, its much easier to get to high-mid level on modern for way less effort if on nothing else but a techincal standpoint
You forgot one category in the modern controls, lapsed fighting game players who don't have a ton of time. I love how quickly I can pick up and play a new character. I don't feel "stuck" on anyone. Excited about this with all the new characters, ended up picking Kimberly for my main, even though I disliked such quick characters previously. Brilliant move by Capcom
Some people use Modern controls because they struggle with inputs and want an easier time doing things like DPs. I use Modern controls because it really pisses off the sweatlords and I find that very funny. We are not the same
As someone new to SF, who’s trying to learn classic, and has limited experience in the more traditional 2d fighters; playing against certain characters is rough. Especially since the input reader is a bit funky, motion inputs I never struggled with in Strive just don’t come out or I get dp instead of qcf because I shimmied a little bit. So frustrating to drop a combo because dp came out but watch my opponent on modern not drop a thing the whole match. Like if they hit, they’re getting the full combo regardless. Trying to Superman punch over every 1 button hadoken only to then get 2 buttoned ex-dp as soon as you get close, is just a big killer of motivation
My big issue with modern controls is that motions are both a pretty important balancing measure as well as being part of the 'flavor' of the character you're playing. I love playing Chun-li in large part because she's such an interesting split between charge and QCF motions which gets totally lost on modern. People have explained the balancing thing much more articulately than I can (Core-A gaming's fantastic video about the Ryu V Guile matchup comes to mind), but picture what happens when Guile doesn't need to hold down/back. Or if Gief can SPD with a single button. Yeah it does less damage in modern, but less damage is a minor price to pay for that much control over the match. I'm really not bothered if someone picks Modern controls, at my low AF skill level it isnt the deciding factor in who wins. But I am worried about how simplifying inputs for a percieved boost in accessibility will lead to a drop in mechanical depth if it becomes the norm in other games looking to copy Street Fighter's success. I'm genuinely curious how many modern control-users that are enjoying the game right now will still be playing in a couple weeks, and if they will still be on modern if so.
I wish motion inputs would go away completely because to me it seems like it's just unnecessary additional focus on mechanics when you could have more focus on the decision making part, tactics, strategy. Of course you don't want to remove every mechanical / muscle memory aspect and make it like a round based strategy game but I think there is a better spot in between.
Ladiva can SPD with a single button and she's at the bottom of the GBVS tier list because the grappler "walk your opponent into the corner with crouching jabs then turn on the blender" game plan doesn't work when you remove execution from the defensive mental stack.
Hey everyone, Hope you enjoyed the video!
Unfortunately there's alot of things in the description of how modern controls work that I missed or just straight up got incorrect so I thought I'd like to use this comment to fix those issues
- Modern controls still allow you to do motion inputs, however not every motion input is available. If your character does have a special move on a motion input they are able to use all of the strengths of that motion input
- Supers are not inputed with different button combinations, all supers are a direction + Heavy + Special. So Forward + Heavy + Special is Level 1, Back is Level 2 and Down is Level 3
- Modern Controls has a 20% Damage penilty
Im sorry that these mistakes weren't fixed before the video came out, some of them were genuine mistakes and others just slipped through the cracks. I'm only human and I'm trying to make the best videos I can. I hope you continue to support me.
Could you tell me what the song name is at 10:50?
I think the 20% damage penalty only applies to specials and supers that use the shortcut instead of the motion input. I believe all other moves do the same damage
@@Captclutch504thank you for clearing that out, jesus if it was for all moves I would have switched out rn
These are pretty notable mistakes, not to mention the mistakes you made that aren't in this post. Saying you're only human when doing a minute's worth of research for "the best videos you can make" is all you had to do to avoid these mistakes in the first place is laughable. These are simply mistakes that should not have been made if you spent any time doing your due diligence.
@@strohhutrichie3153Beat Eat Nest from the Under Night in Birth soundtrack. It's Byakuya's theme.
I got the biggest ass whooping of my Street Fighter playing life by a Modern Chun Li. I saw them pop up with the M, went "Oh boy a new player" and they proceeded to have actually the greatest footsies and whiff punishment game I have ever seen.
EDIT: been a year but I never meant this as an insult to Modern players lol
I feel like I ran into the exact same guy. I got wrecked haha
Wouldn’t say new player
Frame one specials and stuff man they can combo easy af
@@AnarchyMagic It was in the battle hub so Im not sure, they definitely were playing really well tho
@@WantSomeWhiskey818 I think the one I fought was named modern scrub. XD
i think WhyDo said it best: "You see, thanks to instant supers and specials, Modern Controls turns you into some kind of online play cryptid, with low damage but also the most messed up, turbo charged red bull gamer reactions in Street Fighter history."
Whydo really is the best the smash community has to offer.
As an intermediate level Classic player, Modern gives you one massive advantage over Classic: the ability to hit confirm into 50% damage level 3 super combos with ridiculous ease. Basically ANY mistake made against Ken with 3 bars is gonna take 48% health. That's something you generally do not constantly fear against other mid level players.
Not just hot confirms, but on reaction too in order to punish fireballs or even something like Honda headbutt.
When I see my opponent got modern control I know they won't mess up anti airs. Thus really limiting my jumps.
Which is a good thing. Less temptation to hop around into yolo jump in lol
This is where the issue lies with Modern controls. For new players (like myself), the advantage of being able to quickly and consistently do special inputs far outweighs the downside of having fewer moves. I’ve only managed to pull off manual supers mid-combo a few times since switching to Classic, but I was doing them consistently on Modern.
That being said, I don’t take issue with Modern controls, since they’re the reason I was able to get into this game and anybody can choose to use them. Plus, they’re not worth using if you’re a skilled player or a series veteran, which is good because they’re supposed to be like training wheels.
At this point they are just extra wheels disguised as training wheels
@@tacticsogremanI still Yolo jump in anyway :v
As someone that plays both classic and modern controls its bloody fun playing modern zangief/Manon against friends
A man of culture I see 😎🤌
Fair enough. I hate seeing them online, though
Probably because they're the most broken characters. At least modern Zangief is. One button SPD and super is pure madness for a character like Gief. People will call it "elitism" but modern and and classic controls are simply not balanced for eachother. Classic Gief has to do all his full circle motions while Modern Gief can just walk up to you and press one button
@@Arcadia6227 That's what I'm saying
Its fun when you're not at the receiving end
Thank you so much for this! I've been trying to explain this for some people and it's hard for then to understand.
I lost 95% of my vision (I'm legally blind) and I play by the sounds (SF6 done a great job in this department ), and the speed of modern control gave me the reaction I needed. Sound reactiong is a couple frames slower than visual reaction and there are characters who doesnt make sounds imediatelly when they attack. Now I feel like the game is more fair to people like me.
Sound reaction slower than visual? Im sorry? That literally goes against everything ive ever heard about reaction speed. Could you please elaborate?
Can I ask - do you react to throws?
After forcefully visiting Throw Town, I looked at accessibility options (Which are locked from SF6 Demo btw, for some reason!) And specifically throw alert is missing. The closest is distance sound indicator.
I just might not have noticed, if a special cue for throw exists already or not. Besides screen stopping, and character specific animations of course.
And yes, I know - if given an option, everybody and their mom would turn throw sound alert on.
