The STRANGEST inputs in Fighting Games

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
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    0:00 intro
    0:44 WhY nO gEeSe?!
    1:08 Ed (SF5)
    3:47 Vatista (Under Night)
    6:05 Goldlewis (GG Strive)
    8:47 Arbiter (Killer Instinct)
    11:22 Rise (Persona 4 Arena)
  • เกม

ความคิดเห็น • 751

  • @sbfantom
    @sbfantom 4 หลายเดือนก่อน +937

    The behemoth typhoons were so weird at first sight but they make so much sense in practice, it’s pretty wild.

    • @cothrone3651
      @cothrone3651 4 หลายเดือนก่อน +75

      One of the most satisfying inputs imo. I hated it at first but i’ve grown to love it.

    • @Maxler5795
      @Maxler5795 4 หลายเดือนก่อน +42

      Guilty gear in a nutshell

    • @someaccount5200
      @someaccount5200 4 หลายเดือนก่อน +39

      It makes sense tho, you are moving the stick in the way you want him to swing the weapon

    • @sbfantom
      @sbfantom 4 หลายเดือนก่อน +28

      @@someaccount5200 exactly - it’s new and seems weird but once you start using GL it clicks really fast.

    • @BigDaddyWes
      @BigDaddyWes 4 หลายเดือนก่อน +34

      One of my favorite things about the FGC is how quickly they are to pass judgement on something before they have any understanding of it. Then a year goes by and everyone hops from the hate train to the bandwagon after they learn a thing or two.

  • @iamjusthere524
    @iamjusthere524 4 หลายเดือนก่อน +462

    Having the Arbiter's gun and grenade be on the triggers, like how it is in Halo, is lowkey genius.

  • @AlexRFightgames
    @AlexRFightgames 4 หลายเดือนก่อน +424

    11:52 this one is a lot more elaborate, but Lucky Chloe from T7 has a mini rhythm game in her rage art! The better you stick to the beat and spell her name, the more damage you get!

    • @bielbenedicto8003
      @bielbenedicto8003 4 หลายเดือนก่อน +48

      Btw deejay lvl2 in stf6 also does that

    • @milliondollarmistake
      @milliondollarmistake 4 หลายเดือนก่อน +45

      Donkey Kong from Brawl and 4 also had a rhythm game for his final smash.

    • @KonoDmaxda
      @KonoDmaxda 4 หลายเดือนก่อน +16

      Djeeta in Granblue Versus was like that, they got rid of it for the new version tho.

    • @brokenwing51
      @brokenwing51 4 หลายเดือนก่อน +5

      Djeeta wasn't rhythm based her super is called a deadly rave and is something similar to doing order son's instant kill. Still excellent super choice

    • @The4stro
      @The4stro 4 หลายเดือนก่อน

      it's also similar to deadly rave, the super move that geese used to have (he had it in tekken 7 too)@@brokenwing51

  • @TheRiversGuide
    @TheRiversGuide 4 หลายเดือนก่อน +239

    the first time i saw the input for Dizzy's instant kill in +R, i didn't believe it was real

    • @Bluzlbee
      @Bluzlbee 4 หลายเดือนก่อน +28

      Vice from KOF says hello

    • @mc3941
      @mc3941 4 หลายเดือนก่อน +25

      Boy oh boy do I love up inputs

    • @Ramsey276one
      @Ramsey276one 4 หลายเดือนก่อน +9

      Rumble Fish - Garnet: World's End
      I just went to TH-cam. Switch controller is not helping!
      XD

    • @haku_68
      @haku_68 4 หลายเดือนก่อน +8

      [2]8462P+H is wild

  • @Zetact_
    @Zetact_ 4 หลายเดือนก่อน +204

    Vampire Savior had the "rhythm game super" with Lilith's Gloomy Puppet Show. It was a terrible super but it was probably the first.
    Arcana Heart has a super move that you input by drawing a pentagram with your stick.

    • @genereaver
      @genereaver 4 หลายเดือนก่อน +26

      Arcana Heart 3 also has a reverse-charge character, if I recall correctly. Vatista wasn't the first.

    • @AW-ci9yn
      @AW-ci9yn 4 หลายเดือนก่อน +4

      Yeah I'm surprised he never heard of Vampire Savior.

    • @Amirifiz
      @Amirifiz 4 หลายเดือนก่อน +5

      I think Demon King Piccolo also has a pentagram shape to his super in one of the Dragon Ball games

    • @Cyril86
      @Cyril86 3 หลายเดือนก่อน

      Yeah, Arcana Heart has some crazy inputs.
      Also real fun characters to play as.

  • @lukdb
    @lukdb 4 หลายเดือนก่อน +150

    Arcana Heart is the game for wild inputs, like drawing a pentagram, reverse charge, impossible mashing and whatnot. That game is wild.

    • @ElectricNox
      @ElectricNox 4 หลายเดือนก่อน +10

      Can't forget about the frame perfect, no que timed attacks of Fiona

    • @goldskarr
      @goldskarr 4 หลายเดือนก่อน +5

      If I recall correctly, an old ps2 Dragon Ball Z game had Piccolo players do a pentagram motion for his super.
      What came first whoever, I couldn't say.

    • @mawillix2018
      @mawillix2018 4 หลายเดือนก่อน +12

      @@goldskarr Arcana Heart had it earlier on arcade (about 3 months earlier), the Dragonball game was ported to PS2 before Arcana Heart.

    • @nailwind
      @nailwind 4 หลายเดือนก่อน +1

      goddamn I love Arcana Heart

    • @ericsanfacon3622
      @ericsanfacon3622 4 หลายเดือนก่อน +3

      There's also the cross input for elsa's lv3

  • @TheDario64
    @TheDario64 4 หลายเดือนก่อน +241

    Behemoth Typhoon was such a wild move to see for me specifically, cuz when I was brand new to fighting games many years ago I didn't understand the concept of a "half circle" or "quarter circle." I heard the term used so much and would always get confused, I remember thinking "well what half of the circle is it?? And what direction does it go?"
    And here comes Goldlewis to answer my question: "Yes."

