My favorite "impossible input" has to be Shang Tsung's secret fatality in MK2 - turns into Kintaro and punches opponent in half. It's a simple input... but very difficult to pull off. It's just "hold low punch *30 seconds* and then let go." Yeah there's nowhere near 30 seconds after announcer says FINISH HIM, so you have to hold it down through the entire 2nd round of the fight, which disables all Tsung's morphs and his fireball.
I don’t never really experienced this for mk2 and stuff bur for mk9 I dont know if it was just me but it felt like shangs morph abilty didn’t work in the game cause if i remember it was back down forward 4 and the input just never worked at all it felt impossible for me.
That's why you need to do that 30 second hold BEFORE you actual WIN those MK 2 battles since its normally impossible you can only do those finishers in less then like 10 seconds before the opponent automatically drops dead.
FYI - you can perform the Bobby Dance by starting with a front grapple then hitting Jump, which will put Bobby in a back grapple (so you won't need to manually maneuver to get behind your opponent). The input for the Bobby Dance itself is ridiculously tough to pull off as it is, but at least this makes the setup a bit easier.
So it's like Streets of Rage? A jump moves you from front grapple to back grapple? Given it's a "sports themed kid" I'd be remiss not to point out Skate's neck throw, which isn't hard but just at odds with everyone else's grapples. Everyone else's back grapples are "grab, flip, wait to land, input", but Skate has the unique "grab, press flip and *hold* attack while flipping"
Fun Fact: If you think Aggressors of Dark Kombat has a strange sounding, almost contrived name, it's because it does. The name was chosen because the company that developed it (and the Neo Geo hardware, as a matter of fact) was Alpha Denshi Corporation whose name was changed to ADK. So they chose that name (Aggressors of Dark Kombat) to coincide with the 3 letters of the developer name, ADK.
@@birdmanoo0 I've never done mist trap either it's totally impossible.. I think it's the only one that's still a true just frame the rest have 2-4 frames I think
Oh my god 😭☠️☠️☠️☠️☠️ im glad I’m not the only one who remembers. Now I’m not fg educated but is there a name or coined term for the style of input play for games if that makes sense ? . The best way I can explain it is games like street fighter and dbfz you can do your combos and inputs as seen on screen so basically “real time” while others like Mk and primal rage have a sort of “pre Input method” where your doing the whole thing in succession on controller (trying to match inputs with what’s happening on screen would not be recommended) only time that works for you is when your blocking or teching in those games . I apologize for the huge chunk of text I’m just really into fighters , more so to have fun and learn
Primal Rage rev 1.0 used all negative edge inputs just because the lead dev didn't have anyone to tell him that was a stupid idea. Later revisions changed to standard input style because Atari hired an actual tournament-level SF2 player to give feedback and also become lead on Primal Rage 2, which Midway killed because 'hurr we don't need two 2d fighters' and then ate shit three times in three years trying to make 3D happen. Weaponlord would later also do the same thing but entirely on purpose because that game was designed specifically to be played with the XBAND modem peripheral and there was no such thing as broadband or rollback netcode in 1994.
The reason, so I've heard, for SF1's odd button recognition is that the game originally shipped with _pneumatic pressure-sensitive buttons_ - one for punch, and one for kick. Yep, the light-medium-heavy was determined by how hard you pressed the button, which naturally meant that every non-light input would essentially have to bungee-jump through the lesser levels. Thus, the onset of the signal couldn't be trusted as the final word, only the outset could. I think I heard people were injuring themselves on the pneumatic buttons, though, and so they didn't even last long.
As a young kid playing Street Fighter 2 at Pizza Hut the toughest move for me for years was on a arcade joystick attempting to pull off Zangiefs 360 slam lol
Dizzy's IK with taunt is pretty ingenious since she apologizes right before turning into a uncontrollable gear that kills you. neat touch lore wise, wonder if that was the intended way to do it
IIRC back in the GGX era she wasn’t even supposed to _have_ an IK to begin with and she was given Gamma Ray to compensate for that. Though she was given one in AC anyway only in Xrd was she given a “proper” IK that suits her character.
It was probably intended to be done on a keyboard. Just don't let go of DOWN while you press UP. You won't jump because crouch has priority when both UP and DOWN are pressed at the same time. No idea if it's doable on an unmodified controller. I couldn't do it consistently with a macro sequence (16 ms delay won't always register; 25 ms is too slow).
@@manaphylv100 That's wrong. The game has software SOCD where up + down = neutral. If you go to training mode and try that with input display on, you'll never see up being pushed.
soul calibur 3 had some truly inane inputs. setsuka had a three-part special combo that switched sides so you had to mirror the horizontal inputs in the second step.
