so back charge has priority over down charge... what if I charge down back and I switch to just down before hitting the special button, would the down special come out?
@@latefightshow6907 Would have to test that out. I assume that you would get Flash Kick in that case since you were also charging down just like in classic.
I think It's a great way to get people having Fun with the game... I really like to watch some characters like Akuma e zangief ... But on SFV you feel like It's really hard to play them ... But now It could be a great way to play ALL characters
Thank for the breakdown on this guys! I was very curious on how modern controls worked. This answered many questions and props to Mir for his thorough testing!
To me modern controls helps new players focus more on the other fundamentals like spacing, defense, and punishing. Once a player gets comfortable with the basics they can switch to classic to expand their options and optimize their punishes more. I hope it works out this way
lol yes.. obviously, that's why they were created, however when they have tournaments for $250k people will look for any possible advantage like for example..... 1 button dragon punch.
@@colbyboucher6391 what does predictability and one speed have to do with being able to stuff every single jump in with 1 button? i don't think you understand how potentially game breaking it might be. if you watch any tournament you'll see tons of jump ins that go unchallenged because the risk reward is skewed heavily in favor of the person jumping. a clean dp does 130ish? a full jump in combo can do half your life bar depending on bar. if takido, momochi, punk ect don't use dragon punches for anti airs on every jump in what make you think a normal person can do them just as quickly? not just just ins either, imagine going for a throw and they neutral jump? now you can dp them fairly easy with practice, dive kicks? good luck with that... i'm not even tryna be mean but i don't think you've fully grasped the mayhem of 1 button srk and how strong it can be in a pro's hands. think of daigo with 1 button dps...
this is hard to focus on punishing or antiar, if you don't have tools for this. modern controls are made for casual players and those who played Smash or Dragon Ball before. If you will play for several months with these controls, and then try to switch, you will need to learn your main again same as controls, because of input of specials, and new options in normals
5:35 it seems complicated to people who are familiar with the characters on that level, because we would essentially be putting years of intuition and muscle memory on the back burner. We'd be relearning the characters, essentially. But for people who have little to no familiarity with these characters, they don't know Guile has a raw overhead or the upside down Kick. They're only learning what Modern Controls offer right off the bat, and for them it will actually be way easier.
Guile has been my main for 30 years, so it would be basically impossible for me to not try to do upsidedown kick to bait a throw atttempt in certain situations. So I'll be sticking with Classic Controls.
Yeah, one major flaw of the FGC is a near-universal inability to step into the shoes of someone who has no idea what they're doing. It's generally people who have this mindset where they don't really give a shit if they just mash for a while. But being new to these games myself SFV only got fun when I had enough muscle memory to not just mash and actually think about what I'm doing. Most people don't have the patience to do that, but if you let them "really play the game" *first* I think some will be much more willing to take the plunge, because now they at least know if they're having a good time.
@@colbyboucher6391 They're not that hard to do at all. They're literally the next step after blocking and pressing a button. DP's and flashkicks took that little bit longer to learn in SF2 because they were the strongest moves in the game. And even then it took a handful of games in the arcade to learn them. Someone telling you how to do them was the only problem. It's walk forward, down forward punch. It's nothing at all compared to what else the game is expecting you to do. What kind of people won't spend a little time learning to play a game?
@@adriandenton6637 Again, that's beside the point. Yes, it's easy as fuck to do most special motions. But personally, in a real match, the sheer amount of stuff I *could* be doing at any given moment turned my brain into mush and I looked like someone handed the controller to a five-year-old. That only stopped when I couldn't just *do* that stuff but had the muscle memory to do it on command, and that's different. Not to mention having a good understanding of what my normals did and being able to use them efficiently without thinking about it, too. *Then* I could actually pay attention to what my opponent was doing and not just get perfect KO'd every match. That took, like, six hours of messing around and getting my ass beat? Six hours to fun (even if I mostly kept losing). Literally any other genre, no one's going to have to deal with that. Some entire fucking single-player campaigns are that long. Am I the lowest common denominator? Might be. But the FGC is entirely blind towards how most people experience these games because *you* adapted to it exceptionally quickly or had the opportunity to fuck around with people as clueless as you were. No one "told me how to do" anything so I'm not sure where you got that strawman.
@@colbyboucher6391 I really appreciate your honest reply...very rare nowadays. It is engaging with the game and repetition. Constantly set yourself realistic targets. Start on normal or normal/easy arcade mode till you complete it or understand the game. Try a harder level or go online and try and win a round. Don't be hard on yourself. You will be fighting against people who play 4-6 hours a day. Fighting games are about mechanics so watch videos so you can understand them. TH-cam is very helpful. Get to know the constants and necessary building blocks. If you master the basics and AA's you can win online. Don't jump. Have short training regimes (I dont do this cos I only have been playing an hour a day so i'm a hypocrite ;)) Know what each button your character does. Specials are only part of your toolkit. And learn to block well before you learn anything.
It seems evident to me that modern controls are for those times when you get the boys over and none of them play fighting games and don’t want to learn how. So you put them on modern controls and turn on extreme mode
You know what, I’m not actually upset about easy inputs. It will give my friends who don’t play fighting games a chance to compete. Most of my friends refuse to play against my main character 😅😅😅😅 I had a 100 win streak against a friend in Tekken, then she found the easy combos and took a couple rounds off me. If anything, it made me tighten up my strings and setups because I knew if I messed up, I’d eat an auto combo.
Top quality stuff VA. Excellent work and investigations on Modern Casual Controls from Mir 👍. The Modern Casual Controls are looking a Plus and Minus in certain situations but I'll stick with the Classic Standard Controls, having the Full array of Moves and your Character as a whole is always beneficial methinks. I know I'm gonna get Busted by many people using the Modern Casual Controls lol.
Several restrictions mentioned like diagonal inputs I hadn't even considered till Mir pointed it out. I also wondered about what normals are included and if there were any work arounds, and I'm glad the work arounds generally don't do much. Well, casuals mostly care about specials and combos, so at least that'll satisfy those players. Thank you for straightening that out. Now grapplers on modern controls, we shall see what Capcom does.
Great video guys, thnx so much for testing this out too. I really thought we would probably get more hands on testing in the beta with modern controls, didnt expect it so soon :) Yeah, pretty much what I expected. I don't think I was on the "omg its going to be exploitable" boat neither on the "its going to be shait" boat. It seems you have access to things, sure, ease of inputs, sure, especially for supers, super sure, but at the same time have half a character for everything else. Also, you only get 4 specials from a character instead of all, and proper inputs do not bypass this system 100% for some characters. Feels like a good entry point to the game, with less precise options. Which really is the biggest weakness. We can't downplay how big of a weakness this is. 3 normals of 6 is huge I think. Specials aside, supers aside, 70% of the game from there on is your normals. So nerfing those to half is a huge deal. I had no worries that it would be a broken system, hearing the limitations I came to the conclusions you guys mention. Its great to get a confirmation on it all. However, we all can reserve the right to change of opinion when the full game comes out. Cause man, it might just be a broken system on a select few characters. That whole 720 for Gief is a huge deal for example. Then again, they might nerf the input itself like you guys said. Or maybe his normals on modern controls are nerfed to the point that he is practically useless 😆😆😆 Who knows. Time will tell on final release. But so far, good news all around :) Re-affirming my thoughts on this was nice to hear from you guys, its good to not have to worry about new things as we go :D Looking forward to seeing how this all plays out :) :) :)
It's a good move for those that just want to play a game for themselves, without going online. I believe it will bring new players to the franchise. I have friends that don't play just because they don't want to bother learning moves. This way it will be more like DBZ Tenkaichi games, mash away and have fun.