    • @elivcdxv1852
      @elivcdxv1852 2 หลายเดือนก่อน +1

      its not a big deal
      we can handle it
      at least if you were referring to GGST, love that mf

  • @DaMixaSkillz
    @DaMixaSkillz 4 หลายเดือนก่อน +55

    Big Band from Skullgirls is rather cool in my opinion. I love music/rhythm and fighting games so the fact they put a fully functional trumpet in the game is pretty awesome.

    • @lucasnetodafonseca6268
      @lucasnetodafonseca6268 4 วันที่ผ่านมา

      came for this coment, how can big band do a jojo music on you and not be here? hahaha

  • @JamNCam
    @JamNCam 4 หลายเดือนก่อน +63

    Since I play guile I tried messing around with vatista recently and was wondering where her lasers and drills were. I couldn’t open the menu since I was in an online lobby so it took me like 10 minutes to think to try reverse charging and I nearly threw up when I realized

  • @Penrost776
    @Penrost776 4 หลายเดือนก่อน +55

    My favourite example of inputs matching the move is from Fate/Unlimited Codes, specifically Luvia's slaps - the input is 4646464646 and so on as fast as possible, and each 46 motion will slap the opponent back and forth across the face once - an extremely satisfying move to do!

    • @Blessranger
      @Blessranger 4 หลายเดือนก่อน +4

      There is also K9999 Max 2 DM which is 64646464 in air. Too bad, Nameless doesn’t have one in favor of a 6321463214 variant of his 1632143 DM.

    • @RoaValdjamong
      @RoaValdjamong 4 หลายเดือนก่อน +4

      Best,command grab,ever

    • @imaginaryking5276
      @imaginaryking5276 4 หลายเดือนก่อน +3

      Fate/Unlimited Codes deserve a sequel, or at least a remaster
      Do you guys agree?

    • @RoaValdjamong
      @RoaValdjamong 4 หลายเดือนก่อน +1

      @@imaginaryking5276 It would be awesome ngl, some Fate/Zero characters would be great additions like Kiritsugu or Berserker, or including some characters from other universes like the apocrypha, or extra ones

  • @pokeman5179
    @pokeman5179 4 หลายเดือนก่อน +238

    Rise isn’t even the first fighting game character to have a rhythm game super. Lilith had one in Vampire Savior back in 1997.

    • @Ramsey276one
      @Ramsey276one 4 หลายเดือนก่อน +15

      Lucky Chloe in Tekken, apparently!

    • @THENAMEISQUICKMAN
      @THENAMEISQUICKMAN 4 หลายเดือนก่อน +27

      There was a whole game where the main gimmick was rhythm game supers, Slap Happy Rhythm Busters.

    • @gateofbabylon9177
      @gateofbabylon9177 4 หลายเดือนก่อน +4

      thanks I wanted to say that as well with Lilith.

    • @juniperbirds
      @juniperbirds 4 หลายเดือนก่อน +12

      Fgc slop content what to expect

    • @thelastgogeta
      @thelastgogeta 4 หลายเดือนก่อน +3

      Donkey Kong in Brawl in 2008 is also an an example as he pulls out the Donkey Konga drums for Konga Beat till Smash Ultimate changed it to a stock super.
      I imagine a lot of these rhythm game supers end up being bad or filtering out players especially if the rest of the kit doesn't use that control scheme at all, but I do miss more unconventional moves.
      If Smash removed a lot of them (Jiggly and ICs survived), I can't imagine other series keeping all of them long term.

  • @JustGoodwine
    @JustGoodwine 4 หลายเดือนก่อน +35

    Yes the wild inputs deserve their own video. A good example of one of those wildly difficult inputs is the pentagram input in Arcana Heart!

  • @mcTenro
    @mcTenro 4 หลายเดือนก่อน +104

    Even after 20+year, raging demon should still be considered unusual. That's the classic unusual super input.
    Square-square-forward-cross-R1 as I learnt it as a youth. A wtf moment for my mind at that time xD

    • @Ramsey276one
      @Ramsey276one 4 หลายเดือนก่อน +11

      AKA Darkness Illusion
      Darkstalkers has other dial-in Supers like that
      Hsien-ko Raining BS
      Pyron's Cosmic Collapse

    • @_Jay_Maker_
      @_Jay_Maker_ 4 หลายเดือนก่อน +8

      Jab, Jab, Forward, Short, Fierce. Using the old-school interpretation. 😆

    • @Ramsey276one
      @Ramsey276one 4 หลายเดือนก่อน +4

      @@_Jay_Maker_ the Classic
      Inspired me to add spells to a fighting game with that formula: button, button, Direction (per Spell Level) button, button.
      Not sure how many inputs FGC can handle...

    • @THENAMEISQUICKMAN
      @THENAMEISQUICKMAN 4 หลายเดือนก่อน +4

      Since I played on pad in SF4 with an odd controller layout, for me it was LB-LB-forward-LT-Y lol

    • @Wolfedge75
      @Wolfedge75 4 หลายเดือนก่อน +4

      @@Ramsey276one Morrigan was infamous for having all but *ONE* super (Valkyrie Turn) having dial-in inputs, IIRC

  • @Parostem
    @Parostem 4 หลายเดือนก่อน +60

    On a barely related note: Did anyone else just not understand the DP input when they first saw it drawn as that little zig-zag icon? Because I don't think a single human being figured out on their own what the tiny letter zed looking thing in the lower right corner was supposed to represent.

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +15

      Its also dumb trying to see some inputs like delta where the logic behind trying to interpret them makes almost 0 sense, which is why i always preferred spelling inputs with arrows

    • @guestguest9051
      @guestguest9051 4 หลายเดือนก่อน +12

      Back then I've been playing Tekken for a while using Kazuya so I was very familiar with DP input but when I saw it on Tatsunoko vs Capcom, I didn't realize it was the same thing until I got into SF properly

    • @leithaziz2716
      @leithaziz2716 4 หลายเดือนก่อน +9

      YES!
      I struggled with this so much when I first played SF. Ironically, it was only when I played Guilty Gear Xrd did I get the input and used it in other games.