Ivy's Command grabs in SC6 still allows for the simple input of spinning the stick... BUT... it also has a just-frame version of the moves which are done by pressing each input deliberately.
I find Calamity Symphony to be easy enough by performing a 720° spin, making sure I'm positioning the joystick as "far out" as I can, and then inputting the final motion _very_ deliberately. (I also learned not to perform the motion _too_ fast, as that kept me from executing it in the past.)
She had that in SC2 as well, with slightly more damage, flashier sparks, and a different voice clip. Never managed the "just" version, but Summon Suffering is pretty easy if you can land her harpoon move. Calamity Symphony is a little harder because she won't be in whip state, but you can include a quarter circle back in the moves to force a change before hitting A+K.
My favorite "impossible inputs" ever are Athena's "Psycho Medley" in KoF 2002 UM and Ralph's "Bareback Galactica Phantom" also in KoF 2002 UM. They're both stupidly hard moves to both land and do in the first place, but Ralph's move is an instant, One-Hit KO from full health IF you manage to land the second input (which is frame perfect and changes timing depending on the opponent's hitbox, so good fucking luck).
Theres a whole indie fighting game based on this. Called misinput i think. Edit:The game is called Motionsickness. You can pick from 4 input styles with the harder input styles doing massive damage
As a Dhalsim player, I always hated that they made teleports require the "Dragon Punch" input AND multiple buttons at the same time. I picked up Dhalsim because I DIDN'T want to deal with Dragon Punch inputs, and then they added a teleport and made it use Dragon Punch input in BOTH directions, AND multiple buttons. Bullshit.
DP is incredibly easy, just act like you’re drawing a “z” with your stick (and for hitbox you want to hold forward, hold down and let go of forward, then hold forward while holding the down button)
DP inputs are quite weird yeah. Not a big fan of how stick inputs for fighting games require so much precision in direction, I swear its almost like if you wanna do a quarter circle forward you gotta go from 1 to 9 instead of 2 to 6. And on keyboard dp and tk inputs kinda suck still. I managed to find a character I like in ggst that doesn't have any non quarter circle inputs but the fact that the button you press to do the special affects the direction will take some getting used to. Also the mandatory tk where you have to release the button at the right time too but at least I can do that.
Man, I still remember having no idea how Zangief's piledriver was supposed to work, even though I had the booklet for SF2 Turbo. Nostalgia aside, I'm really glad that modern games give you so much info and ways to learn about playing them.
Basically the start if the video. I have some problems making "super fireball" and dude was like "that's very easy, I would give a 1. I think anyone can do that"
For a follow-up video, I suggest you look at Arcana Heart 3. One of the playable characters, a witch named Yoriko, has a special move that is performed as 632146 + any button. That's a super move motion, but not too crazy so far. The crazier part of the move is, during this brief stance, you can draw a triangle or pentagram. If you successfully draw a shape, your moves power up. The triangle is much easier to draw, but the power up lasts half as long. Possible Triangle shapes include 8138, 8318, 2792, or 2972. Possible Pentagram shapes include 819738, 837918, 273192, or 291372. A less extreme example from the same game is Elsa, a nun whose ultimate move is performed doing 8246 + AB, i.e., you are doing the cross.
elsa's is way harder than pentagram, along with a lot of other arcana heart stuff. you have to time 8246ab during 28x coin flip properly, and i can never pull it off. pentagrams are easy as fuck, you can do them the same way on either side, and do it really slow.
The really horrifying thing about Summon Suffering and Calamity Symphony is that they actually change the input with each entry, seemingly just to screw with you. It's always a bunch of directions seemingly at random though, so for the purposes of this video it doesn't matter.
I confirm that SF1’s special moves are performed most effectively using negative edge. It might have something to do with how Japanese arcade machines for SF1 had those pressure-sensitive “piston”buttons. Anyway, the negative edge theory makes sense, considering that normal attacks actually come out when you let go of the button, and not when you press the button down.
Yeah think of it at first but JMcrofts think it's a combo not a single move command, but he forgot or might not aware that Heihachi's Omen Thunder God Fist is harder that EWGF.
@@luna_kits2345And with Heihachi out of the game, I think JFSR is left with similar characteristics? You miss EWGF and still get a WGF, but if you miss JFSR, it is just d/f+4…
Being an avid SNK player in my teenager years I had to learn things like the pretzel motion for Geese's Raging Storm (and reverse pretzel for Lawrence), Takumas's Ryuko Rambu and Yuri's Hien Houou Kyaku (these last two only in AoF 2 & KOF's 94 and 95). There is a bunch of other complicated or tricky super moves inputs. Sick!