That’s what I’m saying, these controls are for people who never touched a fighting game in their life. If they just want to enjoy the offline content without needing to cross the execution barrier I say let em.
About the instant Raging Demon, I am 99% sure that Akuma will have at least 3 supers other than Raging Demon so my expectation is that Raging Demon will not be included in the macros.
def! i'm thinkin misogi lvl 2 and KKZ lvl 3? or like 3S and get TWO hidden supers with Raging Demon and KKZ??? lvl 1 idk could be hado or his tatsu super from SFIII... or something NEW!
It's possible, but I personally think every character will have 3 supers. No more and no less. That said, it is possible Capcom will exclude Raging Demon from the simple controls or nerf it in some capacity to compensate...or they won't and it will be broken lol
@@TrueUnderDawgGaming Akuma traditionally have more supers though, also Chun-Li's air kikosho can be counted as a 4th super if you ask me. I think there will be characters, and not only Akuma, who will have more than 3 supers
@@TrueUnderDawgGaming Yeah it is the same super but imo it shows that they are willing to bend the rule of 3 supers. Unfortunately we seem to have a long way before Akuma is announced but yeah we will see
Great insight sharing! Especially about control type vs muscle memory 👍Hopefully, for casuals like me, just dumping most of my concern on getting good at the drive system would give me an interesting chance at Fighting Grounds 🍻
It's actual strength will remain a mystery until we get actual difficult inputs instead of simple quarter circles and DPs and charge. I think in Tekken Akuma's raging demon shortcut forced you to do a jab. If they wanna do Zangief with modern I think forcing him to do something like forward MK then SPD would be a nice way to balance it. What I don't want to see is them nerfing these moves because modern controls exist
@Keshuel but if those "Modern" controls offer options that are just better (thinking stuff like option select or what not) than Classic, then to perform better competitively you would need to play with Modern Controls. For me, that would be really annoying considering i like the aspect of more complex controls and would have to lose that part to just play better because it's easier. If it works for other people that is all great i just hope we won't learn down the line that playing modern controls gives you an advantage over classic. From my understanding Classic does restrict a little more what you can do so in theory shouldnt involve a balance problem. There does not need to have issues with core gameplay for the game to spit in its core fanbase's face by offering a control scheme that provides a clear advantage. All of this probably is a non-issue, Capcom knows what theyre doing with their game much more than keyboard commenters do, anyway. If Modern controls get people to have fun with the game where they normally could not, then mission accomplished.
@@GoldGuard ...god I hope not. DPs and Hadoukens are quick and easy enough that I don't think it matters much, but part of the balance inherent to a 360 is that it takes a moment to do it and you can often guess that they're trying...
It seems completely different from regular controls. Playing this way won't ease players into classic controls. It'll just confuse them once they decide to make the switch.
@@KaitouKaiju And if they do, they'll at least have a vague grasp on how footsies work. Which, as someone who's 100% new, was a weird gap to cross with all this more complex stuff on your plate. The thing about anyone currently into fighting games thinking abou this is y'all have a very different mindset vs. the vast majority of people out there. Being able to sit down with clueless friends and go "light, medium, heavy, special, go" is huge for the same reason Smash got huge.
@@BlueLightningSky what the hell are you talking about, the game intended design is to play with classic controls while the modern controls is to ease new casual players. It is absolutely a training wheel. The problem is that giving them Smash controls to start will be jarring
Is anyone else waiting for Desks first Modern Controls Video . You just know he's rubbing his hands thinking about those dps that don't auto correct . THanks for the hard work guys . see ya in the beta next week :p
Modern controls are not for people trying to learn the game. It is for people who are going be causally playing the game (single player and/or just playing with friends) and do not want to learn more complicated controls.
I'm learning to play SFV right now and frankly I think this is bullshit. Traditional Street Fighter controls aren't that tough at first if you just use your normals and basic specials. Problem is your mental stack is huuuuge if you're not used to a control scheme like this and it severely hampers actual thought when you're playing. I was able to push through it by repping stuff in training for a couple hours, but I think this is a good way to immediately ger people into real matches and to immediately think critically about what you should be doing, rather than thinking "wait what button was that again?" I think it'll be easier for some people to learn to have a game plan and to play around what their opponent is doing, so when they move to the real deal they don't feel completely lost and can just focus on getting used to the controls again.
@@colbyboucher6391 Another major factor I've seen being mentioned is time. I learned how to play Super SF2 when I was about 12 years old, stopped for a bit, then when I got my ps3, I got to play USF4 with my limited knowledge and felt really comfortable and easy to do. However, this was all possible BECAUSE I had time to practice and mess around with characters at my leisure, where most youngins nowadays would much prefer simpler pick up and play schemes, and older folks (with jobs and busy schedules) won't have to spend hours just to learn a special move.
@@FBBReppCloud yikes! My man more new blood to the game means more ppl who will stay long term and learn the game properly in time gatekeeping not only drives players away but makes companies not want to make more sequels or invest in the game if no one but the few gatekeepers are playing it
So many kids are gonna just be pressing buttons and having fun with this game... It makes me happy knowing my 2 little nephews can have fun playing all these cool characters... Cuz that's what actually matters... Not the fgc
I still hope they add options to choose controls for opponents in ranked, or show controls on fight requests, to be able to omit players with modern control
Fighting games devs should just put in the effort to have better training modes that actually teach people how to play the game, rather than circumventing the learning process with auto-combos and alternate control schemes, imo. The only thing something like this is good for is, say, if you go over a friends house and you just want to drink beers and spam buttons. Maybe that's the intention.
the control method for fighting games has been the same for literal decades at this point with no real revamps or fixes. now, with input methods like keyboards, hitboxes and mixboxes they really need to bring it back to the drawing board and re-program the controls with them in mind. things like making holding 2 directions at once should not be possible, and were impossible since traditional controllers or sticks don't allow it. another problem is "skipping neutral", dev's need to create a delay to simulate the moment were your stick/pad returns to center that is needed for the neutral input on traditional controllers or fight sticks. being able to skip it completely breaks so many aspects of 2d and 3d fighters i couldn't list them all. there are a few others, but these overcites need to be closed up. without doing so your going to invalidate two control methods that pretty much everyone uses and everyone likes. they need to bring the newer methods more in line with the older ones otherwise the genre will lose players who refuse to throw out expensive equipment and thousands of hours of practice because the new shiney rocked up and made there stick/pad obsolete and their effort pointless.
I think it makes sense they wouldn't give them access to some of their better normals, such as Guile's crouching fierce in this instance. Maybe they wanted to nerf to their kits a little bit in exchange for what you get, rather than compiling all the most essential moves AND giving easy access to specials. Gives you a little bit of a 'push' towards using the Classic controls if they're missing strong moves only accessible in classic.