    • @Zendariel87
      @Zendariel87 4 หลายเดือนก่อน +5

      I only got it somewhat recently some time after I started playing on a stick and had the virtual joystick visible in gg xrd, took some 15 years after I remember seeing it the first time to understand you don't need to complete the quarter circle forward you would do to complete the motion after pressing forward.😅

    • @philiphunt-bull5817
      @philiphunt-bull5817 4 หลายเดือนก่อน +7

      It wasn't until I started playing on a keyboard that I finally learned what the dragon punch imput actually is.

  • @neonshadow5005
    @neonshadow5005 4 หลายเดือนก่อน +23

    I love how often people ignore that kind of thing .. where a game company puts a new kind of character or play-style into the game, then later transitions to using it more heavily or more often and it seems like most people never even realize that there was a proto-type of it in the game already.

  • @a52productions
    @a52productions 4 หลายเดือนก่อน +51

    Aoko in Melty has a mechanic where if you hold the attack button after inputting the special for her orbs, theyll stay on-screen instead of detonating immediately.
    What gets really complex is that you can switch which button youre holding down. If you input your A orb, hold down A to keep it onscreen, hold down B, and then release A, the orb will stay onscreen.
    This means that in your combos, you have to manage which attack button youre holding down so that you can keep the orb onscreen while also being able to press all the necessary normals to do your combo. Combo notation ends up looking kind of insane for her as a result, since you effectively have to keep track of two sets of information at once -- what youre pressing and what youre holding.

    • @genereaver
      @genereaver 4 หลายเดือนก่อน +6

      Sounds like Zero in MvC3 with his buster charging.

    • @The_Meev
      @The_Meev 4 หลายเดือนก่อน +3

      There are a lot of characters in FG history that can do that type of thing.

    • @RoaValdjamong
      @RoaValdjamong 4 หลายเดือนก่อน +6

      That mechanic of holding an input down and then when you release it make a special move,it's called Negative Edge
      Yeah Aoko is imo a pain in the ass against an experiment player, the things she can do with the orbs are insane

    • @kayame18
      @kayame18 4 หลายเดือนก่อน +1

      I recommend for you to check the Avril anhk super glitch from heritage fro the future it works a bit like that

    • @genereaver
      @genereaver 4 หลายเดือนก่อน

      For anybody curious,@@kayame18 got autocorrected from 'Avdol'.
      th-cam.com/video/OqF4-s9CAGc/w-d-xo.html

  • @Wolfedge75
    @Wolfedge75 4 หลายเดือนก่อน +98

    Vatista isn't the first character to have reverse charge inputs (an earlier example goes to Saki from Arcana Heart), but she also has a few tricks to somewhat alleviate her unusual charge methods: her 2AB is a guard point stance which allows her to use a special _without charge_ while AB allows her to briefly hover in place midair. Both have their own pros & cons which dissuades you from overly relying on them.
    But honestly, charge back-forward for a fireball while vice-versa for a beam is subtly genius for it's inherent risk-reward trade, especially when the gap between you and the opponent gets closer.
    *(Edit: OK I was way wrong. There’s enough of reverse charge moves that existed before Saki)*

    • @Gamersgoinblind
      @Gamersgoinblind 4 หลายเดือนก่อน +7

      I was about to say Saki from Arcana Hearts too, it's very interesting and I hope more characters do it.

    • @maximaxxx2531
      @maximaxxx2531 4 หลายเดือนก่อน +6

      Juuzo (Power) in Last Blade 2 (1998) predates Saki from Arcana Heart 3 (2009) for reverse charge. Though I wouldn't be surprised if another minor fighter predates that.

    • @brandonmolina117
      @brandonmolina117 4 หลายเดือนก่อน +10

      TJ combo in KI1 has reverse charge move which is a linker
      I am not sure if is there another character in KI1 who has that move

    • @maximaxxx2531
      @maximaxxx2531 4 หลายเดือนก่อน +3

      @@brandonmolina117 How can I forget that? I knew there was an earlier reverse charge.

    • @jayeffsee_
      @jayeffsee_ 4 หลายเดือนก่อน +1

      I was gonna say, y'all are misspelling "Sabrewulf" pretty intensely

  • @Ranakel
    @Ranakel 4 หลายเดือนก่อน +54

    Even as early as the Ed part, "In this Behemoth Typhoon" started echoing in my ears.

  • @aruretheincomprehensible20
    @aruretheincomprehensible20 4 หลายเดือนก่อน +14

    Hodan from Rivals of Aether has some unique charge motions. He has a traditional flash kick motion for his up tilt and up special, as well as the truly unremarkable down charge motion for his down strong, but he also has down -> forward charge motions for his forward air and forward special. You can think of it as a quarter circle motion that requires down charge first. Of course, these inputs are used to power up Hodan's moves rather than being used to activate special moves since Rivals of Aether is a platform fighter instead of a traditional fighting game, but it's still an interesting input.

  • @cltmck
    @cltmck 4 หลายเดือนก่อน +21

    I always found the "tiger knee" input to be interesting. It started as the original tiger knee input for Sagat, then it became the term for a technique when it was no longer a special move input, then it became basically a catch all for anything instant air.

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +7

      Its funny cuz they couldeasily give a real tiger knee input for gief or lily cuz they got more jumpsquat frames but nooooooo (i think its a cool input)

  • @bulb9970
    @bulb9970 4 หลายเดือนก่อน +23

    If you do the super crazy inputs video please include the King Piccolo one that’s literally just a pentagram. This one gets shared online sometimes but I’ve never seen anyone talk about it.

    • @AverageShotoMain01
      @AverageShotoMain01 4 หลายเดือนก่อน

      From wich game is that from?