@@xmaracx no problem! Maybe in physics it's different, but in games, because the way sounds are made for games it's pretty hard for even an experienced blind player to react fasters. For exsample, the sound of a dash and a jump can be confused at the beggining because both sounds like cloth or wind, but a sighted player know the difference right away, got it? (excuse my english)
@@xmaracx some characters do sounds way into the animation of a certain move and not at the start which makes it "slower" to react to in comparison to just seeing the startup frames and saying: oh thats this move let me block/parry/DI/DP/punish or whichever option you would go for.
So it is not that sound is slower than vision, its just that by design some sounds come out slower than the animations and causes the issue.
@@TheOblomoff I can't. I normally just read the throw or do the "delay tack tech", when you think it might be a throw situation just wait a little then do your throw. I can't explain here exactly how to do it, but there might be a lot of tutorials about it.
I’m surprised Gief’s SPD wasn’t mentioned.
Funny thing is that when I see the modern icon, I dread the match because with certain characters it feels like I need to be on point even more than normal.
Isn't Modern Gief's SPD the heavy version, which has the worst reach?
@@LloydTheZephyrian yeah and? if they grab u they still do damage
@@Doktor_dooomyeah and that means that if you know that it’s only the heavy version you don’t have to worry about getting close as much. The difference in range can be really important.
@@Doktor_dooom The 20% damage penalty causes the special button version to only deal 140 more damage than the light version, and the light version has vastly superior reach.
@@LloydTheZephyrian yeah i noticed the light version has good reach sometimes i wonder how the fuck he grabbed me but i still think is very strong the one button spd and the one button 720 even with bad range
As a modern casual, I have to say you’re wrong about the special types being unavailable to modern. Modern controls allow for classic inputs as well, so you can do all the L M H special variants if you input the classic input. I play Chun Li on modern and spinning bird kick is “unavailable” on Modern but I still input down up charge attack to use spinning bird kick and all variants are available.
Classic inputs for specials are always an option even with modern controls enabled
but why play modern if you do the inputs :T
that's the thing, if you use inputs, go play classic, it's better damage
if you don't input, use modern
@@dopchip7977 because there are certain bread and butter moves completely unavailable to specific characters on modern. It just so happens that Chun Lee is one such example and that move is actually relatively easy to input too.
Nah man this kills your entire flow, either commit fully or non at all
100% Agree. I was shocked that he noted that Modern utilizes 7 buttons but only noted two flavors of Modern players. As you said, Modern gives you easier access to certain bread and butter combos that can be difficult to execute effectively in the heat of the moment. I've been playing fighting games since SF2 Champion Edition on the Sega Genesis. I know how to do motion inputs. What never clicked for me was the consistent execution of b&b combos utilizing those inputs with correct timing during a match. I have had way more fun with SF6 since I switched to Modern controls with Rashid. I'd say the biggest problem for me as a Modern player is the inconsistency of the "streamlining" of each character. Some sacrifices are a lot more detrimental to the some of the characters in modern. Some of the special button attacks are the least useful version of the move. Some auto combos are way more wasteful in terms of drive guage and are way more unsafe on block.
Quick note as a former modern control player.
You actually DO get the full suite of light medium and heavy controls by doing their motion imputs. But you only get the four moves that come with your modern loadout.
Not if a character has two moves that use the same motion but a different attack. Like, Ryu has 236 p or 236 k, so you simply can't have access to all those moves with modern controls. When you enter 236 light attack, it's either going to be a fireball or a donkey kick.
That doesn't feel right cuz I got tornado kick by a Ryu on modern
Modern Jamie can’t easy input quarter circle back special (the palm move that he travels forward) but he can input it normally to use it.
@@jdaze32 they can still do the special button for it they just don't get to pick between the light medium or heavy version.
You get 4 easy moves. But can still do motions - take modern jp for example. He doesn't have his qcf+k and qcb+p as easy - he gets full access to those by doing the motions. As a trade-off he can only use his qcf+p and qcb+k as default easy inputs because motions do the other moves
I can't wait till akuma drops and I get to do 1 button raging demons
that's scary
Shit on Tekken 7 people was able to do one punch into his raging demon lol
@@XxPlatinumChief they still always had to do the input tho
@@nkirmath8621 but even that input to do it was extremely more easy to do compared to street fighters
That one button rage demon go be fun
"Can you use your super as an anti air with classic inputs? Maybe"
Every Pot main "wait are we not supposed to?"
As an OG Street Fighter from the arcade and SNES days, I have to say I simply don't have the physical reflexes I once did. This paired with the evolving complexity of fighting systems has caused me to consider hanging up Street Fighter forever. Having the strategic mind to play but being unable to execute is infuriating. ( Don't laugh, it's going to happen to you one day too!) The Modern option is going to keep me playing fighting games for decades to come if it becomes the norm. I'm so happy Street Fighter 6 implemented this!
Sameeee
Keep going bro. GAMES ARE SUPPOSE TO BE FUN. 🎉
After breaking multiple fingers multiple times, I don't have the dexterity I used to. Wanna rag on me for playing modern controls, stop losing to them.
@@solblackguy instead ill rag on you for breaking your fingers multiple times, dont shove them up your bung too hard next time
@@solblackguy i dont lose to modern control players. You suck get good. Period.
I was literally just watching the whydo Video on sf6 lmao
ME FR
Same! This video was RIGHT under while I was watching it too lol
YOOO
Make it 5
As a Smash player that watches WhyDo, I think this whole Diskussion is really funny, especially the 3 to 5 frame data thing.
That aside, I love that Ryu and Ken are in Smash Bros, but since Smash didn't have motion inputs aside from these two(And Kazuya/Terry), I obviously could never pick up street fighters.
Now with modern controls I got a new perspective on how street fighters works compared to smash and I'm motivated to learn the motion inputs.
...In smash at first.
But when I'm more comfortable with the Imputs, I'm totally planning on coming back to street fighters.
As someone who’s only played MK fighting games and tekken. I never got used to SF’s stick loop followed by one button press. SF6 modern controls are the best thing to happen for people that never got into SF. I just love it. It sucks that some people feel it’s not evo friendly. I still get whooped by people who play with fighting sticks on classic control which I feel is a higher advantage. To each their own I suppose.😊
Good way to get players into a genre that is otherwise small with its overall playerbase, some pro's even said they enjoy using modern controls. It's also great for people with disabilities. If it brings more people to enjoy, love and support the genre, Im in.
This
Fine by me as long as it's not tournament optimal, otherwise high level matches would be way more campy due to fear of being instant reacted on and it would get old quick.
@@Tjerty I imagine thats what the 20% damage drop off is for, it makes good combo's on classic have just enough advantage for it to be still the more preferred way
If you're into something considered niche, you want as many people to be able to access and enjoy that thing so they keep making it.
Or C) you could be someone like me and not like the 6 button layout. I can do motion inputs with relative ease but I cannot for the life of me get used to using 6 attack buttons no matter what I map the buttons to. I’m not new to fighting games but this is my first street fighter game and honestly, I have to say that I prefer the simplicity even if it does limit the kind of stuff I can do.
Makes perfect sense. Street Fighter doesn't fit any standard controller layout, unfortunately. It's very much a game intended for arcade sticks even though most SF fans don't own one.
This! I've played SF2 on the SNES and never could use the 6 buttons. I could never, for example, do cr. medium kick into hadoken or mix punches and kicks in combos.
exactly my situation, i don't have problems with motion inputs and i play modern with motions cuz 6 dedicated normal buttons is over the top and unnecessary (imo)
Agreed, I love Street Fighter so much and have been playing since I was a kid. I always knew where my ceiling was against higher players because it's hard for me to do some combos. I've always excelled in MK games. The Modern controls gives me the control and flavor of an MK game and now I know I'll be playing this game for a long time. I still use motions for certain moves, but the assisted combos are so sweet to pull off.