After the beta, modern controls play really well on the pad, classic obviously perfect for stick. Taken the time to try modern some and found it as stated in the video lacking the normals however it was enough. The no brainer approach on any input overtime became better and better. The instant anti airs alone was funny, it changed every fight soon as they were anti aired constantly with no effort. Have to see how it all pans out later down the line but I found modern really pick up and play, and quite dangerous to be fair.
I can envision a seasoned pro (eg; Infiltration) using modern controls for quick access to specials and supers, still be able to input moves the traditional way, and make the most of the limited access to normals. If that happens, there will be so much salt and Capcom might have to rebalance. We'll probably have to watch and see how things unfold.
Waiting to see a tournament finals where a pro switches digital controls, not character or controller to Reverse 3-0. You may think Muscle Memory is a problem but you can train yourself or even use a costume to condition yourself to know which scheme you are using. We already have Tekken players who use keyboard for certain characters I believe.
Gotta get out of the mindset of comp players hunting for exploits. I know its important to consider, but think of how good it is for new players to be able to practice special inputs at their leisure while having access to the simple versions when they REALLY need them. The access to specials is a bridge to help new players - and a VERY helpful one at that - but its made to push them towards being comfortable with trying classic controls. If it becomes an issue in comp Capcom can adjust the controls for comp or something, but this is a VERY valuable learning tool, and the goal here must be to onboard new players and get fighting games in the mainstream.
I came to learn about how charge with modern works. I'm gonna use classic regardless but I was just curious on how it would work. Interesting that a charge is still required
Random thoughts: I think this kinda confirms Blanka is a motion/hybrid charge motion character. And there’s a chance that Akuma might have more than 3 supers like 3rd Strike for a demon, which could be how they circumvent easy demons in modern controls by modern players losing access to it. Especially because one of the big advantages of level 3s are easy cancels from normal specials, which I find hard to imagine a raging demon being suitable for that.
This seems to be as smart a solution as Granblue's. In it we have a cooldown system like in universal gacha games and the two ways to make the Specials with the standard or simple command but in the simple one you can do things like react quickly with a DP but on the other hand the cooldown is longer so it was fine balanced. I don't see any reason for a professional to use this, for that he already has the Hitbox hahahah. Seriously, it's just for the player who can't make a Hadouken without spinning the joystick madly
Capcom has a history of balancing for all level of plays from beginners all the way to pros. So, even if Modern controls end up being only effective in low level of play, it would still be something that Capcom will look into balancing.
This sounds even more complicated and less sensical than the standard 6-button layout. Input with a single-direction+button is a recipe for mis-input. I don't think any beginner will be bothered with this modern input
If I get my hands on SF6, I'm definitely going for modern controls lol I used to play SF2 on sfc back in the day, in 1993. To this day I can't get dp to come out. Sometimes I do. Most times, nah. 6 buttons are already too much for me anyway. No finger dexterity. Grinding motions ain't fun. So now at least I should be able to do all the "cool" moves with new control scheme. Get the feeling that I'm actually playing the game.
You say that a single direction with the button is the recipe for missing input, but isn't the whole point of motions that they are easy to misinput without practice? So that seems like a really poor argument
@@user-un-known idk if you know this but if you can get fireball to come out consistently then you can do dp consistently by pressing forwards then doing the fireball motion. Works in most games.
Is this the same controller from Marvel vs Street easy mode, then what exactly how a started to play, first em easy mode, then after normal mode, this is really cool.
gonna be real about this, if it was a problem in competitive scenario, we could just ban modern controls. Anyone who needs them for a tournament probably shouldn't be at the tournament. not an issue in anywhere but online ranked, but anyone willing to go to that lengths probably also would use macros and would receive that 'add to blacklist' immediately by many people
LOOOL imagine missing your flashkick as an anti-air, getting sonic blade and eating a complete jumping combo. BABY CONTROLS. HAHAHAHAHAH. B-BAAAYBY CONTROLS.
i hope capcom is dev. these characters for classic controlls and not for modern, which is a concern as you said that they waste too much time balancing these controlls out for every character
This is the right way I guess, give access to supers and some fun specials/normals to play the casual modes. Demon surely going to remain a Special 4th Super and won't be included in modern controls if I had to guess. 🤔 judging by the careful approach that is. 😈its Akuma from Tekken, let him loose Capcom. Air OK* Demon, Grounded* Demon, Air Dash from Oni Install Super
Some characters will benefit more from it, but it can be patched. It comes down to having this system or a ST negative edge T hawk situation, no whiff animation, that is very technical and rewarding, too strong, but annoying. It was good for T Hawk, who was deficient in other areas. Now, one could have easy access to something like an instant 720, but the smarter, not the technical player, is being rewarded. If it comes to a point where the character is OP, it can be patched with an extra startup frame, or a few extra frames, simulating the time it takes to execute a 720, just like charge is required for Guile. For instance, you may be required to charge a 720 by "charging" up for 18-36 frames. You could empty jump land and do it, or tick and do it, but if done too late, you end up jumping before it comes out, or giving your opponent the time to jump away. In classic, you could do LP and 720, but in modern controls, it would not work if 36f are required, as LP into 720 would definitely force you to jump, so you'd have to change the setup to HP instead o lf LP, such as "HP, pause, 720" as the HP animation plus stun/recovery could give you ~18-36 frames before you can jump. HP into 720 being the only available tick-throw setup would becomes obvious (in normal you can do all you want, including high, low, overhead, empty jump), but it also opens up a new meta if you jump all the time to avoid the 720. Anyway, it will be fine, otherwise, it will be patched. We'll get used to it and adapt to a combination of character/control setup.
"He doesn't have crouching heavy punch? That's his anti-air. How come?" I seriously doubt people modern controls are aimed at even know what an anti-air in the context of fighting games is.
Modern controls super is easily fixable if they just allowed you to press any attack button instead of just heavy. But maybe it is bad by design to keep modern controls from being exploited by higher level players.
The only problem is they shouldn't make it exploit proof by just making it bad. If players wanna make the switch from modern to classic, they'll have to learn a whole new set of controls, rather than being eased into it like we thought Modern controls would do.
“What if people are doing instant demon” like people aren’t already doing that. Kara demon is like a big thing for sf3 Akuma as a kill move. Demon isn’t a really slow input. Now if the issue is how easy it is to instant demon, then yes that might be a problem.
I really don't like this implementation of Modern Controls. I wish they would allow you to access all of your normals and specials in some way. Perhaps with button holds like the assist button you mentioned. And if that makes it too strong then maybe add some extra startup to the special moves compared to Classic.
The idea of modern control isn’t legit to the nature of the gameplay, to begin with. I just don’t understand why Capcom even bothers to develop modern control.
I guess capcom is trying their best to make a fighting game accessible to as many people as possible. Reaching for a wider audience isn't necessarily a bad thing. For example souls like games like Sekiro, Dead Cells, Nioh aren't made for everyone. They are extremely difficult games and require a lot of focus with extreme precision (albeit they are not fighting games, but just giving an example). Fighting games naturally are difficult because, they require so many different inputs simultaneously (directional buttons and input buttons for punch or kicks) , especially KOF and SF have always been difficult. For someone who has been playing the fighting game genre for over 2 decades, the classic control scheme isn't an issue and probably will never be for them, but if you ask a new comer to the fighting game genre. Pulling off some of the special moves or combos, you will definitely have a very hard time learning and pulling off those moves... ultimately losing interest in the game. Think of it from a business perspective, Capcom wants to reach a wider audience and that is absolutely ok. Just make a rule/regulation that when its a professional tournament, or a ranked game, you can't use modern controls. So people who would complain about the game being too easy, wouldn't have anything to complain about. In competitive matches, the older classic version must be the norm, but if you're a casual gamer, you can use modern system.
what if they restricted characters to a certain control style. For example, you can only play zangief if you use classic controls. That would be interesting.