    • @bulb9970
      @bulb9970 4 หลายเดือนก่อน +3

      @@AverageShotoMain01 Super Dragon Ball Z on PS2

    • @Guitar-Dog
      @Guitar-Dog 4 หลายเดือนก่อน +1

      I've heard the pentagram get mentioned with a different character, maybe a blazblue character it was an 'anime game'

    • @Ramsey276one
      @Ramsey276one 4 หลายเดือนก่อน +4

      Repeated in Arcana Hearts
      The witch girl character...

    • @GanguroKonata
      @GanguroKonata 4 หลายเดือนก่อน +4

      Yurki Arcana Heart 🤝 Piccolo Dragon Ball
      Fucking Satan

  • @THENAMEISQUICKMAN
    @THENAMEISQUICKMAN 4 หลายเดือนก่อน +11

    Street Fighter 4 was the first fighting game I ever decided to take seriously, I must've been like 10 or 11 when I picked it up for Xbox 360. When I saw the Ultra input for Guile, my life was forever changed.

    • @carloz28
      @carloz28 4 หลายเดือนก่อน +1

      The input is just dumb

  • @AnthanKrufix
    @AnthanKrufix 4 หลายเดือนก่อน +36

    Paprika in fighting herds also has a charge-forward to back special. Her teleport is on that.
    It does mean that if you want to use it to close in on a zoner or something, you have to find the time to stop blocking their projectiles so it's not just a free engage.
    A really unique way of balancing the move.

  • @Klookko
    @Klookko 4 หลายเดือนก่อน +13

    Def do the difficult input video. Need me some of those Arcana Heart inputs

  • @CudaProdigy
    @CudaProdigy 4 หลายเดือนก่อน +16

    mvc3 magneto's air projectile is a 896 and I cannot wrap my head around that

    • @duo317
      @duo317 4 หลายเดือนก่อน +7

      It's such a dumb input

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +3

      So its an upside down quarter circle? Wouldnt that make iteasier to as an instant air neutral jump fireball?

    • @duo317
      @duo317 4 หลายเดือนก่อน +4

      @HELLRAISER02 you'd think that, but the startup is so slow and it's primary usage is in combos or in neutral when you're at super jump height.

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +1

      ​@@duo317oh pffff, ok that only, good thing all those 3D platformers made me good at spinning my stick anyway i need (i dont play mvc)

    • @emikox
      @emikox 2 หลายเดือนก่อน +2

      Charlie/Nash had a similar input for his air special kick in MVC2

  • @HanMasho
    @HanMasho 4 หลายเดือนก่อน +29

    There is an entire game that uses rhythm game mechanics for all of its super moves. The game is called Slap Happy Rhythm Busters. I've never played it myself, but the former Best Friends did a Friday Night Fisticuffs episode on it, and it looked really fun.

    • @Guitar-Dog
      @Guitar-Dog 4 หลายเดือนก่อน +6

      Former best friends love it

    • @dziewiaty
      @dziewiaty 4 หลายเดือนก่อน

      Checked it out the moment I read your comment and was immedietly let down when I found out it is niche playstation title that I am not even sure it got official english relase based on google results. Devs were way ahead their time, imagine it coming out during Osu! craze and competetive rythm games in general.

  • @anitabath8315
    @anitabath8315 4 หลายเดือนก่อน +6

    Honorable mention to Dizzy’s instakill in xx. Carpal tunnel is a myth.

  • @p99chan99
    @p99chan99 4 หลายเดือนก่อน +23

    Seriously, we need more unique and unusual inputs in fighting games.

    • @jays.6843
      @jays.6843 4 หลายเดือนก่อน +5

      ​@@MANTISxB Twitter is not a real place

  • @Bigparr43
    @Bigparr43 4 หลายเดือนก่อน +6

    Nine the Phantom from BlazBlue deserves a shout-out for doing different special moves depending on the combination of the last 3 elements you hit with (which are your basic attacks)

  • @Dextin-Eyes
    @Dextin-Eyes 4 หลายเดือนก่อน +7

    One thing I think you could have mentioned is Cody's Zonk punch from SFV. For those that don't know, to do Cody's zonk punch, you need to hold down one of Cody's punch buttons and release it to actually do the attack. If you held it down for 6 seconds (I think?) You got a strong version you could combo off of.
    So if you wanted to use the move at any moment you were always holding down a punch button, which kinda crippled you. You either had to hold his Light punch which was a good confirm, his medium punch which was a good poke, or his heavy punch, which was an extremely consistent anti-air.
    This was made even worse because when you wanted to do the EX version you had to hold down 2 punch buttons which restricted what he could do even more.

    • @Wolfedge75
      @Wolfedge75 4 หลายเดือนก่อน +2

      Raiden (FF) & Angelia (Arcana Heart) dropkicks in to say hi

    • @LeapYearJay
      @LeapYearJay 4 หลายเดือนก่อน +4

      *smirks in Balrog*

  • @PillzmansFox
    @PillzmansFox 4 หลายเดือนก่อน +6

    I can't wait till we get a charge grappler, walking up to a opponent and busting out a grab punishing those who fear you

    • @kevingriffith6011
      @kevingriffith6011 4 หลายเดือนก่อน +2

      Charge grappler is one of those really challenging setups where the input method is at odds with the playstyle. Grapplers want to walk up on you, charge characters want to hold back. Admittedly, you could make it work: A character like Lily from SF6 could be made into a charge character and would surprise no-one: resource-based forward advancing plus frames move into strike-throw 50-50 is what it would probably look like.