I so agree. I prefer a 4 or maybe 5 button system, guilty gears is particularly elegant imo
I think an interesting part of modern controls is how it affect intermediate players. I have about a years worth of experience playing fighting games. While I can do the inputs pretty consistently doing them mid combo and back to back every time is a whole different story. Modern controls allow me string moves together for combos a lot easier.
I would say this describes me as well. I been playing fighters since I was a kid, but just recently got back into them this past year. Although I'm not bad with Quarter circle inputs and double quarter circle inputs, I started back my fighting journey with Guilty Gear Strive, the feeling of not having to think about that and simply worry about the fight, has been a breath of fresh air. Even when I play Tekken, and although I have a fight stick and everything, I still would prefer Tekken combos over having to do constant quarter circles, to do everything.
and that right there is the problem with Modern controls. youre an intermediate because YOU need to work on combos and hit confirms in your block strings. modern players dont have that problem. its complete horseshit that its in the same ranked mode as classic controls.
@@ShellShocks14 facts. They should be locked out of ranked tbh. Im tired of beating them over and over and them doing the same annoying boring crap all the time
@@Goosewitdajuice317 If you are beating them so much in ranked then it shouldn't be a problem because its free ranked points. Modern controls are not a problem at all, its simply a way for people to play the game the way they want to play.
One thing also is that you can still do most of the specials by command in Modern, so you pick up a chara in modern, and as you start to learn the tool kit and moves, you start selectively doing some atks by special, for example doing quarter circle for fireballs, back quarter circle for tatusmakis but still using one button shoryu, and then sticking to this hybrid form or going full classic is the player's choice, also since all modern specials have -20% to its damage, you want to do your big damage specials by command rather by one button press.
If what you said about option B, is true at least for me. My best example was Tekken. I knew the combos to the character I played. I knew the juggle and the landing knock ups. But every single time I attempted to fight a real person I would start the combo and fail to remember something and choke. Causing me to miss my knock land or the small juggle window.
That's because your mental stack is already filled with trying to beat the enemy. This is definitely relatable you're focused so much on fighting the enemy that your mind doesn't have space for combos you can do in the training room too. I think this comes with experience, you should try playing against a low level bot and try to do your combo there. Increase the difficulty until you're comfortable with doing the combos mid combat, that's what helps me
I think something that might also be important is that is does benefit some characters more than others, as some characters lose key tools with modern controls
i love that modern zangief is litteraly the same minas like 1 special. even with the dmg reduction he still does BIG HURT
The thing I find very interesting in this video is that on Modern Ken, I'm able to do almost all of these combos in Modern, as well as Classic, it just requires a LOT of time and patience, since Modern control players are using a different control scheme than those who stick with the OG.
If modern is so easy, I want to see the complainers use them and go against any classic player on silver rank and above.
On Diamond you feel so incomplete, specially in mirror matches
im already master using modern controls, I play random select as well
I’m a modern player, idk i’m not a new fighting game player and I played strive and other street fighter games for years. So I can DO the inputs. but idk i just like how modern feels a bit more.
but that being said great video!
@@greekfirelive7580i play on pc and classic on keyboard is like cheating its super easy but when im playing with my controller i use modern i cannot do the classic control moves on controller
Also modern gief is mandatory for me
People act like we can't do the input, like bro we can but modern just feels cool and less stressful on my hands lol. My hands already suffer from playing asuka, hc and zato I don't need a whole game to make my hands unusable lol
@@pancakes7483 "modern feels cool"
Chat, what does this actually mean?
@@usernameluis305 what do you think it means? Do you need a hint?
good for new players and the danmage reduntion and moves loss makes it that people have to consider
but I wish that it also learns motions just a bit
if only for the supers
It might turn into a driving manual vs. Driving automatic situation
Modern controls isn't just a feature for beginners. Pro players like Shuto are going with Modern to have easier access to super attacks. It's alot harder to Drive Impact someone who's using Modern controls when they're in burnout because they can easily react to it with a one button super.
I'm a fighting game veteran and I LOVE modern controls. I'm neither camp you mentioned, I can do motion controls no problem, and I'm also quite experienced with fighting games. My issue with fighting game has never been motion controls it has always been combos. Frame data I can just guess from animations and ingame experience, motion controls i can usually guess even if I just picked up the characters because they're usually the same throught the genre, but COMBOS are impossible to learn unless you go through the "studying up" phase that I absolutely hate in every fighting game.
Unless I spend HOURS learning combos and building muscle memory I can never even play the game IMO. Why did it took this long to add multiple autocombos and map them up to multiple button presses, it seems so obvious now. I have spend 100 hours already in SF6 and exactly 0 of them I've spend in training mode. I have made it to at least plat in ranked mode with all the characters and is so refreshing to just pick one up and learn how to play with them... by actually playing with them. I don't have to look up youtube videos on combos, I don't have to spend hours in training mode, I'm just playing the game. IS SO MUCH FUN. I'm gonna say it, THIS is how all fighting games should be made. At least just lets us have this option, it doesn't have to be optimal, you can give us less dmg if you have to, but let me do a combo with a character without having to STUDY for a video game. I don't wanna study I play to have fun.
Part of the fun and excitement comes from practicing combos and confirms and then doing them in a real match. You deprive yourself of that joy. Plus you will never fully understand a characters moveset with modern controls and without training mode.
This isn't sf4 though. Almost every combo in the game can be mastered pretty quickly
dude this is so sad. what makes fighting games so much fun is the effort and work you have to put in to learn combos, frame data, and to become batter. modern controls actively DESTROY this type of philosophy, and in my opinion, should not be facilitated or allowed in competitive play, at least not against players playing on classic. modern controls for babies and little kids who don’t have the mental fortitude to practice and practice was just a bad idea. even if it gets a new player into fighting games, it does much more damage forcing them to learn classic controls if they want to take the game semi seriously or professionally. modern controls are the absolute worst thing about sf6.
if you want to “play to have fun” go play something else. fighting games aren’t for you. you learn the game, and you PLAY the game. you don’t whine about it and quit. there’s a reason why picking up any sport or instrument requires honing your craft and requieres determination, practice, and persistence. imagine there being “modern controls” for piano because people don’t want to put in the effort? it would be unfair, and basically disregards the effort out in to learn the instrument. just learn to play the game dude, look at players like brolylegs, who plays with JUST HIS MOUTH because of his physical disability. there is no excuse to bitch and whine and go on easy mode because you can’t handle spending a little time on understanding links
@@zinxzan9568”you aren’t having fun the way I am, give up”
Man when Ken said "It's anti-air time" and DP Ryu that's when I knew I was watching SF6 footage
As someone who is familiar with modern controls, one of the best games that had and refined auto combos was the Blazblue series. The series had an auto combo and instant super mode starting with Continuum shift. I'd say the game that did it the best was Central Fiction. To be specific, there are certain moves that you can't do unless you use the motion input. This helped me a lot when I learned this because even though it looked like I could only do certain one button combos, I'd figure out which windows in the auto combo I was doing to cancel into certain special moves. Which helped my mix-up game a lot.
TLDR: Central Fiction has a Modern Controls settings that only locks specific moves and supers behind motion inputs.