The Ivy throws were one of the main reasons I picked her up in SC2. They're easily some of the coolest throw animations out there, I never get tired of watching them!
Kumachan has a really hard throw in Fighters Megamix. The command is really long and requires precise timing. It's called Super Washington Treaty, and if you're fast enough once the move is done it's possible to chain it into another throw. Effectively allowing you to KO the opponent from full health. If you're able to initiate the grab.
The funny thing about Summon Suffering is the EXTREMELY long buffer time it gives you between inputs. I think it was to the point where you could do individual fast moves using those directions and it would still count them, as long as you ended on the final direction at the same time as A+B. So you could really mask it well if you were creative. Or just start at 3 hit 7 at some point and do a quick double qcfish motion and get it in the animation of a single A attack.
Yeah. It was about one second in between inputs so final execution could be as long as like 8 seconds or something. Also I didn’t see it mentioned, but for calamity symphony, completing the full input within 1 second did extra damage beyond 95 (iirc it was like 110).
One thing I remember reading about Heavy Chicken Wing is that move specifically doesn't have input buffer, I believe you do have to push HK and up forward on the same frame
One that always stood out to me is Akira's one-frame knee in Virtua Fighter (and Dead or Alive 5). The input is K+G but you must let go of G in one frame. A decent amount of Akira's moves are pretty hard but this one in particular I could never do consistently. Some pros can land this during juggles and it leaves me awestruck.
@WFROSE I've seen some Akira players go straight into Byakko Soshoda (hold down, back, forward + P). I could never get that move unless I was already ducking.
Street Fighter 1 ignores button presses, it *only* registers button releases. (This was likely a design artifact of the two button plunger version.) I want to recall that you do not have to release the final input direction before releasing the attack button, but you have to release the attack button within a couple of frames of releasing the final direction. The other critical factor is that instead of having an interruptible walk, Ryu moves with hops that cannot be cancelled after the first couple of frames. While the special move direction inputs normally have generous timing windows, any unbuffered forward input will put you on a very short timer because of the hop that gets triggered. SF1 is also fairly forgiving of incorrect direction inputs.
SF1 uses a pneumatic system, instead of potentiometers. I'm guessing that the system would eventually trigger 2 or 3 different switches, and the first to be released by the mechanism springing back would be the input registered.
I remember when Street Fighter 30th Anniversary Edition was released and when I was playing original Street Fighter I couldn't perform any moves by doing correct inputs, but when I was panicking, I was able to perform them. Then after few fights, I found that tactic work, so I genuinely started rotating stick and mashing buttons like some hyperactive kid. To this day, I remember beating that game by not looking at all, just rotating stick and mashing buttons.
Being an old school Neo-Geo fan, some of those special moves were absolutely insane. It wasn't so much inputting them, it was REMEMBERING them. Same with King from Tekken's chain throws.
Tbh, I feel that Vega/Claw Meteor Combo in SFEX2 Plus, Rolling Izuna Drop, is pretty insane. Having to do that weird charging down-back and then the "L" motion with a kick, THEN you gotta line up with your opponent while airborne and AT THE END press Down + Punch to grab them. And if you whiff that last part, you just lost all your 3 bars of super
The Pentagram motion from Arcana Heart, the Toy Transformations from Samurai Shodown II (along with Haohmaru's secret super), and the multiple 360 motions of Tamaki from Aquapazza.
You are the best content creator I’ve ever seen for me personally just because you look so fun and kind and your excitement and joy in sharing these things always makes my day steer a long day in uni so thank you❤
In the ancient times (roots) of games, this command was born with Geese Howard in Fatal Fury and Art of Fighting, as well as KOF, called Double Reppuken
Some of the fighters I remember giving me the most troublems besides the ones you picked out here are rather obscure. I'll pull the ones from games you've heard of, more fun for you that way. ;] 1) King's Rolling Death Cradle from Tekken 2) Akira's multi input (I forget its name, sadly) from Virtual FIghter. 3) Haoumaru's Tenhafuzensan from Samurai Showdown 4) The Up+Right / Up / Up+Left inputs from "Primal Rage(Arcade)" and "Weaponlord(SNES)" I will also mention Dead or Alive's multi throws because they actually gave me troublems back in the day. Great video! Thanks for your hard work. Cheers!
I got two for you. Hayates ''Raijin'' command throw in dead or alive 5. half circle forward to start the throw. right, left, up, down then hit throw button again once the command throw prompt comes again, then up right, down left, up left, down right and hit the throw button on the command prompt again. its so awkward to do. And Akiras ''Teishitsu Dantai'' where you guard, release guard in 1 frame and kick. I got used to that one in command training but in a live match, idk how people did it. And its a required move for juggling.