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +2

      Main problem would be that if the games hold back to block then the grappler would almost never get to use the grab if theyre forced to block...unless you just meant a grappler with charge moves, in which case, SF alex got you covered

    • @PillzmansFox
      @PillzmansFox 4 หลายเดือนก่อน +4

      I also meant reverse charge, i.e forward back and up charges. Walking forward and going for a grab, jumping up and coming down with a grab, etc

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +1

      @@PillzmansFox alex has the second but i never seen a charge forward to get grab (starts getting ready to program that in my non existent FG)

  • @Jiggeh
    @Jiggeh 4 หลายเดือนก่อน +7

    Samsho games have a bunch if characters with unusual mechanics and inputs, some of which have been mentioned. Lots of SNK games have unusual inputs for supers in particular, but maybe the most noteworthy to me is Mr. Karate (Ryo) in Neogeo Battle Coliseum. After doing the initial super input, you finish the rest of the super by tapping directions on the stick for each attack, simulating the input method from Buriki One (which that version of the character is based on).

    • @russelldoty2743
      @russelldoty2743 3 หลายเดือนก่อน

      The main character and final boss from Buriki One later showed up in the console version of KOF XI, and I believe both of them have the same style of input as Mr. Karate II to reference their home game's controls.

  • @SylasTheShadow
    @SylasTheShadow 4 หลายเดือนก่อน

    Two new video ideas for JM in one video? Definitely need both of those to happen. More combo trials are always welcome and a "really weird/difficult motion input" video sounds awesome too

  • @heyitsmort7744
    @heyitsmort7744 4 หลายเดือนก่อน +1

    The ultra complex motion inputs video would be sick! Love these looks at so many different games

  • @Xelae93
    @Xelae93 4 หลายเดือนก่อน

    Good stuff as always! I love how unique these characters are. This got me thinking of Darun's super in Street Fighter EX2, where you have to do a lot of 360 motions to complete the super. It might not be that much of a unique input, but I don't think I've seen anything quite like it since. I suppose the closest is Goldlewis' super, but that's still a bit different, since you input as many 360's as you can before hitting the button.

  • @imjay2118
    @imjay2118 4 หลายเดือนก่อน

    awesome video! I would love to see the most difficult inputs in fighting games

  • @HighQualityIce
    @HighQualityIce 4 หลายเดือนก่อน +5

    Some people mentioned Kusaregedo's command grab in Samsho VSP which is done with a 6428 input, but I wanted to mention Gaira's command grab from the same game. The whole gimmick with it is that it can't be performed without buffering the input behind something like a roll, since it's a 47896 input in a game that doesn't have prejump frames. Once you actually land it, the damage is determined by how fast you can spin the stick around in a circle. Basically, it requires some premeditation and execution, but you're rewarded with the most damaging command grab in the game

    • @HELLRAISER02
      @HELLRAISER02 4 หลายเดือนก่อน +1

      When you said you gotta buffer it, it reminded me of how king in tekken is way better when you learn to buffer his throws, and i dont see giant swing (F, half circle F) too much, ortombstone piledriver just being DB neutral F

  • @Jadinass
    @Jadinass 4 หลายเดือนก่อน +4

    i am honestly fascinated by early street fighter motions that weren't mentioned here and also aren't used much anymore. There is reverse DP motion which is still pretty standard. Tiger knee used to be a motion for many specials that are decidedly not just quarter circle motions done in the air. But the weirdest motion to me is the delta motion which is used by charge characters starting with down back charge and then doing a 319 motion. Also Samurai Showdown has some pretty weird motions as well.

  • @shai5564
    @shai5564 4 หลายเดือนก่อน

    Great video! Definitely interested in a most difficult inputs video.

  • @weedward
    @weedward 4 หลายเดือนก่อน

    wow Im glad I stayed till the end and saw the Arbiter part. Thats so cool! I appreciate the content :)

  • @olympian543
    @olympian543 4 หลายเดือนก่อน +1

    I love Behemoth Typhoons and GL what kept me coming back to strive.
    I do think watching you do the inbirth combo trails would be fun since some of the characters seem really creative

  • @HELLRAISER02
    @HELLRAISER02 4 หลายเดือนก่อน +2

    I think that all these control schemes and inputs are kinda beautiful that they just exist, it gives a character a lot of uniqueness, you can physically feel the difference yourself, kinda hope i could replicate that feeling

  • @dwschiu
    @dwschiu 4 หลายเดือนก่อน +4

    I think Fatal Fury Special deserves a mention. Pulling out Duck King's, Lawrence's or Geese's desperation moves isn't the most trivial thing to do when it comes to fighting games. Heck, even Andy's DM command is funny, since you need to charge down before completing the quarter circle forward

  • @Datboyjc81
    @Datboyjc81 4 หลายเดือนก่อน +1

    I love your commentary on fighting games in general. Keep up the good work for the FGC

  • @hairycheeseball5395
    @hairycheeseball5395 4 หลายเดือนก่อน

    Would love to see a video on difficult inputs, these are so fun!

  • @Mistcakes
    @Mistcakes 4 หลายเดือนก่อน +4

    When I thought of strange inputs I immediately thought of K9999's hidden super in 2k2

  • @stefanobrucculerihartley3317
    @stefanobrucculerihartley3317 4 หลายเดือนก่อน

    great video! i would like to see the more complex imputs thou

  • @colinmcnally4743
    @colinmcnally4743 4 หลายเดือนก่อน +2

    Ivy’s whip grabs in Soul Calibur two immediately came to mind.

  • @Rinsankajugin
    @Rinsankajugin 4 หลายเดือนก่อน +1

    If you're looking for difficult fighting game inputs, one that comes to mind is whenever characters have Star Inputs. One character that I can remember with a star input is King Piccolo from Super DBZ.

  • @666slateran666
    @666slateran666 4 หลายเดือนก่อน +1

    I would love to see the most difficult input video! That's what I thought this was gonna be lol

  • @H1_R3Z
    @H1_R3Z 4 หลายเดือนก่อน +1

    When I saw the title of this video, my intial thought was Yoriko's pentagram inputs in Arcana Heart, so I'm all for that "most difficult inputs" video.