PS: My favorite version of Blazblue's modern controls setting is still Chronophantasma. All your instant supers could be used in that one. As far as I remember.
I myself could never do modern, been playing these games for too long, but I’m glad it’s there as an option
It's always amazing to hear undernight themes and lethal league blaze
For all the people complaing that Modern controls are a crutch for new players, they're missing the point. In a sense, they are training wheels for new players, and that's fine. That's exactly what they were desgined to be. By stripping down and simplifying some of the inputs and movesets, it makes it less overwhelming to new players and put emphasis on learing the fundamentals first. It's like art. At first, youe gonna be leaving things like the fundamentals. How to draw shapes and lines consistently, learing how to use their tools, etc. They're not going to be doing shading immediately. You work up to that.
Fighting games have always been pretty trial by fire, and that can scare a lot of people off (it did for me for a long ass time.) It gives people a more approachable angle to dip their toes into. And maybe some people just wanna play casually and don't wanna learn some of the more complicated shit. That's fine too. They bought the game, they can play it how they want.
If you learned how to play fighting games on Classic controls, then that's great. It worked for you but might not work for everyone else.
I agree with everything you said.
The problem is it puts new players getting this help against new players on classic who dont, thats not ok in ranked
@@kye4216 and both scenarios are the players chosing they way to play, no one is forcing the new classic player with a gun in their head to bash his face till they learn to fight against modern
@@armoredsquirrel946 Sure but if a player chooses to play classic they shouldn't be punished for it.
Just let them have their own matchmaking. A lot of people like to use the classic inputs even if they are new.
@Sh1ft3r1the new player wont learn as much
A cammy isnt going to learn things like DR frametraps on modern because the moves just dont exist
@Sh1ft3r1 youre missing the point and its hilarious
Thank you for making this video! I have the most frustration in fighting games when trying to imput half circles on the right side of the screen. My finger doesn't move like that.
I'm pretty alright with doing the motions but I've got a gimpy left thumb from an injury years ago with a bit of nerve loss. It doesn't mess with me too much but it makes me whiff my attacks a bit more than I should using classic controls. Modern controls are perfect for me and I've been slapped by plenty of classic players, skill is what matters.
“We’re really close to hitting 50K subs” checks current amount, smiles.
:D
you say one button specials and i immediately say "ssfiv 3d edition"
guile has literally all his specials on the touch screen, you became sf2 CPU guile
at least you can't do walkin flash kicks in sf6
i think the DBFZ way to go about motions is perfect; the only inputs are quarter circles, the butter of the fgc motion bakery
the only other motion required is a half-circle for tag supers, which both isn't too necessary and is still fairly easy (not to mention fairly hidden to the player)
this means that as long as you can slide your controller from down to forward/back, you can do every special move in the game, whether it's a fireball, DP, or a super, teaching you the most basic motion for basically every fighting game, and still somewhat gears you up for advanced motions later
and then there's KOF and its 🥨
What I find difficult to execute with classic controls are not quarter circles, but other similar d-pad movementsc
a single QCF is no problem but all these double quarter circles are killing me on stick.
@@barryschalkwijk9388 same
@@weshu1111 going to try an octo gate to see if that helps...
I thing something that caught my eye was when I was watching Jwongs video on modern zang and he said “if you’ve every wanted to play zang and couldn’t, now you can”
I thought that was kinda interesting but also kinda depressing, the idea that there is an audience out there who are veterans of the game but felt like they couldn’t play zang because of controls always felt wrong. So it’s nice to see people finally getting an opportunity to play him who otherwise probably would miss out.
I think a simple solution to the problem of being able to instantly use supers is to make it so pressing the super button makes your character do the imput to use the move for you kinda like a macro so that way people won’t just be able whip them out instantly
I don’t see how to would take away much control
@@helghast_7203 What you just said makes absolute no sense.
Take control away?
He inputted super he got the super out.
Yeah, I now noticed my argument didn’t made any sense. Sorry about that.
(I was still a relative newbie to Street Fighter, so I didn’t understood completely how the game’s special moves worked in comparison to other fighting games I played.)
It’s alright, I can see how what I said may have been confusing to someone who isn’t super in the know on fighting games like these.
You basically turn into an SNK boss but you have to use your brain.
Wow, I cant believe gekko clickbaited me into watching a good video.
I just noticed that the sides of each of the icons indicates how many buttons you use primarily
The prob with classic controls is that even when you see an attack coming you still have to do an input, which removes the stratagy and puts most of the skill in execution, but characters like zangief are balance around this so it’s sort of damned if you do damned if you don’t with modern controls
Ladiva is at the bottom of the GBVS tier list while being a better Zangief in a game where you have to play with Modern controls on at all times by default.
Her SPDs do marginally less damage if you don't do the motion, but that's not the problem. The neutral of the game being cranked up to eleven, because removing execution on defense puts all the mental stack into reactions and footsies, that's the problem.
Nah but hitting level 3 with Cammy cus the opponent performed a projectile is mad satisfying in classic
That's part of the risk/reward design tho. Anti airing with DP is physically more difficult, but also more rewarding. Fighting games aren't chess, physical execution goes hand in hand with strategy. Choosing which combo to do in a given situation based on its difficulty is an interesting strategic layer that has its place in modern fighting games, even if the inputs seem unreasonable to newcomers.
@@Dengiz21
When you have a shit controller the risk is outsized compared to the reward. Not everyone can afford the latest hitbox, and not everyone is SonicFox. So while I can understand the risk and reward equation, I can also see that having any mistakes feel like my fault for choosing wrong and not because my directional pad detects a 46 input as 486 or whatever. Plus, training and playing on controller with motion input fucking hurts, and again unless my copy of SF6 comes with a hitbox or fighting game stick or something I'd rather play my game without worrying about painful calluses.
And that's not just me being soft, Woolie can't train on gamepad for fighters without pain and he's been doing fighters for decades!
And finally, there's plenty of ways to mix up the mechanics of play to introduce risk in the play of a fighter without relying on motion inputs. It's just that most devs don't want to bother because motion inputs are an established trope of the genre and thus the pool of knowledge for how to balance around them is well established. They'd have to branch out to experiment and try to find how to balance grapplers without motion inputs, and that'd risk alienating older players who have come to rely on motion inputs.
@@fluidthought42 but even then street fighter usually has some characters with easier input requirements like Ed in SFV or even Marisa now. And one alternative many don't consider for fighting games: the PC keyboard can be a great substitute for a hitbox, doesn't hurt your hands like a controller. I can understand being frustrated at the physical requirements of these games, but that first barrier is usually not the reason people don't stick with fighting games. It's the rough grinder of improvement that won't get any easier no matter how reliable an invincible reversal becomes. And that's also why this genre is so unique. It's great to give new players easier access to the core mind game of Street Fighter through modern controls, but in the end this game is still aimed at a competitive audience. There are plenty of other fighting games with easier/harder or just plain different execution requirements out there too.
My biggest grief with Modern is the argument 'removing mechanics to make it easier' is just a poor excuse. You don't play basketball with a megnetic ball or a adjustable hoop- people have argued constantly that genetic size shouldn't BE an advantage but that JUST how it is in the game. T-ball compared to baseball are not the same, they are fundamentally the same game but not having a pitcher dramatically changes the game.