Hayate's Raijin command throw is even crazier to get in Dead or Alive 4. As you will have to double the amount of inputs to get the second part of the throw.
As someone who plays fighting games those Tekken inputs that seem impossible are actually the easiest ones. The scary looking ones are literally just asking you to spin the stick in a circle.
Ivy's Summon Suffering actually has another tactic to pull it off easier: you can buffer the inputs within other moves. For instance, you can press down-forward + kick to close distance, then in the animation press up-back, then forward + kick, then complete the input. The result is closing the distance with a kick, throwing out a poking knee, then pulling out a complex throw seemingly from nowhere. It's a much easier way to do the input, and as long as you switch up the moves you use to hide the buffering, it also avoids telegraphing what you're doing.
Hayate from the Dead or Alive series (specially DOA4) has one of the craziest grab commands and I don't remember it having a buffer option either. You just had to get the timing right lol. It was pretty insane when that came out. It was in DOA5 as well, but they made it easier to do.
This. I had a friend back then who couldn't understand how I could do Ryu Hayabusa's Izuna Drop throw consistently. Swear he was trolling seeing he was able to do Hayate's throw without trouble
Punishing -13 with Kazuya or Reina Ewgf or Jin, Heihachi, Angel, Angel Jin and Devil Jin Punishing -14 is harder. Also punishing with King blue spark giant swing on -10 is probably harder than everything right now in Tekken 8.
@@phlixcarbon i13 EWGF is technically three just frame inputs, just like TJU. They're exactly the same difficulty, except you can buffer the first forward input of EWGF our of recovery (I think, not 100% sure about the buffer)
@@KuenchinDofus The difference is, that its a movement option on Punish. Meaning that there is no buffer frames to prepare the input. TJU is an unblockable attack so the startup can happen whenever. So correct me if I'm wrong but you can buffer TJU in a punish meaning its much easier.
@@KuenchinDofus Also getting the input for Blue spark Giant swing into 10 frames as a punish where there is no buffering is extremely hard (its not really used for punishing anyway unlike ewgf)
@@phlixcarbon I have no idea about Giant Swing so you might be right. I don't really understand why you would buffer taunt as punish since it's i28, you don't punish anything with TJU, it's a setup move not a punish move. And you cannot buffer Jet upper during taunt since it would cancel it.
9:00: oh yeah, the famous "dureah" from Tekken 4. The name is from this same move when made correctly by Kazuya, electric sparkles come from his hand and he screamed "dureah"
Do u know they changed guile’s imput in some variation of sf2, some it takes the old bs imput we all know, but in later versions u charge down back, for 2 secs do a half circle back then up forward + button
If you think these are hard, I'd suggest looking at literally all critical hearts from Arcana Heart 3. I firmly believe the inputs were added as a joke by the devs as a response to people claiming moves are too hard. For an example, here's Saki's. 2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E Looks hard, right? How are you supposed to memorize this entire string? I'm not done. This string of moves have to be entered after the initial super which is 632146+AB. Not hard enough yet? I'm still not done. You have to enter the first string of inputs after the initial super input by TIMING THEM CORRECTLY. Yeah, that's right. Not only do you have to remember that entire string of inputs, but you have to remember when exactly in the super motion to input them. This is ONE character. Most aren't as bad as this, but I remember trying to land this in training mode for several days of attempts and couldn't even do it.
They’re not necessarily hard inputs but “primal rage” has some weird special moves where you need to hold multiple buttons at the same time while doing the input. I remember my hand would start to cramp after playing for a while
Hello :) Try Bryan's Taunt + Jet Upper combo ( TJU ) - this is really difficult :) Also, try to punish -13 move with Kazuya's Perfect EWGF - this is waaaay more difficult, then standart EWGF :) TJU example - ua-cam.com/users/shortsEiMSFrNkvfk?si=IeV53ynpWUs9Dhed Perfect EWGF example - ua-cam.com/users/shorts6Q4pgGkNi3A?si=izDHmOu4ToYzzSKd
10:35 I can absolutely say that electrics are hard for sure. That timing is something else. Especially omen god fist with heihachi and hitting a combo with it? It’s insane
Surprised to see no mention of Alpha Patroklos' combos in Soul Calibur V. His most infamous bnb required four just-frame inputs, Blueboy was an actual god for pulling it off consistently at tournaments.
Fireball seems easy, but if you learned street fighter from SF2 on PC in the 90s. Forward roll was expressed by down diagonal forward and punch. There was no explanation that a rolling motion was needed. And the inputs would trigger a Shoryuken half the time.