  • @shadowmaksim
    @shadowmaksim 4 หลายเดือนก่อน +3

    Guess I shouldn't be surprised that "Arcana Heart" didn't show up at all. I mean, it is one of the FGC's most despised fighters after all. But still, as far as inputs go, it infamously has a couple characters that are quite up there in terms of being unique or just strange.
    Saki, similar to Vatista, has 4 way charge motions. [2]8 is a DP, j.[8]2 is a dive-kick, [4]6 is a forward charging kick, and [6]4 is a sweep launcher. To accommodate the fact that she's a rush down character, he has various normals that advance her forward, like 2C is a slide and 5C is a forward hop kick. Combined with homing, she ends up being a very mobile character despite having charge motions which is rare. Oh, and of course her ultimate is a 13 input deadly rave. (632146A+B [+] 2A 2B 5B 5C 5E 2E 5D 5B 5C 8C 2C 5E).
    Yoriko is basically the meme character. Everyone knows about her Pentagram input. She enters a stance with 632146X and pressing a direction shoots out a little projectile. Shoot the projectiles in the right order and you get a temporary buff which enhances her other specials.
    There's Triangle which is easier but doesn't last as long (8138 or 8318 or 2792 or 2972)
    And of course, Pentagram (819738 or 837918 or 273192 or 291372)
    At least you have a choice in which direction you want to do it in.
    One of the newest characters is Dark Heart and she can plink her B normals, C normals, E normals, and specials with E where she essentially just tags herself in to make the move either safe or act as a combo extender. It is tied to a unique meter of course so you can't spam it continuously but it's silly she can do this at all. Even without this mechanic, she's still like top 3...and uncontested top 1 with it.
    There are more, like Elsa's cross input (28X into 8246AB) or what ever this (AC B AC) is from Angelia, but those are the three big ones that came to mind.

    • @cephalosjr.1835
      @cephalosjr.1835 4 หลายเดือนก่อน

      Why is Arcana Heart hated?

  • @_Jay_Maker_
    @_Jay_Maker_ 4 หลายเดือนก่อน +3

    Pretzel Motion is such a classic.
    I remeber TBFP talking about them during Friday Night Fisticuffs. SNK really were batshit when it came to motion inputs. 😆
    Mastering Summon Suffering buffering was still one of the coolest things I've ever learned in fighting games. Learning how to do it and "hide" the input through the use of other moves so the command throw could just come out whenever I wanted was literally game-changing for me. Soul Calibur was so fun.

  • @WompaStompaCyn
    @WompaStompaCyn 4 หลายเดือนก่อน +2

    I never figured out how to do charge moves in SF until 4. I always saw "" and thought it meant I was supposed to walk back and then 'charge' forward.

  • @ericpeterson1383
    @ericpeterson1383 4 หลายเดือนก่อน +5

    I came for the ultra hard difficult complicated input motions.
    I would like to see an ultra hard difficult complicated input motions video.

  • @FarisSF97
    @FarisSF97 4 หลายเดือนก่อน +1

    Oh yeah, you should make super hard input video. Can't wait for the arcana heart one

  • @bidoofenshmirtzevilinc.4369
    @bidoofenshmirtzevilinc.4369 4 หลายเดือนก่อน +6

    Kusaregedo from Samurai Shodown 5 special has a command grab that's an absolute nightmare to execute. That command grab alone is enough to give me war flashbacks of trying to figure out how to consistently perform the input

    • @Guitar-Dog
      @Guitar-Dog 4 หลายเดือนก่อน +1

      What's the input?
      Reminds me of ivy in Soul caliber she had a crazy command grab, think you could do it with 2 full circles

    • @emdivine
      @emdivine 4 หลายเดือนก่อน +1

      I just looked it up, holy. two up inputs in there; rolling from 6 to 2 the long way then a 58 buttons? ROUGH!

    • @_Jay_Maker_
      @_Jay_Maker_ 4 หลายเดือนก่อน +1

      @@Guitar-DogIvy's is extremely easy once you get used to it, but it seriously depends on which SC game you're playing.

    • @nfsman3452
      @nfsman3452 4 หลายเดือนก่อน

      @@Guitar-Dog 698741258C+D

  • @JustMills
    @JustMills 4 หลายเดือนก่อน

    lol dang I was hoping for ivy in this video. Yea imma need a video with the crazy inputs

  • @NinF37
    @NinF37 4 หลายเดือนก่อน

    So glad you mentioned why they put heavy kick and grenade on the buttons they did for arbiter!

  • @fountgarde
    @fountgarde 4 หลายเดือนก่อน +13

    My favorites are the plushy transformation motions from Samurai Shodown II. So totally extra.
    Angel's motions from KOF would likely fit well on this list, somewhere.

    • @axelmiramontes409
      @axelmiramontes409 4 หลายเดือนก่อน

      Vanilla KOF 2002 Angel Hidden Desperation move was hard to do

  • @BishounenNerd
    @BishounenNerd 4 หลายเดือนก่อน

    I would love to see you do a video about stuff like the pretzel! You mentioned Geese but at one point even Haohmaru had that input (Samsho 2 had it IIRC).

  • @hlcsilva
    @hlcsilva 4 หลายเดือนก่อน

    Earlier in Marvel Capcom games we had some odd inputs like Magneto's aerial projectile (quarter circle from up to forward + punch) in Marvel Super Heroes, and Charlie/Nash aerial axe kick in XMvsSF (half circle from up to down + kick).

  • @NeoVejiita
    @NeoVejiita 4 หลายเดือนก่อน

    I love watching people do UNI trials in general. I'd enjoy watching you tackle Vatista.