So changing something that dynamically made a game a thing does make sense for people to be abit upset. Personally I'm fine with modern controls in anything unranked and not in tournaments unless they specifically allow it or have a Modern tournament. As explained it's good for learning the game, and even having some fun versus between different 'levels' of players you'd be surprised how often classic players let up their guard because of the simple frame inputs they didnt expect from a modern player and get absolutely dominated.... I'd know fighting marisa and gief players feeling i should be able to rushdown and then realizing nope i gatta play stall and exploit their frames instead.
I couldn't imagine someone who spent all their time to learn a game, to practice it and plan it having to deal with something that 'automatically' does inputs for them. It's like watching those Chess Masters play against guys who know nothing of chess but made an AI, literally not know what a piece on the board does but the AI will competently push back the Master player.... Part of chess is the individual mind games, collectivity, and play styles, strategies and decisions. Having something done automatically removes all that complexity and at that point is it really high level chess? or just a simulation
You could use different fireball speeds with modern controls, you just have input the move manually with a quarter circle and one of the attack buttons.
but why play modern if you do the inputs :T
that's the thing, if you use inputs, go play classic, it's better damage
if you don't input, use modern
@@dopchip7977The damage remains the same if you don't use special move button and do the inputs properly.
For example I tried modern Zangief in training mode, one button SPD is about 2500-2600, if I remember correctly. But I can still draw a circle + heavy attack to use the 3300 damage SPD.
Having one button SPD and CA as an option is really handy for some situations.
The first chapter of World Tour were absolute hell to get through because they force you to use modern controls. I've been playing fighters since I were a kid and like to think that I'm pretty good at adjusting to the unique mechanics of different fighters by now, so I couldn't believe how incapable I were at adapting to this supposedly easy to use system. It was pretty humbling and really made me realize how much I've come to rely on certain universal control concepts that exist across the vast majority of 2D-style fighters.
For modern, it's not even just speed and consistency with the supers. It actually makes stuff possible that's impossible with classic.
For example, you literally can't use Zangief's 3rd super without hiding the first full circle input behind another move (such as drive impact). Making it impossible to just do the move raw. With modern however, you can just instantly use Zangief's supers as a whiff punish.
The damage is heavily nerfed though.
Cap u just not like that😂😂
Yes, this along with a few niche cases are definitely a valid complaint. Like people getting mad about a 1 button 360 is silly, but a 1 button 720 is legit something almost no one can do at all let alone with 100% consistency.
@@liquidjackson7172 That's very much true. I'm not even mad about or saying Modern should be removed. Hell, I even play Zangief with modern specificly for this, because I think it's a strong punish and I have fun with it.
However, I can imagine that Capcom will nerf this someday.
@@EliTheGleason Jup that's true. In the end it's all about trying to find a balance in the edge cases.
It's the same with the SOCD specification where they changed up + down = neutral whereas Hitbox would give up as input, because it would give Guile players an advantage. Most likely this change will make other character niche situations possible.
If you allow different ways to control a character, either it being control schemes or controllers, you're going to end up with edge cases. All I can say is props to Capcom for balancing it this wel IMO.
Mortal Kombat: 4 attack buttons, strings typically consist of one or two directional buttons and one to three attack buttons. Block is separate from movement. Super is activated by pressing two specific buttons together.
Tekken: 4 attack buttons, strings typically consist of complex movement buttons (diagonals and qc-motions) and one to three attack buttons. Block requires inputting back movement. Super is acivated by a dedicated string, or can be bound to a single button.
Street Fighter: six attack buttons and a lot of salty people who never looked at the other two games for inputs. Strings are not defined in SF typically, except for specific special cancels. Supers require complicated double-qc, hc, or even full circle motions and one or two attack buttons to activate. Blocking requires inputting back movement (or two attacks for parry, or a single button, or just wakeup DP lol).
The modern control scheme actually finally brings inputs to MK and Tekken standards.
I've noticed something a bit weird with modern controls concerning the avatars. That being the auto combos in modern are different for the avatar than the character the style is based on. For example Cammy's auto+heavy in modern pulls out her standing heavy punch, If you use Cammy's style on an avatar though for whatever reason it pulls out a low heavy punch.
I’ve noticed that to and stopped labbing with my created character because Luke’s setups are way different than my characters but on a minute level
@@KeyoXKeyo It's a very weird design choice for sure yeah.
One thing I would've mentioned is that Modern controls are more of a detriment on charge characters because you still have to charge for specials and super anyways.
SF6 is pratically my first SF (Played a tiny bit of V) after coming out of Mortal Kombat X and 11 and literally cannot understand why charge characters exist. Not hating on them (I'm really liking DeeJay), but I don't grasp the tought process behind them; why some character can have "instant" fireballs while others have to charge up?
@@ripgasbaron9716 charge is a balancing mechanism. you cannot move forward and charge at the same time, so they can make moves have unique properties or advantages but with the downside of the player being forced to decide between walking forward or charging. You can charge in the middle of combos but having to implement charge makes you have to take different combo routes.
@@ripgasbaron9716 charged moves are usually better than normal moves. You basically pay the tax of having to charge/not be able to move or use specific moves but your fireball recovers better and your DP is better. That's what charge characters gain. Basically if guile and ken shoot fireballs at eachother non-stop as fast as possible,guile is going to eventually hit ken because his fireball is faster
Man is it just me or is that Ken skin just Dante
Valmaster on Street FIghter Pro League Europe is kicking ass with modern Chun Li. Modern control trade options for reaction speed and some input not always physically possible in some specific scenarios, even for pros. That alone make them a great addition to the game, considering the massive damage penalty.
I've actually felt tempted to pick up street fighter 6 because of the modern controls and seeing this video is tempting me even further, I'm completely awful at fighting games because brain big slow and I am so inconsistent when it comes to inputs so even if I don't end up getting into fighting games seeing these control schemes become more prominent in games is very nice to see since that legitimately gives me the opportunity to *play*
There has literally never been a better first fighting game than 6, I hope you give it a try!
Give the game a try. But do yourself a favor and stop doubting yourself. I used to say similar things. “I don’t play fighting games cause I can’t do inputs” but that was me lying to myself. I took the time to learn standard fighting game inputs the same way I had to learn to play neutral in fighting games. It’s 100% possible and tbh way more rewarding knowing you’re able to beat people playing the game the way it was originally intended when they use controllers that give them instant supers and reactions. But if you start with modern, just don’t ever fully write off classic and try it at some point! Hope you have fun playing SF6!
I've also been awful at fighting games and also have shit reaction time more often than not, and yet I've having a blast with SF6, both in single-player mode and online, all thanks to modern controls. This game is amazing, well worth the price. Get it
PS. Modern controls aren't gonna save your ass if you're too sloppy - learned that lesson myself after repeatedly being demolished by classic players in ranked
We’re happy to have you! As long as you don’t play Honda!
As a long term fan of Fighting Games despite being terrible at them and usually only being able to brute force my way through fighting AI in single player modes or couch play against casual player friends who also don't know the strats or care about frame data, Modern controls definitely helps to tamp down on the sheer amount of panic I go through where I can't react fast enough to what's going on, and while it doesn't completely remove my inconsistency with inputs (whoops, was holding forwards too long, so now I'm accidentally doing my dragon punch, etc), it does make it so I feel like I can make meaningful choices instead of just ending up with whatever the button detection reads.