People need to understand that people who need modern control will not try an over head, they just wanna push buttons do cool shit and have a good time. When I visit my mom we play tekken on her ps4 (yeah). It's not exactly competitively but she still has fun. She can't do anything with SF. Qcf? Never, ever. I'm excited about sf6 because I'll finally be able to show the woman who gave birth to me the hell of 2D grapplers.
Pros and cons of characters using modern controls. What you gain? Is it good? And What you lose? Is it worth bitching about? Also funny how many fanboys cry when major changes happen.
As strange as this "Modern Control" system is, I'm still so happy Capcom didn't just add auto-combos to the game. I can't imagine who awful SF would be if you had access to everything AND auto-combos. Players would just spam Drive-Rush and then mash auto-combo
I know a few people that have confirmed access as they know people at capcom but otherwise just gotta wait until a couple days before with everyone else 😑
They could have easily made Modern Control simplify difficult combos and not allow Modern Control in Competitive or Tournaments, I feel like removing so many moves for that version makes it mostly useless, I play on a controller and decent but there are some specials that are too hard for me to do like the Forward Down Back Kick, why can't it just be Forward Down Kick? I drop my combos most of the time because it does Forward Down Kick instead. The weird controls are why I don't like to play Street Fighter.
I'm thinking this is ridiculous...It took me about £3 in the arcade in 1992 to learn how to do a fireball and a DP....and about 10 minutes to learn how to do a flashkick and sonic boom....They're the second thing you learn after pressing a button and blocking. It's not real learning, it's just engaging with the game. This is just been a lazy ass and will get exploited to f if given the chance. Imagine not playing the game because you can't down forward punch, or spend 10 minutes learning it. It just becomes a one button toy for 5 year olds. It's the intermediate techniques that really need work if you choose to really get into the game. Or even AAs, throws and spacing.
This could break the game. No no no this should not be here. Seriously if a hard working player like me that uses classic controls and loses to a player that uses modern combat controls, I will drop the game and never play it again. It's just so stupid for the possibility for a player to win like that. Definitely the games fault not my fault if I lose.
Bruh this options there for casuals to press some buttons and have some fun, ain't now way people that actually grind ranked online are going to be using this control scheme IMO
I think we will find a few people using easy inputs but I doubt it matter. To people who really know how to play. Specials matter but it’s all about fundamentals.
The reason I never play SF games is the horrible controller. I don't mind the advanced combos, but the way older SF almost forced you to buy arcade stick to play optimal just made me give up on playing with normal controller.
This "Modern" control supposedly making inputs more accessible is actually limiting and bad. I only wanted simpler special moves like Down Forward Kick instead of Back Down Forward Kick which is too hard to do on controllers, I'm not gonna bother with Modern control if Classic is the only one that gives access to all the moves
Ya know, back in the glory days we used to deal with cheating ⭐⭐⭐⭐⭐⭐⭐⭐ CPUs on SFII doing impossible executions and how did we solve that? We got gud....🤷♂ Nowadays I'm just baffled at how spoiled we've become complaining about things being dumbed down and leverless controls like suddenly we want things handed to us and no longer wanna put in work for the W.
Just remove the ability to use them in ranked and have them merely as entry to the game so only on offline play and causal match and NO ONE will have a problem. Tournaments 100% will remove this option so everyone wins.
I think that Capcom should show this with newcomers in some video. It'd be really nice if we could see someones who previously struggled with fighting games beign able to play decently for their expectationes and simply show theri faces when they felt that they can play now. I like fighting games but the 6 button layout for SF it's a little too much for me coming from DBFZ, so I'm definitely goign with Modern and I'm sure I'll enjoy it inmensilly
Glad Mir was able to test and get some concrete answers regarding modern controls! Let us know your thoughts, timestamps in the video description.
so back charge has priority over down charge... what if I charge down back and I switch to just down before hitting the special button, would the down special come out?
Mir is wrong Guile perfect sonic boom on modern controls
@@latefightshow6907 Would have to test that out. I assume that you would get Flash Kick in that case since you were also charging down just like in classic.
I think It's a great way to get people having Fun with the game...
I really like to watch some characters like Akuma e zangief ... But on SFV you feel like It's really hard to play them ... But now It could be a great way to play ALL characters
Thank for the breakdown on this guys! I was very curious on how modern controls worked. This answered many questions and props to Mir for his thorough testing!
To me modern controls helps new players focus more on the other fundamentals like spacing, defense, and punishing. Once a player gets comfortable with the basics they can switch to classic to expand their options and optimize their punishes more.
I hope it works out this way
Exactly
lol yes.. obviously, that's why they were created, however when they have tournaments for $250k people will look for any possible advantage like for example..... 1 button dragon punch.
@@itsjustavi Your incredibly predictable, one-speed dragon punch you could've had out just as quickly with the normal motion.
@@colbyboucher6391 what does predictability and one speed have to do with being able to stuff every single jump in with 1 button? i don't think you understand how potentially game breaking it might be. if you watch any tournament you'll see tons of jump ins that go unchallenged because the risk reward is skewed heavily in favor of the person jumping. a clean dp does 130ish? a full jump in combo can do half your life bar depending on bar. if takido, momochi, punk ect don't use dragon punches for anti airs on every jump in what make you think a normal person can do them just as quickly? not just just ins either, imagine going for a throw and they neutral jump? now you can dp them fairly easy with practice, dive kicks? good luck with that... i'm not even tryna be mean but i don't think you've fully grasped the mayhem of 1 button srk and how strong it can be in a pro's hands. think of daigo with 1 button dps...
this is hard to focus on punishing or antiar, if you don't have tools for this.
modern controls are made for casual players and those who played Smash or Dragon Ball before.
If you will play for several months with these controls, and then try to switch, you will need to learn your main again same as controls, because of input of specials, and new options in normals
5:35 it seems complicated to people who are familiar with the characters on that level, because we would essentially be putting years of intuition and muscle memory on the back burner. We'd be relearning the characters, essentially.
But for people who have little to no familiarity with these characters, they don't know Guile has a raw overhead or the upside down Kick. They're only learning what Modern Controls offer right off the bat, and for them it will actually be way easier.
Guile has been my main for 30 years, so it would be basically impossible for me to not try to do upsidedown kick to bait a throw atttempt in certain situations. So I'll be sticking with Classic Controls.
Yeah, one major flaw of the FGC is a near-universal inability to step into the shoes of someone who has no idea what they're doing.
It's generally people who have this mindset where they don't really give a shit if they just mash for a while.
But being new to these games myself SFV only got fun when I had enough muscle memory to not just mash and actually think about what I'm doing.
Most people don't have the patience to do that, but if you let them "really play the game" *first* I think some will be much more willing to take the plunge, because now they at least know if they're having a good time.