  • @woahblow4127
    @woahblow4127 4 หลายเดือนก่อน +3

    12:30 ignoring Donkey Kongs bongos is nasty work

  • @cxstarfan
    @cxstarfan 4 หลายเดือนก่อน

    love the video man... here's a video idea, "how to prepare for project L" or something like that, and you show the games that have similarities or characters in specific you can practice. For example I was told magneto from mvc had similar air movement as Ahri idk it's something I'd watch 50 mins of

  • @JozefLucifugeKorzeniowski
    @JozefLucifugeKorzeniowski 4 หลายเดือนก่อน +1

    I was trying to remember if anything i did in vf5 as either Kage or Jacky was particularly strange since vf5 with those characters was sorta my metier and while vf5 is strange in that alot of the combos treat 2 button ( p+k, k+g) inputs as singular normal inputs in combo strings and 3 button (p+k+g) input is like a universal stance modifier that sometimes appears in combos but all those inputs are also assigned to singular buttons as well so it's not as if you really need to work harder to use them. of course there are some true wizards with a stick who just use the three individual buttons (p,k, & g) and input all those manually.
    some strange things I can recall from vf5 is that it has many more timing and rhythm specific combos than games like street fighter or KoF. such as a little combo like

  • @darkwater124
    @darkwater124 4 หลายเดือนก่อน +3

    The fucking moment that the Xbone controller was on screen, I already figured it out. That was pretty clever

  • @Sa1ntV1cious
    @Sa1ntV1cious 4 หลายเดือนก่อน

    I would definitely like a video centered around most difficult inputs yes please❤

  • @goranisacson2502
    @goranisacson2502 4 หลายเดือนก่อน

    I would definitely be interested in hearing about the most difficult button inputs, if only because then I might see videos of people actually succeeding at those and such things encourages me.

  • @SerpenterRex
    @SerpenterRex 3 หลายเดือนก่อน

    First time I saw forward charge moves was arcana heart. I was happy to see Under Night shine a light on that style of play with Vatista, its so fun and unique!

  • @sunwiitch
    @sunwiitch 4 หลายเดือนก่อน

    someone else kind of referred to it and maybe in the 500+ comments someone was more specific, but yoriko from arcana heart has a stance she can go into where any of the 8 directions she presses will shoot a short-range fireball in that direction. furthermore, if she "draws" a triangle or pentagram shape using this directional input, she gets an attack buff. definitely a "unique" approach to execution!

  • @CanYouBelieveChannel
    @CanYouBelieveChannel 4 หลายเดือนก่อน +1

    In Arcana Hearth 3 Saki Tsuzura also has inverted charge motions in all directons and can be cancelled within each other, is pretty cool.
    And speaking about complex motions in that same game Yuriko's pentagram specials should be there somewhere.

  • @scrubyscrubrton
    @scrubyscrubrton 4 หลายเดือนก่อน

    Speaking of difficult inputs- In older versions of GGXX (notably ♯Reload) Dizzy's Command Grab Super input was 34123646P (or downtowards halfcircleforward back forward punch) this was changed later on to be a more standard (for guilty gear supers) halfcircleback forward punch (632146P).

  • @BiohazardScott
    @BiohazardScott 4 หลายเดือนก่อน

    I thought you would mention the MvC2 Ruby and Anakaris hyper combos here. Thought you could do a video about super special moves' strangest inputs.

  • @charstar2808
    @charstar2808 4 หลายเดือนก่อน

    Most difficult inputs seems like it would make a great lk collab video.

  • @loading....001
    @loading....001 4 หลายเดือนก่อน

    Okay, I got one for the reverse charge input section, you know Them's Fightin' Herds? Paprika has a dash-teleport move that can put Paprika behind of the enemy, infront of the enemy, or belly flop on them (A, B, and C respectively) by inputing hold 6 release 4

  • @rogermaioli
    @rogermaioli 2 หลายเดือนก่อน

    Chris, Ryo, and K9999 in KOF 2002 have difficult inputs as well. Chris has a dodge kick that requires holding D and then releasing it to hold B, and the transition between the buttons is either frame-perfect or nearly so. The same goes for one of Ryo's specials. K9999 has a weird full moon bracketed by two diagonals (down-backward, half-circle backward, down-forward).

  • @expansionofdonkeykong8592
    @expansionofdonkeykong8592 3 หลายเดือนก่อน +1

    Idk if this really counts but in Smash, for the SF characters (Ryu and Ken), how long you hold an attack button will effect the strength of the move as a way to sort of replicate the 3 button attack system of L/M/H on one button

  • @ASoulphoenix
    @ASoulphoenix 4 หลายเดือนก่อน

    Lilith from Darkstalkers/Vampire savior also has a rhytm minigame in one of her supers, where you have to tap the buttons to make the opponent dance

  • @tcchip
    @tcchip 4 หลายเดือนก่อน

    Kusaregedo in Samurai Spirits Zero/5 and Zero Special. He had a command throw and a throw super that required you to return the stick to neutral before finishing the input. It wasn't hard to do per se, but it was definitely a novel experience as he's the only character I know of where leaving the joystick neutral is a requirement in executing a move.
    Then there's Buriki One and Gai Tendou in KOF XI and Mr Karate's super in NeoGeo Battle Coliseum where you had to push the joystick in the required direction for each hit of the input. For Gai's Rush Super move for example, it was f,f,b,df,u,f,d,f after the initial qcfx2+K input followed by d or uf for the finisher. You had to push the stick in the appropriate direction for each input: you couldn't simply roll the joystick from one input to another.

  • @elderlich7562
    @elderlich7562 3 หลายเดือนก่อน

    Guilty gear has a couple of those motion inspired controls. Ky's dire eclat feels really nice to use. It's quarter circle back and he swings over his shoulder, so it feels like you're pulling the blade up, then he completes the motion with a swing down.

  • @adriancosta1359
    @adriancosta1359 4 หลายเดือนก่อน

    I played a bunch of Killer Instinct Gold in the 64 when I was a kid, and TJ Combo had reverse charge attacks there. Not different attacks like Vatista, just 4C6+button and 6C4+button returned the same attack. They were useful to combo easier, or to surprise the other doing a charge attack while sprinting. Not only don't Vatista's attack feel that weird, I wonder why no one seems to had tried that input since then.
    The hold button and release made me think first of Kof's Raiden. Particularly in XIII he had the famous Super Dropkick. Hold kick button for 4 seconds (!) and release. Even with the ludicrous charge time, it was so good it was used a lot still.