I still get stomped most of the time because a lot of the Battle Hub players know their Street Fighter and I just have dabbled in a bunch of Airdash fighters, various fighting games by SNK, and then the Tekken/Soul Calibur/Dead or Alive trifecta of 3d Fighters, but it feels less unsurmountable than the whole Six Buttom Arcade Controls on a PS5 controller and getting my DPs and my DQC/f's mixed up so I only Super when I don't want to and who knows what a DP will ever actually be.
Definitely better if you can talk friends into playing with you as well, which I'm still struggling to do but having a blast anyways even if I'm still trying to figure out which characters I can even Main (Manon seems a pretty good bet because her Medal Mechanism means even if you lose the first fight you keep any powerups from her command throws into the second round, Juri and Cammy who I think are neat not so much). It feels like it's....Okay to be Casual at it though. Like maybe the FGC isn't going to back that, but Capcom really is leaning in the "Just doing couchplay is actually fine too" direction after going so hard in the "Competitive E-Sports is all that matters, if you can't play on that level don't play our game" marketing the last few games.
When I started fighting games I couldn't do motion inputs for my life, mainly because I didn't exactly understand how they worked, and it was because of this that I wasn't able to do well in fighting games. That's when I got DBFZ. I set my control scheme to simple and it helped me get better at the game, but I felt a little limited because of how many buttons I had to press to bust out my moves, but then after turning off simple controls I found that I could pick up motion inputs a lot easier! I feel like players new to fighting games should start with simplified controls but then once they get used to how the game feels, switch to classic controls.
I said this in another video but I use modern controls due to not having to use six buttons due to coming from a anime fighter background also I use Cammy and I don't lose much. My only complaint is that I can't press L+S and M+S to do drive rush and drive parry.
Modern parry is just one button press, modern drive rush is what requires more involved input
@@fluidthought42 I just want all my options located on the face buttons. I want to use the shoulder buttons as little as possible.
I’m not new to fighters but as someone who doesn’t usually stick with them long I feel like modern controls make me want to. I can’t speak for each character but Kimberly(and a few others upon looking again) specifically I 100% prefer it b/c you don’t lose anything anyways that’s game changing plus with modern I can take the time to actually focus on fundamentals and strategy rather than hyper focusing on inputs and even doing sometimes fucking them up cause I’m being pressured. It's mostly the OG characters who seem to lose multiple moves. It’s just so much more engaging cause now it comes down to how am I responding to opps. It’s so much more fun to me to pull off a longer combo mixing the modern/manual inputs than sitting there praying to god I don’t fat finger and mess up a long classic input.
Also the damage nerf really isn’t a factor imo if you’re a capable player. Have gone against mostly classic players (especially as I’ve entered platinum and above) and humbled tf outta ppl not ready for a good mixup game
As someone who has always enjoyed fighting games casually and struggled to get into SF previously, I love the modern controls.
I understand I'm conceding a lot of options by not playing classic, but Ive always used playstation or xbox controllers to play and I could never be precise enough to reliably perform the inputs.
Modern allows me, someone who has desperately wanted to get into SF since 4 but felt like I couldn't, enjoy the game finally. What I love about the game is the punishes, the predictions, countering, overall strategy. I love reading individual people's patterns and doing my best to counter them. Modern lets me do that and climb ranked based on that rather than being gated by being shit at inputs.
I know i could just learn, but Im 25, with a full time job, a wife and 3 kids. If it was required of me to learn classic, it would take me too long to get to where I am now, and I likely just wouldnt be playing the game at all.
My brain knows what I need to do to beat my opponent most of the time, the problem is I just cant execute in classic.
10:41 That transition is fantastic!
"Oh its anti air time"
me playing naoto in bbcf
James Stephanie Sterling recently did a video on the modern controls in SF6 and basically stated how much they loved them, as they were the only way they were actually able to play the game. They talked about how much they had loved watching fighting games, but outside of Smash, had never been able to get into them because they physically could not do motion inputs. The literally could not remember what inputs did what, and when when they did know they simply couldn't do it. These are the kinds of people modern controls are made for; people who simply would not get into fighting games otherwise.
Im concerned for Sterling's mental cognitive abilities. If you can't remember quarter circle forward punch then you probably shouldn't be a gaming journalist
@@mrblooper1994 That's a single input in a game with hundreds. Sterling talked about how yes, they are a bit neurodivergent, and they have trouble remembering all the inputs when they play, but anyone who actually plays fighting games more than casually knows the inputs and moves of most of the roster. That's a large barrier of entry to fighting games that modern controls make lesser. Also, whether they can remember fighting game inputs has no standing on how well they perform as a games journalist? This is the kind of ablism that keeps people out of the FGC.
@@lyokhamishukov3513 lol
"I can anti air DP"
*blocks jump in
7:37
Modern Deejay here, you do get access to all his fireballs, all his flashkicks, all his machine gun punches, and all his special kicks. He doesnt lose any specials at all as far as i know, he's one of the least affected by the limitations in Modern imo. His sway and all its followups are all only accessible through the Special button though, so they will always be nerfed by 20%. That and losing on some normals are pretty much the only things that limit him, but having a 100% reliable flashkick and instant Lvl3 and Lvl2 more than make up for it.
A modern Deejay player here too !
I love him in modern, he's the perfect mix for me as I like motion inputs and like you said can do most of them, what I hated was just the classic 6 attacks button layout, while in modern they're more easy and feel like a NRS game
I like to play against modern players, I’m a zangief modern player but I they aren’t a lot of modern control players, maybe 90% classic 10% modern?
Nice video. I love the Vicar Amelia OST you added midway through your video.
Another cool thing with modern is that you can do the regular classic inputs on modern so with a character like deejay, the modern button only gives medium or od, but you can do the charge input and hit the heavy button and get his heavy fire ball. I play alot of modern blanka and learned this bc the modern button only gave medium ball while I would want light or heavy. (Also supers done in modern loose like 20-25% dmg)
People complaining about modern controls in SF6
But nothing will ever be as cursed as GCN mode on Capcom vs SNK2 EO.
Players who used this got supers and ults instantly by pushing the C stick without any delay and auto guarding that stopped EVERYTHING.
spot on. modern controls are for people with disabilities like me with impaired motor functions. i remember the street fighter 5 community gave me shit for basicly wanting something like this lol.
The only problem with modern is it gives new players a massive advantage over other new players on classic. There should be separate matchmaking until gold or something.
@@buckbreaker5185point me in the direction of the modern gief who hurt you and I’ll kick his ass with a silver Jamie
@@andrebabani7152 fuck it, it was pretty dickish so I deleted it but posts like these all but confirm Modern are too easy. Want to like this game but it feels like SFV with an anime dash combined with an anime brawler. Classic players are playing Street Fighter, Modern players are playing Ninja Storm basically. Its practically 2 games mashed into 1 and it sucks
@@andrebabani7152 Smooth brains don’t understand that people can like and use other things than them, if they aren’t doing what they’re doing then the other person is wrong. This man buckbreaker is a prime example of that. However if these guys feel like buying me another copy of a game that I bought for myself as a grown ass man - then they can tell me how to play the game or anyone else for that matter. Let them live in their delusions.
@@KeyoXKeyo you are the smooth brain. Lets put an I Win button into the game then "if you dont like the I Win button dont use it" you completely miss the point smooth brain
In the case of Modern Honda, Buttslam, Clap, and Sumo Spirit you still need to manually input. You get Handslap, Headbutt, Sumo Step, and his command grab on his Easy Specials, and only the Command Grab is locked to Easy Input only. Everything else you can/must use with all strengths manually.