@@colbyboucher6391 They're not that hard to do at all. They're literally the next step after blocking and pressing a button. DP's and flashkicks took that little bit longer to learn in SF2 because they were the strongest moves in the game. And even then it took a handful of games in the arcade to learn them. Someone telling you how to do them was the only problem. It's walk forward, down forward punch. It's nothing at all compared to what else the game is expecting you to do. What kind of people won't spend a little time learning to play a game?
@@adriandenton6637 Again, that's beside the point. Yes, it's easy as fuck to do most special motions. But personally, in a real match, the sheer amount of stuff I *could* be doing at any given moment turned my brain into mush and I looked like someone handed the controller to a five-year-old. That only stopped when I couldn't just *do* that stuff but had the muscle memory to do it on command, and that's different. Not to mention having a good understanding of what my normals did and being able to use them efficiently without thinking about it, too. *Then* I could actually pay attention to what my opponent was doing and not just get perfect KO'd every match. That took, like, six hours of messing around and getting my ass beat? Six hours to fun (even if I mostly kept losing). Literally any other genre, no one's going to have to deal with that. Some entire fucking single-player campaigns are that long.
Am I the lowest common denominator? Might be. But the FGC is entirely blind towards how most people experience these games because *you* adapted to it exceptionally quickly or had the opportunity to fuck around with people as clueless as you were.
No one "told me how to do" anything so I'm not sure where you got that strawman.
@@colbyboucher6391 I really appreciate your honest reply...very rare nowadays. It is engaging with the game and repetition. Constantly set yourself realistic targets. Start on normal or normal/easy arcade mode till you complete it or understand the game. Try a harder level or go online and try and win a round. Don't be hard on yourself. You will be fighting against people who play 4-6 hours a day.
Fighting games are about mechanics so watch videos so you can understand them. TH-cam is very helpful. Get to know the constants and necessary building blocks. If you master the basics and AA's you can win online. Don't jump. Have short training regimes (I dont do this cos I only have been playing an hour a day so i'm a hypocrite ;)) Know what each button your character does. Specials are only part of your toolkit. And learn to block well before you learn anything.
Sounds a lot weaker than people are worried able. With the execration of one button DP’s, losing access to a good chunk of your kit is a BIG deal
It seems evident to me that modern controls are for those times when you get the boys over and none of them play fighting games and don’t want to learn how. So you put them on modern controls and turn on extreme mode
You know what, I’m not actually upset about easy inputs. It will give my friends who don’t play fighting games a chance to compete. Most of my friends refuse to play against my main character 😅😅😅😅
I had a 100 win streak against a friend in Tekken, then she found the easy combos and took a couple rounds off me.
If anything, it made me tighten up my strings and setups because I knew if I messed up, I’d eat an auto combo.
And if they like checkers then eventually they will wonder about chess……if you wanna go deeper it’s there.
Top quality stuff VA.
Excellent work and investigations on Modern Casual Controls from Mir 👍.
The Modern Casual Controls are looking a Plus and Minus in certain situations but I'll stick with the Classic Standard Controls, having the Full array of Moves and your Character as a whole is always beneficial methinks.
I know I'm gonna get Busted by many people using the Modern Casual Controls lol.
Thanks for all the testing.
Several restrictions mentioned like diagonal inputs I hadn't even considered till Mir pointed it out. I also wondered about what normals are included and if there were any work arounds, and I'm glad the work arounds generally don't do much. Well, casuals mostly care about specials and combos, so at least that'll satisfy those players. Thank you for straightening that out.
Now grapplers on modern controls, we shall see what Capcom does.
Ed on modern controls is gonna be funny 🤣 dude's gameplay was literally designed around that
@@Flokoli1 Would be hilarious to see Ed turn into a traditional motion character as a solution. :p
Thank you, This was an awesome video on modern controls
Great video guys, thnx so much for testing this out too. I really thought we would probably get more hands on testing in the beta with modern controls, didnt expect it so soon :)
Yeah, pretty much what I expected. I don't think I was on the "omg its going to be exploitable" boat neither on the "its going to be shait" boat. It seems you have access to things, sure, ease of inputs, sure, especially for supers, super sure, but at the same time have half a character for everything else. Also, you only get 4 specials from a character instead of all, and proper inputs do not bypass this system 100% for some characters.
Feels like a good entry point to the game, with less precise options. Which really is the biggest weakness. We can't downplay how big of a weakness this is. 3 normals of 6 is huge I think. Specials aside, supers aside, 70% of the game from there on is your normals. So nerfing those to half is a huge deal.
I had no worries that it would be a broken system, hearing the limitations I came to the conclusions you guys mention. Its great to get a confirmation on it all.
However, we all can reserve the right to change of opinion when the full game comes out. Cause man, it might just be a broken system on a select few characters. That whole 720 for Gief is a huge deal for example. Then again, they might nerf the input itself like you guys said. Or maybe his normals on modern controls are nerfed to the point that he is practically useless 😆😆😆
Who knows. Time will tell on final release.
But so far, good news all around :)
Re-affirming my thoughts on this was nice to hear from you guys, its good to not have to worry about new things as we go :D
Looking forward to seeing how this all plays out :) :) :)
Right on time today👏🏿💪🏿
It's a good move for those that just want to play a game for themselves, without going online. I believe it will bring new players to the franchise. I have friends that don't play just because they don't want to bother learning moves. This way it will be more like DBZ Tenkaichi games, mash away and have fun.
They bringing this online mate lol have fun!
That’s what I’m saying, these controls are for people who never touched a fighting game in their life. If they just want to enjoy the offline content without needing to cross the execution barrier I say let em.
About the instant Raging Demon, I am 99% sure that Akuma will have at least 3 supers other than Raging Demon so my expectation is that Raging Demon will not be included in the macros.
def! i'm thinkin misogi lvl 2 and KKZ lvl 3? or like 3S and get TWO hidden supers with Raging Demon and KKZ??? lvl 1 idk could be hado or his tatsu super from SFIII... or something NEW!
It's possible, but I personally think every character will have 3 supers. No more and no less. That said, it is possible Capcom will exclude Raging Demon from the simple controls or nerf it in some capacity to compensate...or they won't and it will be broken lol
@@TrueUnderDawgGaming Akuma traditionally have more supers though, also Chun-Li's air kikosho can be counted as a 4th super if you ask me.
I think there will be characters, and not only Akuma, who will have more than 3 supers
@@stilmaho It is the same super for Chun Li, it is just Air Ok. I think it's the same input for it in Modern Settings too, but we will see :)
@@TrueUnderDawgGaming Yeah it is the same super but imo it shows that they are willing to bend the rule of 3 supers.
Unfortunately we seem to have a long way before Akuma is announced but yeah we will see
Great insight sharing! Especially about control type vs muscle memory 👍Hopefully, for casuals like me, just dumping most of my concern on getting good at the drive system would give me an interesting chance at Fighting Grounds 🍻
It's actual strength will remain a mystery until we get actual difficult inputs instead of simple quarter circles and DPs and charge. I think in Tekken Akuma's raging demon shortcut forced you to do a jab. If they wanna do Zangief with modern I think forcing him to do something like forward MK then SPD would be a nice way to balance it. What I don't want to see is them nerfing these moves because modern controls exist
Yep, this whole time I've been wondering how they'd handle something like 360 motions.