My favorite impossible input is a stance in Arcana Hearts 3, I don't remember which character has this move, but there is stance, where you should input a pentagram in 4 different ways
I do remember that before you did dizzy instant kill you would have to an special taunt that gave you access to her instant kill in gg plus r. But I could be wrong
"Press the entire Konami Code in ONE SECOND" for the first super-secret fatality. For the super-secret ULTRA fatality, "Press the entire Konami Code BACKWARD, this time in HALF A SECOND!"
Saki Tsuzura: *Flipping her hair* What about my Critical Heart from my franchise Arcana Heart called "Gulff Dagda"? It's insanely difficult and almost impossible to pull off.
Another thing of note with EWGF is that its not just important to be able to consistently hit the just frame in neutral, it's also important to be able to do it in combos. Ontop of the constant movement that Tekken as a series is known for. If you wanna play any Mishima character, you gotta master the EWGF.
IIRC geese's rising storm has a lot of leeway to input it. To the point of, if you are quick enough, you can input a dash in the middle of the comand to close the distance to your opponent before releasing it. DownBack, half circle back, forward forward (dash), DownForward + punch, results in a dashing rising storm.
There is a character in Arcana Heart, Elsa. She has a move called Agnus, where she flips a bullet up in to the air and the input is down, up and any attack (A, B or C). That's easy, but her ultimate move is called Requiem, where the input is up, down, left, right, A+B, and you have to do it when the flipped bullet from Agnus shines at the peak of the flip and she catches the bullet and fires it. I tried for some time in practice mode, but I couldn't get it.
The first BlazBlue has a command that's extremely easy on arcade stick, but pretty hard on a gamepad. Tager's astral finish command is to hold down A+B+C and simultaneously mash D. On a PS3 controller that means holding square+triangle+circle and mashing X. The solution is to macro A+B+C to a shoulder button, but without that you have to use either claw-grip or your right palm, and then move your left hand over to mash X.
Another unusual example I’ve seen: in Soul Calibur 4 and the first couple patches of 6, Talim had a one frame just frame. You could cancel her windsault K (front flip kick) by guarding and she would instead do a second flip from midair. It wasn’t really useful in 4 but was really good in 6, to the point where it was required for optimal damage and had utility for mixup.
I could never do zangefs spinning piledriver in SF2 back in the arcades , honestly didn’t think it was possible for human player to actually pullit off intentionally. It was really frustrating especially as to do it you were inputting jump before move was complete. Is it still a 360 punch input ? How are supposed to do it without jumping
I know Ivy had some even tougher command throw inputs. Using SC notation (imagine a keyboard numberpad), Calamity Symphony was 3746916A+G. I swear there was a character which had a throw along the lines 22888228A+G - the trick to performing was, no joke, hold the analog stick down while hammering up on the D-Pad.
I thought you might talk about that move that Steve from Tekken has, with like a million inputs. A friend of mine used to be able to do it, but I never really tried it because it looked absurd
Ivy's grabs can actually be buffered from literally anywhere. You can buffer while being juggled and some more. You even can press each input 1 at a time and take mad time before the db
One of the hardest executions in all fighting games is in tekken. Kazuya’s abolishing fist to frame perfect timing PEWGF (not normal electric). After hitting the abolishing fist you got to time it perfectly but also you got to hit it with a frame perfect electric. Mistiming it won’t launch your opponent high. Usually takes people months to even nail it and tons of years to do it more consistently. There are guide to help with the timing on YT by searching PEWGF timing.
No Virtua Fighter? That series is like a shrine to sweaty inputs, with characters like Akira. Another suggestion is skewing earlier with the SNK Neo Geo stuff. It took them several games to finally catch up to the smoothness of Capcom's input reads (I'd say with Samurai Shodown II), and doing Geese's Raging Storm was tougher back in Fatal Fury Special. In fact that whole game is full of insane super inputs. I remember when Aggressors of Dark Kombat (I was disappointed to learn developer ADK's name stood for Alpha Denshi, not this) was new and the convenience store near me got it. The game really impressed me with its huge, clean sprites, smooth animation and novel ideas. Plus, the guy who fights with geta on his hands is too funny.
I loved the jealousy bomber, she blows a kiss that shots a live heart, on hit she summons her boyfriend for a kiss and cucks u so bad your heart explodes .
My favorite "impossible input" has to be Shang Tsung's secret fatality in MK2 - turns into Kintaro and punches opponent in half. It's a simple input... but very difficult to pull off. It's just "hold low punch *30 seconds* and then let go."