Also for a note on charge inputs with Easy Inputs, you still need to charge back or down to use the move, you just don't need to flick up or right with a button, you just press special if you've charged for long enough.
You know, it’s kinda disappointing reading some of these comments below this video.
Developers of street fighter 6 gave more accessibility via modern controls, so more players can actually experience the game, instead of “Trial of fire of fighting games for newbies. Too hard for you? Sucks to sucks, give up or still continue while suffering.”
Or the said modern controls are very helpful for people with disabilities at some circumstances. Some people can’t do motion inputs or even some people have limited vision (referring to one of the comments below this video about the guy who is legally blind).
What are you gonna say to them then? “Don’t play the game at all.”?
And then you have players who complain about the said more accessibility. Please stop with this “trial of fire” mentality and actually let new players join into the fun. Jeez, you sure all are very fun at the parties with such gatekeeping.
100 percent agree, my dad love street fighter in the arcades but when I play 5 with him he didn’t know the input so I think he like to look of it 😅. So modern might makes games fun and interesting.
My cousin play games like MK where motion inputs are not use a lot, so he wasn’t interested in Street Fighter 6, but with modern control, it help a lot. We play 6 and had a good time and said he might buy it, that made me happy.
I think we should treat Modern more as a option and not just for new players. SF6 is a game and at the end of the day, we play for fun, not for skill.
I find that Modern controls are actually more complicated than Classic controls
The best solution this is to add an option in settings you can enable to only matchmake you with people using the same controls as you
That way classics can’t complain about moderns and moderns can’t complain about classics
Like crossplay options but with controls instead
THEY HAVEN'T?!
@@Ramsey276one
I’ve never played sf6 so idk if they’ve done it or not, just saying if they haven’t already then they should do it
@@Ramsey276onenope, and they never will knowing their design philosophy.
Yo dude this was a great video and HAPPY 50K. But please. PUT THE MUSIC YOU USE IN YOUR VIDS IN THE DESCRIPTION ITS SO GOOD!!
I didn't grow up with Street Fighter. Fighting games was a genre that intimidated me. Motion inputs came across as daunting. Modern controls helped me get into the genre. But I plan to ween myself off of it once I understand the game more and move to classic. Thank God For World Tour mini games.
As a Tekken player I find this all hilarious
Modern controls seems like something that people are going to stop hating on sooner or later because the advantages it offers really dont beat out the pure damage available to someone who puts time into classic controls. Once we have some more optimized combos for classic modern will look way less like a crutch for the unskilled and more like training wheels. Helpful tool for learning fundamentals, but overall limiting and something serious players will probably mostly drop.
you can still do the classic inputs with modern controls on and get full damage.
I mean, objectively, modern controls will always be faster than manual inputs. Also, there are things you literally can't do with classic that you can with Modern. So the argument that you can just practice to the point that you can't play on par with Modern inputs simply isn't accurate. I'm not saying Modern is broken, but instant super punish with no buffer on reaction is something you can learn to do in a week. Just having the ability to dp with one button ua already is absurd, damage reduction or no.
@@kye4216 there are still specials and normals that you just won't have access to and your combos are always going to be shorter. Modern just does less damage.
@@juice6521 it's not that absurd. Reaction supers are spooky on paper, but they cost meter and do less damage than a meterless combo.
@@juice6521 it's also possible to read your opponent, buffer a super against something you think they might do, and then for the duration of the buffer you have a 1 frame reaction super. It takes a lot of experience and practice, but it's not impossible.
It does hurt when translating from 3D-fighters and you get full combo punished every single time for each mistake from a modern player on silver and gold ranks and I am still very consistently dropping basic bnbs left and right.
Modern does skip some muscle memory training completely, but I do think it makes us all better players in the end. Just wait until season 3 or so.
Gonna go through the trouble of a Modern controls breakdown video and not once mention the -20% damage nerf applied to every single-input move. Pretty huge impact.
You weren’t kidding about Modern being the latest scapegoat for dogS players losing to something they don’t use, refuse to learn and understand even less.
Wonder if adding slight frame delay to specials done from neutral state using modern that is specials not done not during a combo would make people who use modern riot. Would they even notice.
I personality wouldn't mind, as long as the animation itself was slower as to avoid the appearance of input lag it would be preferable even as to help reintroduce a level of risk to those moves. I don't ply modern because it's optimal, I play modern because it's more consistent with my otherwise inconsistent gamepad setup. Also, it relieves my mental stack onto thinking about fun stuff like timing anti-airs rather than "I'm sure I did the motion input right what the fuck is my controller acting up again"
I tried modern and it made me feel very limited. Classic gives way more options. I think modern has its place, but modern should be separated in rank
I'm in med school right now so I don't have a lot of time to dedicate to learning the classic control scheme. I'm super happy they added the modern control scheme so I can have fun with the game without putting too much time in to it. That being said, I don't think modern controls should completely replace classic controls in future games. It's nice to have both options to players and allow classic controls to reward the player with more normals than modern controls
The first half of your comment is EXACTLY why modern will replace classic going forward.
Hope you're happy with that.
I actually have some experience with Street Fighter since SF4, and while I wasn’t terrible, I knew half of my mental energy was going to performance with 6-buttons, instead of what I’m better at which is analyzing and reacting. I also get terrible carpal tunnel and have no fightstick or fightpad and they hurt my hands, sadly. Modern controls have been amazing for my mental energy because I don’t need good combos, but I like consistent effective damage, so I can focus myself on the fight and my opponent. Call it scrub behavior, but I prefer efficiency and consistency as a player, more so than even winning or losing. Modern controls have been such a help in that, that I’m glad they are there. I don’t play ranked and I don’t need to, but it’s been so much fun to keep up with my friends in Platinum or Master when playing casually.
I will die on the hill that if you lose to someone playing modern control, it is 100% a skill issue.
Yeah they are literally using a worse move set than you
@@noname-do5wo Correct me if I'm wrong, but isn't it much easier to do light hit confirms on modern controllers? If that is the case, I think it's pretty big edge for modern controls against classic controls and offsets the more limited move set.
@@etunimisukunimi5890If you're getting hit that much it's because you played bad. Modern controls didn't force you to make a bad move.
Most single digit IQ take
@@etunimisukunimi5890light confirms are really easy in SF6. You can just mash 3 lights and confirm into specials. It's actually better on classic control because classic don't auto cancel into specials on hit/block like modern does.
Modern is... Strange... While I do understand the faster reaction times at a 5% damage reduction tradeoff, I often find the B&B combos to be harder to do with Modern. While in Classic it just makes sense to me, with modern you have to hold R2 at certain intervals to get certain moves to come out, requiring you to know when and when not to press an additional button, while in Classic, you just press the button...
4:14 Wait... more buttons used means less complex inputs. That's the thing Modern Controls are supposed to do to improve accessibility. That's a thing in its favor.
60 hours in I've reached Platinum rank on both Honda and Geif, this would have never happened on classic controls. As a 40 yr old gamer I absolutely love modern controls, it really opens up the game to a broader audience. Good move Capcom, I've played more SF6 than all of SF 2-5 combined.
I play FG and I don't have any issues with 8way circle inputs, but for some reason I never could do them in SF in a satisfying way to do combos. Modern controls are literally the reason why I even touched SF in the first place.