@@colbyboucher6391 Probably the same way they did in Capcom Fighting Collection where Zangief’s SPD motion is just ➡️+Special
@Keshuel the complicated motions balance the game so you are simply wrong get out
@Keshuel but if those "Modern" controls offer options that are just better (thinking stuff like option select or what not) than Classic, then to perform better competitively you would need to play with Modern Controls. For me, that would be really annoying considering i like the aspect of more complex controls and would have to lose that part to just play better because it's easier. If it works for other people that is all great i just hope we won't learn down the line that playing modern controls gives you an advantage over classic.
From my understanding Classic does restrict a little more what you can do so in theory shouldnt involve a balance problem. There does not need to have issues with core gameplay for the game to spit in its core fanbase's face by offering a control scheme that provides a clear advantage. All of this probably is a non-issue, Capcom knows what theyre doing with their game much more than keyboard commenters do, anyway. If Modern controls get people to have fun with the game where they normally could not, then mission accomplished.
@@GoldGuard ...god I hope not. DPs and Hadoukens are quick and easy enough that I don't think it matters much, but part of the balance inherent to a 360 is that it takes a moment to do it and you can often guess that they're trying...
It seems completely different from regular controls. Playing this way won't ease players into classic controls. It'll just confuse them once they decide to make the switch.
Classic FGC, they think all casuals should play the way they do and everything else is training wheels so other people will play the way they do
Most of the people who'd use this probably don't play enough Street Fighter to care about switching
@@KaitouKaiju And if they do, they'll at least have a vague grasp on how footsies work. Which, as someone who's 100% new, was a weird gap to cross with all this more complex stuff on your plate.
The thing about anyone currently into fighting games thinking abou this is y'all have a very different mindset vs. the vast majority of people out there. Being able to sit down with clueless friends and go "light, medium, heavy, special, go" is huge for the same reason Smash got huge.
@@KaitouKaiju I think world tour will get difficult enough for them to switch
@@BlueLightningSky what the hell are you talking about, the game intended design is to play with classic controls while the modern controls is to ease new casual players. It is absolutely a training wheel. The problem is that giving them Smash controls to start will be jarring
I knew when they introduced this to SF6 that this control would be very limited like auto/manual control in MvC1.
Is anyone else waiting for Desks first Modern Controls Video . You just know he's rubbing his hands thinking about those dps that don't auto correct . THanks for the hard work guys . see ya in the beta next week :p
Modern controls are not for people trying to learn the game. It is for people who are going be causally playing the game (single player and/or just playing with friends) and do not want to learn more complicated controls.
I agree after Rookie rank you will have to go traditional.
I'm learning to play SFV right now and frankly I think this is bullshit.
Traditional Street Fighter controls aren't that tough at first if you just use your normals and basic specials. Problem is your mental stack is huuuuge if you're not used to a control scheme like this and it severely hampers actual thought when you're playing. I was able to push through it by repping stuff in training for a couple hours, but I think this is a good way to immediately ger people into real matches and to immediately think critically about what you should be doing, rather than thinking "wait what button was that again?"
I think it'll be easier for some people to learn to have a game plan and to play around what their opponent is doing, so when they move to the real deal they don't feel completely lost and can just focus on getting used to the controls again.
@@colbyboucher6391 Another major factor I've seen being mentioned is time.
I learned how to play Super SF2 when I was about 12 years old, stopped for a bit, then when I got my ps3, I got to play USF4 with my limited knowledge and felt really comfortable and easy to do.
However, this was all possible BECAUSE I had time to practice and mess around with characters at my leisure, where most youngins nowadays would much prefer simpler pick up and play schemes, and older folks (with jobs and busy schedules) won't have to spend hours just to learn a special move.
@Keshuel we SHOULD gatekeep our hobbies, I'm tired of undesirables coming into people's hobbies and demanding they change to suit them
@@FBBReppCloud yikes! My man more new blood to the game means more ppl who will stay long term and learn the game properly in time gatekeeping not only drives players away but makes companies not want to make more sequels or invest in the game if no one but the few gatekeepers are playing it
So many kids are gonna just be pressing buttons and having fun with this game... It makes me happy knowing my 2 little nephews can have fun playing all these cool characters... Cuz that's what actually matters... Not the fgc
I still hope they add options to choose controls for opponents in ranked, or show controls on fight requests, to be able to omit players with modern control
It sounds like these controls are just to transition you to the classic controls.
This videos are so good, cant wait for the beta.
I’m happy Capcom is doing this. As long as it’s an option and people like me can choose how we want to play, I’m all for it.
You guys could've move the webcam all the way to the top corner at least.
This video got me thinking, how is Ed going to play in SF6?
I mean his whole shtick of simple special inputs is now available to the whole cast.
.... Well baby buttons' a bust. Thanks capcom. Moving on now.
Thanks for this!
Quick question: while using modern controls, can you do any special manually, or only some manual inputs are allowed?
Fighting games devs should just put in the effort to have better training modes that actually teach people how to play the game, rather than circumventing the learning process with auto-combos and alternate control schemes, imo.
The only thing something like this is good for is, say, if you go over a friends house and you just want to drink beers and spam buttons. Maybe that's the intention.
I swear if a smash bros player wins a evo or any major tournament for sf6, imma retire from fighting games
yea me too
the control method for fighting games has been the same for literal decades at this point with no real revamps or fixes. now, with input methods like keyboards, hitboxes and mixboxes they really need to bring it back to the drawing board and re-program the controls with them in mind. things like making holding 2 directions at once should not be possible, and were impossible since traditional controllers or sticks don't allow it. another problem is "skipping neutral", dev's need to create a delay to simulate the moment were your stick/pad returns to center that is needed for the neutral input on traditional controllers or fight sticks. being able to skip it completely breaks so many aspects of 2d and 3d fighters i couldn't list them all.
there are a few others, but these overcites need to be closed up. without doing so your going to invalidate two control methods that pretty much everyone uses and everyone likes. they need to bring the newer methods more in line with the older ones otherwise the genre will lose players who refuse to throw out expensive equipment and thousands of hours of practice because the new shiney rocked up and made there stick/pad obsolete and their effort pointless.
4:51 Do you really think that anyone who truly needs modern controls is anti-airing with c.hp anyway or at all?
This seems like a fair implementation of the system, gutting a majority of a character's moveset for the benefit of easy inputs.
I think it makes sense they wouldn't give them access to some of their better normals, such as Guile's crouching fierce in this instance. Maybe they wanted to nerf to their kits a little bit in exchange for what you get, rather than compiling all the most essential moves AND giving easy access to specials. Gives you a little bit of a 'push' towards using the Classic controls if they're missing strong moves only accessible in classic.
After the beta, modern controls play really well on the pad, classic obviously perfect for stick. Taken the time to try modern some and found it as stated in the video lacking the normals however it was enough. The no brainer approach on any input overtime became better and better. The instant anti airs alone was funny, it changed every fight soon as they were anti aired constantly with no effort. Have to see how it all pans out later down the line but I found modern really pick up and play, and quite dangerous to be fair.