Yeah there's nowhere near 30 seconds after announcer says FINISH HIM, so you have to hold it down through the entire 2nd round of the fight, which disables all Tsung's morphs and his fireball.
Ahhhh I remember that. You definitely lose one button in order to show off
I don’t never really experienced this for mk2 and stuff bur for mk9 I dont know if it was just me but it felt like shangs morph abilty didn’t work in the game cause if i remember it was back down forward 4 and the input just never worked at all it felt impossible for me.
Raiden has one also
So you win with one hand behind your back
That's why you need to do that 30 second hold BEFORE you actual WIN those MK 2 battles since its normally impossible you can only do those finishers in less then like 10 seconds before the opponent automatically drops dead.
FUN FACT: Ivy's Summon Suffering command was at the time the notation for Namco HQ's phone number. XD
XD
So THAT’S why it was so absurd in sc2. Calamity symphony used the same directionals
Is there a source on this? That's hilarious if it's true!
I used to use this on my friends just to piss them off
I clicked the vid and knew Ivy would be on here. When I was really young, I used to do it just by spamming 360s a bunch of times.
8:54 I'm not gonna sugarcoat it
nerf devil jin
Devs: "Why can't we attract new players?"
Also devs: "you need to draw a star in 0.0005 seconds with the joystick"
Douman seiman!
@@HenshinFanatic Summon the Onmyouji immediately!
FYI - you can perform the Bobby Dance by starting with a front grapple then hitting Jump, which will put Bobby in a back grapple (so you won't need to manually maneuver to get behind your opponent). The input for the Bobby Dance itself is ridiculously tough to pull off as it is, but at least this makes the setup a bit easier.
Isn't it sus when he grapples a man from behind?
@@itdobelikedattho8112 What if I want it to be sus?
So it's like Streets of Rage? A jump moves you from front grapple to back grapple? Given it's a "sports themed kid" I'd be remiss not to point out Skate's neck throw, which isn't hard but just at odds with everyone else's grapples. Everyone else's back grapples are "grab, flip, wait to land, input", but Skate has the unique "grab, press flip and *hold* attack while flipping"
@@Baconmutt No you want to be SUSSED
I got a pretty cool 7 hit combo with Lee in that game. Ask me more!!
Fun Fact: If you think Aggressors of Dark Kombat has a strange sounding, almost contrived name, it's because it does. The name was chosen because the company that developed it (and the Neo Geo hardware, as a matter of fact) was Alpha Denshi Corporation whose name was changed to ADK. So they chose that name (Aggressors of Dark Kombat) to coincide with the 3 letters of the developer name, ADK.
Getting Dream Drop Distance Flashbacks Here XDXDXDXDXDXD
Cause y'know, three D's....
Also wasn't fun.
I like the name. It raises questions. These are the aggressors, what about the defenders of dark kombat? Is there light kombat?
@@Fierydice no, but there's Mortal Kombat: Defenders of the Realm, which is kinda like light Kombat in the grand scheme of things
Kazuya: Oh man, look how hard my just frame EGF is to do.
Lee: MARVELOUS!
I’ve just picked up Lee as a main and it’s taken me a day of practice to consistently get acid rain and I still drop that shit
if he had to do Acid Rain more than once in a row for this video it would be in drafts for a week
@@GramdalfFGC Lee's hit grab thing (33 4) for me is extremely hard to do. I don't think I have ever done it outside of heat.
@@birdmanoo0 I've never done mist trap either it's totally impossible..
I think it's the only one that's still a true just frame the rest have 2-4 frames I think
@@Guitar-Dog Mist trap is the hit grab yeah? The kick then grab and if that's it then yeah.
It's the most difficult shit to do in the game
Primal Rage inputs are more like a fever dream of a cheat code than special moves
Oh my god 😭☠️☠️☠️☠️☠️ im glad I’m not the only one who remembers. Now I’m not fg educated but is there a name or coined term for the style of input play for games if that makes sense ? . The best way I can explain it is games like street fighter and dbfz you can do your combos and inputs as seen on screen so basically “real time” while others like Mk and primal rage have a sort of “pre Input method” where your doing the whole thing in succession on controller (trying to match inputs with what’s happening on screen would not be recommended) only time that works for you is when your blocking or teching in those games . I apologize for the huge chunk of text I’m just really into fighters , more so to have fun and learn
I think the term youre looking for is called "dial in" or "dial a" combo(s) :) @@johnathanortiz3066
@@johnathanortiz3066"Dial a combo" is whats used normally
Primal Rage rev 1.0 used all negative edge inputs just because the lead dev didn't have anyone to tell him that was a stupid idea. Later revisions changed to standard input style because Atari hired an actual tournament-level SF2 player to give feedback and also become lead on Primal Rage 2, which Midway killed because 'hurr we don't need two 2d fighters' and then ate shit three times in three years trying to make 3D happen.