I’m not sure I entirely agree with what you said at 6:11. While it’s true that some with disabilities have been able to excel in the community with traditional inputs (Ex: BrolyLegs), it’s also important to consider that not all disabilities are created equally. Those with memory-based disabilities (Ex: Laura Kate Dale, Stephanie Sterling, etc.) are quite literally incapable of remembering the motions for special moves, and no amount of grinding & trying will ever change that (by their own respective admissions).
I mean, I don't know if I buy ADHD as a de facto impediment to memorizing motion inputs since I have ADHD and I can do them from time to time, and the point of training is to do them without thinking about it. However, not everyone hyperfocuses the same and frankly I don't have the patience to lab characters on my shit controllers to find the optimal combos while a callus the size of a nickel forms on my left thumb. While I think the Modern controls still have a long way to go (perhaps they can have optional slower activation animations for supers and command grabs, to simulate realistic player input timing), I think they're a n overall healthy thing for the gaming community as a whole. But it will be better implemented in a game that doesn't try to cater to both classic and modern audiences.
4:07 correction: It SP+H only for SA moves. Netural/Forward for Level 1, Back for Level 2, and Down for Level 3
Only for the single input. You cann keep pressing auto+m to end your combo with a Level 2 for example.
@sirluckaffe130 Correct, but some characters still can't do Auto-Combo SAs either. Like Ken or Zangief can't do SA Level 1 thorough there L Auto-Combo.
@@xkazamajinx Oh yeah youre right about the L1. Forgot about that haha
At least I can FINALLY play a street fighter game myself instead of fanboying on youtube videos, cuz I sure can't do a dragon punch motion better than once out of 15 times D:
I don't care if anyone call me a scrub, I wanna have fun too :v
Congratz on 50k subs!
I have a gimped left hand, it has many boxing fractures, and arthritis, so motion inputs will REALLY really hurt after about an hour. Thanks to Modern controls i can take a lot of the stress off of my hand, and focus more on footsies and guaranteeing consistant damage, while rarely dropping a combo. It lets me, as someone with good game knowledge to be competitive. I have 6 characters in Plat, with my Manon in Plat 2, and im still climbing and getting better and better.
Interessting is, that you did not mentioned the one-button 360ies - but that is not the topic why I wanted to comment. I absolutly agree with your take overall, both controls are viable out of different reasons. But about the speed argument, this one is hard. Since we have not only different control schemes but also different input devices (aka Pad, Arcade Stick, Leverless Controller). Some of those devices can make shortcuts which makes a classic control super much much much faster than the other devices.
I mean sure nothing beats a 1-Frame Super input like the modern controls can do it. but even half the input time is much faster than the average input device would do it.
So for me it's not only the discussion about classic or modern, it's more like a personal preference discussion as of now.
Like one can decide which input device feels right for them, they could also decide which control scheme is the right for them.
As for my experience. I am not as good as it sometimes sounds like, but I make my own opinion on suche topics. I played SF6 since release the same amount on pad, stick or leverless also I used modern and classic. TBF I absolutly love the modern scheme for pad and to some degree also for stick but leverless?....Give me classic. Yeah those shortcuts make a huge different for the feel of the scheme.
Modern (and all the other names for it) feels always like one of those gimmicky tricks you learn while for example playing guitar, sure they help you right now and it's no shame using them, but it's heavily advised to try out the standard harder stuff when youll get more proficient.
Many people don't have the time to dedicate themselves to learn a complex control scheme. Modern is a Nerf to damage as well as limits number of move options in exchange for letting people focus on the fundamental play. Space, timing , strategy. Modern is helping people play don't gatekeep others be glad people are playing because without them many people would not even pick the game up to begin with. The game is still new. Let's see how it goes but I'm rooting for Modern control to be viable, even if the tournament pros never pick it up.
@@vincentfrick6880 I'm by no means trying to gatekeep but I'm saying that if you're getting the whole package after some hours you should try the thing that so many people fell in love with because you might be missing on an experience. I've been playing some tekken when I was s kid but I never really liked it so that made me not play any other fighters till I stumbled into a livestream from a fighter with motion inputs. For me those inputs are the essence of the thing do I'm not forcing people to play with them but advise them to give motions a shot.
Your not gate keeping. It's fine to suggest people try them if thay want. I choose no to simply because I will not take the game seriously myself I have a job and what free time I have I'd rather just play the fundamentals. I accept a over all Nerf to play without having to practice for literally hours working on how to control. People are free to play how thay like. No one will shame people for playing classic. Just don't look down on people playing modern. I can focus on getting better in my own way.
Tbh, at higher levels of play, modern and classic dont have too much of an advantage over the other. But from low to mid levels, modern has a huge advantage.
Thats the main reason ppl are complaining, its much easier to get to high-mid level on modern for way less effort if on nothing else but a techincal standpoint
You forgot one category in the modern controls, lapsed fighting game players who don't have a ton of time.
I love how quickly I can pick up and play a new character. I don't feel "stuck" on anyone. Excited about this with all the new characters, ended up picking Kimberly for my main, even though I disliked such quick characters previously.
Brilliant move by Capcom
Funny how in all the clips he was playing in classic controls, not modern
My bias towards modern controls players is fully concious. One button supers is ass.
It’s okay my dhalsim is lowsilver so he can beat that modern Gief that killed you
Don't gatekeep, play how you want.
Some people use Modern controls because they struggle with inputs and want an easier time doing things like DPs.
I use Modern controls because it really pisses off the sweatlords and I find that very funny.
We are not the same
As someone new to SF, who’s trying to learn classic, and has limited experience in the more traditional 2d fighters; playing against certain characters is rough. Especially since the input reader is a bit funky, motion inputs I never struggled with in Strive just don’t come out or I get dp instead of qcf because I shimmied a little bit. So frustrating to drop a combo because dp came out but watch my opponent on modern not drop a thing the whole match. Like if they hit, they’re getting the full combo regardless. Trying to Superman punch over every 1 button hadoken only to then get 2 buttoned ex-dp as soon as you get close, is just a big killer of motivation
My big issue with modern controls is that motions are both a pretty important balancing measure as well as being part of the 'flavor' of the character you're playing. I love playing Chun-li in large part because she's such an interesting split between charge and QCF motions which gets totally lost on modern.
People have explained the balancing thing much more articulately than I can (Core-A gaming's fantastic video about the Ryu V Guile matchup comes to mind), but picture what happens when Guile doesn't need to hold down/back. Or if Gief can SPD with a single button. Yeah it does less damage in modern, but less damage is a minor price to pay for that much control over the match.
I'm really not bothered if someone picks Modern controls, at my low AF skill level it isnt the deciding factor in who wins. But I am worried about how simplifying inputs for a percieved boost in accessibility will lead to a drop in mechanical depth if it becomes the norm in other games looking to copy Street Fighter's success.
I'm genuinely curious how many modern control-users that are enjoying the game right now will still be playing in a couple weeks, and if they will still be on modern if so.
I wish motion inputs would go away completely because to me it seems like it's just unnecessary additional focus on mechanics when you could have more focus on the decision making part, tactics, strategy. Of course you don't want to remove every mechanical / muscle memory aspect and make it like a round based strategy game but I think there is a better spot in between.
Ladiva can SPD with a single button and she's at the bottom of the GBVS tier list because the grappler "walk your opponent into the corner with crouching jabs then turn on the blender" game plan doesn't work when you remove execution from the defensive mental stack.
Charge moves still need to be charged in Modern, so Guile still needs to hold downback. But Gief totally can SPD with a single button.