I can envision a seasoned pro (eg; Infiltration) using modern controls for quick access to specials and supers, still be able to input moves the traditional way, and make the most of the limited access to normals. If that happens, there will be so much salt and Capcom might have to rebalance. We'll probably have to watch and see how things unfold.
Not looking forward to that...guess it will be banned in tournaments....its ranked im worried about.
Waiting to see a tournament finals where a pro switches digital controls, not character or controller to Reverse 3-0.
You may think Muscle Memory is a problem but you can train yourself or even use a costume to condition yourself to know which scheme you are using.
We already have Tekken players who use keyboard for certain characters I believe.
Gotta get out of the mindset of comp players hunting for exploits. I know its important to consider, but think of how good it is for new players to be able to practice special inputs at their leisure while having access to the simple versions when they REALLY need them. The access to specials is a bridge to help new players - and a VERY helpful one at that - but its made to push them towards being comfortable with trying classic controls.
If it becomes an issue in comp Capcom can adjust the controls for comp or something, but this is a VERY valuable learning tool, and the goal here must be to onboard new players and get fighting games in the mainstream.
Lots of great info, but was curious which character was his favorite to play?
I came to learn about how charge with modern works. I'm gonna use classic regardless but I was just curious on how it would work. Interesting that a charge is still required
Random thoughts:
I think this kinda confirms Blanka is a motion/hybrid charge motion character. And there’s a chance that Akuma might have more than 3 supers like 3rd Strike for a demon, which could be how they circumvent easy demons in modern controls by modern players losing access to it. Especially because one of the big advantages of level 3s are easy cancels from normal specials, which I find hard to imagine a raging demon being suitable for that.
I don't think I heard an answer to this question in the vid. Can you do EX specials with modern controls?
Yes, you press Triangle + R2 (Special + Assist) with the direction you want.
thanks mir
What does the invincibility look like for one button specials?
For example, I jump in they 1 button srk my air attack.
This seems to be as smart a solution as Granblue's. In it we have a cooldown system like in universal gacha games and the two ways to make the Specials with the standard or simple command but in the simple one you can do things like react quickly with a DP but on the other hand the cooldown is longer so it was fine balanced. I don't see any reason for a professional to use this, for that he already has the Hitbox hahahah. Seriously, it's just for the player who can't make a Hadouken without spinning the joystick madly
Capcom has a history of balancing for all level of plays from beginners all the way to pros. So, even if Modern controls end up being only effective in low level of play, it would still be something that Capcom will look into balancing.
This sounds even more complicated and less sensical than the standard 6-button layout. Input with a single-direction+button is a recipe for mis-input. I don't think any beginner will be bothered with this modern input
If I get my hands on SF6, I'm definitely going for modern controls lol
I used to play SF2 on sfc back in the day, in 1993. To this day I can't get dp to come out. Sometimes I do. Most times, nah. 6 buttons are already too much for me anyway. No finger dexterity. Grinding motions ain't fun. So now at least I should be able to do all the "cool" moves with new control scheme. Get the feeling that I'm actually playing the game.
You say that a single direction with the button is the recipe for missing input, but isn't the whole point of motions that they are easy to misinput without practice? So that seems like a really poor argument
@@user-un-known idk if you know this but if you can get fireball to come out consistently then you can do dp consistently by pressing forwards then doing the fireball motion. Works in most games.
As long as I can still have footsies and fundamentals, I don’t care about modern controls.
Is this the same controller from Marvel vs Street easy mode, then what exactly how a started to play, first em easy mode, then after normal mode, this is really cool.
gonna be real about this, if it was a problem in competitive scenario, we could just ban modern controls. Anyone who needs them for a tournament probably shouldn't be at the tournament. not an issue in anywhere but online ranked, but anyone willing to go to that lengths probably also would use macros and would receive that 'add to blacklist' immediately by many people
Not having access to all your normals in MC is fair…This should make casuals want to graduate to CC eventually.
LOOOL imagine missing your flashkick as an anti-air, getting sonic blade and eating a complete jumping combo. BABY CONTROLS. HAHAHAHAHAH. B-BAAAYBY CONTROLS.
i hope capcom is dev. these characters for classic controlls and not for modern, which is a concern as you said that they waste too much time balancing these controlls out for every character
This is the right way I guess, give access to supers and some fun specials/normals to play the casual modes. Demon surely going to remain a Special 4th Super and won't be included in modern controls if I had to guess. 🤔 judging by the careful approach that is. 😈its Akuma from Tekken, let him loose Capcom. Air OK* Demon, Grounded* Demon, Air Dash from Oni Install Super
Jamie’s command grab. Is that available in modern controls?
I wonder if guiles super 2 booms can do loops in the corner like in V.
with this info it sounds like certain characters will actually be good with modern in comparison to others. dont mind either way
Some characters will benefit more from it, but it can be patched. It comes down to having this system or a ST negative edge T hawk situation, no whiff animation, that is very technical and rewarding, too strong, but annoying. It was good for T Hawk, who was deficient in other areas. Now, one could have easy access to something like an instant 720, but the smarter, not the technical player, is being rewarded. If it comes to a point where the character is OP, it can be patched with an extra startup frame, or a few extra frames, simulating the time it takes to execute a 720, just like charge is required for Guile. For instance, you may be required to charge a 720 by "charging" up for 18-36 frames. You could empty jump land and do it, or tick and do it, but if done too late, you end up jumping before it comes out, or giving your opponent the time to jump away.
In classic, you could do LP and 720, but in modern controls, it would not work if 36f are required, as LP into 720 would definitely force you to jump, so you'd have to change the setup to HP instead o lf LP, such as "HP, pause, 720" as the HP animation plus stun/recovery could give you ~18-36 frames before you can jump. HP into 720 being the only available tick-throw setup would becomes obvious (in normal you can do all you want, including high, low, overhead, empty jump), but it also opens up a new meta if you jump all the time to avoid the 720.
Anyway, it will be fine, otherwise, it will be patched. We'll get used to it and adapt to a combination of character/control setup.
"He doesn't have crouching heavy punch? That's his anti-air. How come?"
I seriously doubt people modern controls are aimed at even know what an anti-air in the context of fighting games is.
therye going to be too busy dp'ing around the screen.
Im glad more people will be able to play I will be posting this video on gatekeeping boomers for a while
Vanilla ken is gonna is gonna be a beast like last time so Capcom can't troll us only to nerf every other season to drive us mad.
Modern controls super is easily fixable if they just allowed you to press any attack button instead of just heavy. But maybe it is bad by design to keep modern controls from being exploited by higher level players.
The only problem is they shouldn't make it exploit proof by just making it bad. If players wanna make the switch from modern to classic, they'll have to learn a whole new set of controls, rather than being eased into it like we thought Modern controls would do.
Personally think if you lose to somebody with gimped options and blame it on the controls, you need to git gud
so 2011. 'git gud' though.
Oh look, more from the "gid gud community" I'm sick of this frase.
This. It’s just sad that some people already making preemptive excuses and gonna blame modern control when they lost.
Let’s be honest, casual players will not be using any of the normal attack buttons anyway. They will use one button, the special attack button.
“What if people are doing instant demon” like people aren’t already doing that. Kara demon is like a big thing for sf3 Akuma as a kill move. Demon isn’t a really slow input. Now if the issue is how easy it is to instant demon, then yes that might be a problem.