Weaponlord would later also do the same thing but entirely on purpose because that game was designed specifically to be played with the XBAND modem peripheral and there was no such thing as broadband or rollback netcode in 1994.
@@TheUndersigned hell of a piece of history there. Thank u. Sounds like an interesting story. 👍🏾
The reason, so I've heard, for SF1's odd button recognition is that the game originally shipped with _pneumatic pressure-sensitive buttons_ - one for punch, and one for kick. Yep, the light-medium-heavy was determined by how hard you pressed the button, which naturally meant that every non-light input would essentially have to bungee-jump through the lesser levels. Thus, the onset of the signal couldn't be trusted as the final word, only the outset could. I think I heard people were injuring themselves on the pneumatic buttons, though, and so they didn't even last long.
The originalSF arcade cabinet had 2 oversized 8in raised buttons you had to physically punch to make the move happen
they should bring that back
It makes a lot more sense now that I remember those buttons.
Imagine Drive Rush in SF6 had to be inputed by actually running on a treadmill
People thought it was like a punch machine and the harder you hit it the more damage they'd deal
As a young kid playing Street Fighter 2 at Pizza Hut the toughest move for me for years was on a arcade joystick attempting to pull off Zangiefs 360 slam lol
Meanwhile it's easier than a fireball in SF4
Hardest input? Pushing the Star button
LMFAOOOOO
➡️⭐⬇️↘️
@@towataketatsu9339 ➡⭐⬇↘ (2) 🗣🗣🗣🔥🔥🔥
It took me about an hour before I gave up and looked it up when I played a fighting game for the first time
@@towataketatsu9339he aint sugarcoating it
Dizzy's IK with taunt is pretty ingenious since she apologizes right before turning into a uncontrollable gear that kills you. neat touch lore wise, wonder if that was the intended way to do it
IIRC back in the GGX era she wasn’t even supposed to _have_ an IK to begin with and she was given Gamma Ray to compensate for that.
Though she was given one in AC anyway only in Xrd was she given a “proper” IK that suits her character.
It was probably intended to be done on a keyboard. Just don't let go of DOWN while you press UP. You won't jump because crouch has priority when both UP and DOWN are pressed at the same time.
No idea if it's doable on an unmodified controller. I couldn't do it consistently with a macro sequence (16 ms delay won't always register; 25 ms is too slow).
@@manaphylv100 That's wrong. The game has software SOCD where up + down = neutral. If you go to training mode and try that with input display on, you'll never see up being pushed.
@@Shining4Dawn It worked for me on a physical keyboard, but not with a recorded macro. You do have to release down before up for it to register.
@@manaphylv100 So you still have to taunt, right? Because this changes nothing. It just means you pressed up a split second before you pressed down.
soul calibur 3 had some truly inane inputs. setsuka had a three-part special combo that switched sides so you had to mirror the horizontal inputs in the second step.
She's probably the hardest player in the roster
Didn't Cassandra have an ewgf in one of the games?
Don't forget setsuka just input as well hated it.
oh my god I'd managed to forget about just input
that's sick af
Ivy's Command grabs in SC6 still allows for the simple input of spinning the stick... BUT... it also has a just-frame version of the moves which are done by pressing each input deliberately.
nah the just frame was also easy to get by spinning the stick. plenty of 'how to' videos showing this.
I find Calamity Symphony to be easy enough by performing a 720° spin, making sure I'm positioning the joystick as "far out" as I can, and then inputting the final motion _very_ deliberately.
(I also learned not to perform the motion _too_ fast, as that kept me from executing it in the past.)
She had that in SC2 as well, with slightly more damage, flashier sparks, and a different voice clip. Never managed the "just" version, but Summon Suffering is pretty easy if you can land her harpoon move. Calamity Symphony is a little harder because she won't be in whip state, but you can include a quarter circle back in the moves to force a change before hitting A+K.
My favorite "impossible inputs" ever are Athena's "Psycho Medley" in KoF 2002 UM and Ralph's "Bareback Galactica Phantom" also in KoF 2002 UM. They're both stupidly hard moves to both land and do in the first place, but Ralph's move is an instant, One-Hit KO from full health IF you manage to land the second input (which is frame perfect and changes timing depending on the opponent's hitbox, so good fucking luck).
Theres a whole indie fighting game based on this. Called misinput i think. Edit:The game is called Motionsickness. You can pick from 4 input styles with the harder input styles doing massive damage
motion sickness
I've heard about that it's cool
Lmao
I've never heard of that. That sounds fucking brilliant.