  • @rowaned14
    @rowaned14 4 หลายเดือนก่อน

    If I remember correctly, a few characters in Killer Instinct 1 (SNES) have quarter circle inputs that start and end on the lower diagonals. So it starts with back-down, to down, to forward-down and whatever attack button

  • @OverlordZero
    @OverlordZero 4 หลายเดือนก่อน

    Another character with wildly different inputs is KoF 11's (console) Gai Tendo. His repertoire consists of directions and button inputs to mimic the game he originates from, Buriki One.

  • @travisteatime
    @travisteatime 4 หลายเดือนก่อน

    Never played Killer Instinct but as soon as you mentioned the button inputs I was like "Wait, on gamepad, those multiple-buttons-at-once inputs are usually also mapped to... Ohhhhhhhhhhhh my goooooood" and it made me smile so hard, that's such a neat little detail.

  • @ceniza_honey
    @ceniza_honey 4 หลายเดือนก่อน

    Athena's HSDM in kof 2002 and others, has a similar gimmick where you have to follow different routes of button presses and timings depending on the ending of the super you want to get. I'd love to see you try and pull it off. it's a really fun super visually too. sowcasing a lot of different athena costumes over the years depending on the route you choose.

  • @taliosdrakei4017
    @taliosdrakei4017 4 หลายเดือนก่อน

    Vatista was one of the first characters I wanted to play in under night and is one of the first characters i've seen where people recommend to change your controls JUST to play her. Its insane how hard it is to play her on controller, and even with a button swap to make negative edges easier, its still incredibly difficult 😅. It definitely feels great once you get her down and doing the combos feel so rewarding and gratifying to land.

  • @koopakape
    @koopakape 4 หลายเดือนก่อน

    Seeing as a lot of these are non-fighting game inputs added to fighting games, it gave me the idea that maybe you should consider a video about fighting game inputs in non-fighting games. Like Sabin from FF6, Zell from FF8 or the whole battle system from Legend of Legaia.

  • @scottnotpilgrim
    @scottnotpilgrim 4 หลายเดือนก่อน

    Pretzel motions from SNK definitely come to mind
    Safe to say I would enjoy a video on those types of inputs

  • @DragonflySwamp
    @DragonflySwamp 4 หลายเดือนก่อน

    Paprika from Them's Fightin' Herds has forward-back charge motions just like Vatista, though they aren't as liable to break your hands since that's how you do her teleport. It's not used as much as her other moves.
    Kum Haehyun in Guilty Gear Xrd has some Kick special moves that have different properties if you do follow-up motions and/or hold down the K button.
    623K is a kick uppercut (no combo, usually)
    623[K] is a big low profile spinning slide
    623[K], then any backwards direction is a different kick uppercut that launches and wallbounces. You can do a light version by releasing K quickly or a heavy version by holding K for longer.
    Mai in BlazBlue has a silly variation on the traditional quarter circle input: the MOTION is a special move itself, and then she has "follow-ups" with different attack buttons.

  • @SeanLifeFlame
    @SeanLifeFlame 4 หลายเดือนก่อน +1

    Every time I hear about Goldlewis, my brain always thinks of that special of his where you churn the butter to get more damage out of it.

  • @syamart6305
    @syamart6305 4 หลายเดือนก่อน +1

    Dunno if anyone already mention it in the comments , but Darun from SFEx2 has one hell of an input for his Lv 3 super.
    It required you to execute Full Circle at direction pad and a Kick or Punch a few times. But , if your opponents press the Kick / Punch sama as you , the entire supers will canceled. So kinda gamble here , hence its name "Darun's Gamble"
    But if manage to press all the button without interrupted by your opponent ,, the move literally drain your health from 100 % to 0 , an instant kill.

  • @cosmogang
    @cosmogang 4 หลายเดือนก่อน +1

    Honorable mention is Charlie's crescent kick in MvC2. It's not that hard, but it's very unique. Like a upsidedown backwards tatsu input 😂 I love it. (896+kick)

  • @DevilishlyDutch
    @DevilishlyDutch 4 หลายเดือนก่อน

    i'd love to not only see the most difficult inputs, but see you perform them! i have no idea how that summon suffering input would be possible, the only suffering being summoned there is the suffering from failing to get the input right 😂

  • @LegendIam1465
    @LegendIam1465 4 หลายเดือนก่อน

    I would love to see a list of the most difficult inputs, or even the most difficult characters overall across many different fgs.

  • @shoetube
    @shoetube 4 หลายเดือนก่อน

    Sabrewulf and Chief Thunder had reverse charges in KI1. You could do the regular charge into the sort of rekka move and flip that into reverse charge to keep the combo going and then one more time into regular charge.

  • @absolutevalue11
    @absolutevalue11 4 หลายเดือนก่อน

    I haven't heard this talked about before, but Link in SC2 has some inputs inspired by Ocarina of Time, similar to Arbiter. In OoT, you'd bind your items to the C-buttons in order to use them. In Soul Calibur 2, the gamecube's C-Stick inputs are just shortcuts for 2-button combinations. They made the inputs for Link's items: the Bow, the Bomb, and the Boomerang, all be 2-button combinations. So to use Link's items in SC2, you can just use the C-stick, just like you'd use the C-buttons for his items in Ocarina of Time.

  • @IppoX90
    @IppoX90 4 หลายเดือนก่อน

    Definitely would like you to attempt trials, I love Under Night..!

  • @AJLethal
    @AJLethal 4 หลายเดือนก่อน

    One honorable mention is Gai Tendo in KOF XI: they brought up his home game (Buriki One) inputs (push stick to perform moves) after connecting one of his special moves (f+HP or f+HK)

  • @percher4824
    @percher4824 4 หลายเดือนก่อน

    I don't think you can get more unique than a VR fighting game like Rumble. There's a really great video about how it's evolved over time which I'd recommend watching.