Capcom should have allowed for the customization of modern control moves in relation to the assigned buttons.
sure there will be button config.
I really don't like this implementation of Modern Controls. I wish they would allow you to access all of your normals and specials in some way. Perhaps with button holds like the assist button you mentioned. And if that makes it too strong then maybe add some extra startup to the special moves compared to Classic.
The idea of modern control isn’t legit to the nature of the gameplay, to begin with. I just don’t understand why Capcom even bothers to develop modern control.
so how can modern controls teach you to play this when it seems so limited
It can ease you in by focusing on a smaller move set and simple execution. It can also be used for someone who doesn't want to learn at all.
I guess it a good introduction way to the character but it just seems like the wrong way to do it IMO.
I guess capcom is trying their best to make a fighting game accessible to as many people as possible. Reaching for a wider audience isn't necessarily a bad thing. For example souls like games like Sekiro, Dead Cells, Nioh aren't made for everyone. They are extremely difficult games and require a lot of focus with extreme precision (albeit they are not fighting games, but just giving an example).
Fighting games naturally are difficult because, they require so many different inputs simultaneously (directional buttons and input buttons for punch or kicks) , especially KOF and SF have always been difficult. For someone who has been playing the fighting game genre for over 2 decades, the classic control scheme isn't an issue and probably will never be for them, but if you ask a new comer to the fighting game genre. Pulling off some of the special moves or combos, you will definitely have a very hard time learning and pulling off those moves... ultimately losing interest in the game. Think of it from a business perspective, Capcom wants to reach a wider audience and that is absolutely ok.
Just make a rule/regulation that when its a professional tournament, or a ranked game, you can't use modern controls. So people who would complain about the game being too easy, wouldn't have anything to complain about. In competitive matches, the older classic version must be the norm, but if you're a casual gamer, you can use modern system.
Players aren’t gonna beat me with 3 normals (6 I guess if you add crouch) I can tell you that
Doesn't the assist button give you access to more normals?
Yes, basically through autocombos
what if they restricted characters to a certain control style. For example, you can only play zangief if you use classic controls. That would be interesting.
Modern controls are going to make some of my friends really happy, ha ha. They are not good at all, but they love playing.
People need to understand that people who need modern control will not try an over head, they just wanna push buttons do cool shit and have a good time. When I visit my mom we play tekken on her ps4 (yeah). It's not exactly competitively but she still has fun. She can't do anything with SF. Qcf? Never, ever. I'm excited about sf6 because I'll finally be able to show the woman who gave birth to me the hell of 2D grapplers.
Pros and cons of characters using modern controls. What you gain? Is it good? And What you lose? Is it worth bitching about? Also funny how many fanboys cry when major changes happen.
Yesirrrrr
Modern controls reminds me of nrs
So basically smash bros control?
As strange as this "Modern Control" system is, I'm still so happy Capcom didn't just add auto-combos to the game. I can't imagine who awful SF would be if you had access to everything AND auto-combos. Players would just spam Drive-Rush and then mash auto-combo
whos gonna tell him
Did anyone get an invite code for the closed beta yet?
I think the results for the beta are going to be revelead on the 5th of october.
@@juanbarb57 Thank you. Can't wait to play SF6 🔥
I know a few people that have confirmed access as they know people at capcom but otherwise just gotta wait until a couple days before with everyone else 😑
I have heard that there will be an open beta later in the year or possibly very early 2023 so they can stress test match making
Geif will probably be strong with modern controls. Cus you really don't need to use all his buttons to put someone in spd loops
You're basically stuck doing the same SPD with the same timing which is predictable as hell
@@KaitouKaiju yeah, to be good player. Make sure use lot of move set as you can.
They could have easily made Modern Control simplify difficult combos and not allow Modern Control in Competitive or Tournaments, I feel like removing so many moves for that version makes it mostly useless, I play on a controller and decent but there are some specials that are too hard for me to do like the Forward Down Back Kick, why can't it just be Forward Down Kick? I drop my combos most of the time because it does Forward Down Kick instead. The weird controls are why I don't like to play Street Fighter.
I'm thinking this is ridiculous...It took me about £3 in the arcade in 1992 to learn how to do a fireball and a DP....and about 10 minutes to learn how to do a flashkick and sonic boom....They're the second thing you learn after pressing a button and blocking. It's not real learning, it's just engaging with the game. This is just been a lazy ass and will get exploited to f if given the chance. Imagine not playing the game because you can't down forward punch, or spend 10 minutes learning it. It just becomes a one button toy for 5 year olds. It's the intermediate techniques that really need work if you choose to really get into the game. Or even AAs, throws and spacing.
Modern controls sound 10 times more convoluted
It'd be dope if Cap would eventually let us choose the strength of the special for each input in modern
This could break the game. No no no this should not be here. Seriously if a hard working player like me that uses classic controls and loses to a player that uses modern combat controls, I will drop the game and never play it again. It's just so stupid for the possibility for a player to win like that. Definitely the games fault not my fault if I lose.
If you lose to somebody with gimped options then you are not as good as you think. Get in the lab and work on your fundamentals
Bruh this options there for casuals to press some buttons and have some fun, ain't now way people that actually grind ranked online are going to be using this control scheme IMO
I think we will find a few people using easy inputs but I doubt it matter. To people who really know how to play. Specials matter but it’s all about fundamentals.
This is satire guys.
I tought It was serious until I read the last line. You almost had me.
The reason I never play SF games is the horrible controller. I don't mind the advanced combos, but the way older SF almost forced you to buy arcade stick to play optimal just made me give up on playing with normal controller.
This "Modern" control supposedly making inputs more accessible is actually limiting and bad. I only wanted simpler special moves like Down Forward Kick instead of Back Down Forward Kick which is too hard to do on controllers, I'm not gonna bother with Modern control if Classic is the only one that gives access to all the moves
Ya know, back in the glory days we used to deal with cheating ⭐⭐⭐⭐⭐⭐⭐⭐ CPUs on SFII doing impossible executions and how did we solve that?
We got gud....🤷♂
Nowadays I'm just baffled at how spoiled we've become complaining about things being dumbed down and leverless controls like suddenly we want things handed to us and no longer wanna put in work for the W.
I love watching the competitive community cry about this! Lol
Lame that they still couldn't implement a lot of moves. There's more than enough buttons and direction combos.
Idk how gief will function with this he shouldnt lose many normals hes a grappler after all
with modern controls you don't need an anti air normal dude, you have a 1 button flash kick
It still needs to be charged. Holding down for 2 seconds or so. The point of anti air normals are that they're fast.
@@phase_1471 still stupid easy to do, since you need only one button and direction
Just remove the ability to use them in ranked and have them merely as entry to the game so only on offline play and causal match and NO ONE will have a problem. Tournaments 100% will remove this option so everyone wins.
I’m pretty sure tournaments are gonna ban modern controls eventually
I think that Capcom should show this with newcomers in some video. It'd be really nice if we could see someones who previously struggled with fighting games beign able to play decently for their expectationes and simply show theri faces when they felt that they can play now. I like fighting games but the 6 button layout for SF it's a little too much for me coming from DBFZ, so I'm definitely goign with Modern and I'm sure I'll enjoy it inmensilly