I can't find nothing about the game
No mention of Arcana Hearts 3 is a SIN.
Akane's Shunkoku is such a hard move that it has an achievement tied to just performing it properly.
Came here to mention AH
Same here!
It's in the thumbnail.
No Arcana Heart pentagram input? 😢
way too sophisticated for this channel
I'm surprised I didn't see Akane's max damage Shunkoku on this.
nope! Just for thumbnail clickbait, but no more for you!
Funnily enough the pentagram isn't even the hardest input in that game because it doesn't need to be done fast
don't forget saki ground charge move that you hold up while charging and kira 1080 spd
As a Dhalsim player, I always hated that they made teleports require the "Dragon Punch" input AND multiple buttons at the same time. I picked up Dhalsim because I DIDN'T want to deal with Dragon Punch inputs, and then they added a teleport and made it use Dragon Punch input in BOTH directions, AND multiple buttons. Bullshit.
DP is incredibly easy, just act like you’re drawing a “z” with your stick (and for hitbox you want to hold forward, hold down and let go of forward, then hold forward while holding the down button)
@@azahalbiora there's also an easy cheat DP input of 63236, just two quarter circles basically. easiest way to do on a d-pad imo
Yeah i would certainly look towards getting consistent with dp motions, pretty important
DP inputs are quite weird yeah. Not a big fan of how stick inputs for fighting games require so much precision in direction, I swear its almost like if you wanna do a quarter circle forward you gotta go from 1 to 9 instead of 2 to 6. And on keyboard dp and tk inputs kinda suck still. I managed to find a character I like in ggst that doesn't have any non quarter circle inputs but the fact that the button you press to do the special affects the direction will take some getting used to. Also the mandatory tk where you have to release the button at the right time too but at least I can do that.
Dragon punch is pretty easy to do. All fighting games require practice.
Man, I still remember having no idea how Zangief's piledriver was supposed to work, even though I had the booklet for SF2 Turbo.
Nostalgia aside, I'm really glad that modern games give you so much info and ways to learn about playing them.
bro that’s so easy, just do the ⬇️⬇️↙️↗️↪️↕️🔼🔼🔄👊👊
Underrated comment
Welcome to the Broternal Order of Different Helmets!
Is this the fabled "Yoinky Sploinky" input?
Basically the start if the video. I have some problems making "super fireball" and dude was like "that's very easy, I would give a 1. I think anyone can do that"
Then people whinnies about modern controls
For a follow-up video, I suggest you look at Arcana Heart 3.
One of the playable characters, a witch named Yoriko, has a special move that is performed as 632146 + any button. That's a super move motion, but not too crazy so far.
The crazier part of the move is, during this brief stance, you can draw a triangle or pentagram. If you successfully draw a shape, your moves power up. The triangle is much easier to draw, but the power up lasts half as long.
Possible Triangle shapes include 8138, 8318, 2792, or 2972.
Possible Pentagram shapes include 819738, 837918, 273192, or 291372.
A less extreme example from the same game is Elsa, a nun whose ultimate move is performed doing 8246 + AB, i.e., you are doing the cross.
elsa's is way harder than pentagram, along with a lot of other arcana heart stuff. you have to time 8246ab during 28x coin flip properly, and i can never pull it off. pentagrams are easy as fuck, you can do them the same way on either side, and do it really slow.
The really horrifying thing about Summon Suffering and Calamity Symphony is that they actually change the input with each entry, seemingly just to screw with you. It's always a bunch of directions seemingly at random though, so for the purposes of this video it doesn't matter.
Maybe the real suffering was the button inputs we learned on the way.
It’s Namco’s phone number lmfao
If ivy's grabs were not in the list, i would have been upset. That grab has been the bane of my childhood
I confirm that SF1’s special moves are performed most effectively using negative edge. It might have something to do with how Japanese arcade machines for SF1 had those pressure-sensitive “piston”buttons. Anyway, the negative edge theory makes sense, considering that normal attacks actually come out when you let go of the button, and not when you press the button down.
Bryan's Taunt Jet Upper is my candidate for a 10, although it's technically 2 different inputs.
Yeah think of it at first but JMcrofts think it's a combo not a single move command, but he forgot or might not aware that Heihachi's Omen Thunder God Fist is harder that EWGF.
@@luna_kits2345And with Heihachi out of the game, I think JFSR is left with similar characteristics? You miss EWGF and still get a WGF, but if you miss JFSR, it is just d/f+4…
@@luna_kits2345 well if we're at it, Kazuya's PEWGF has the exact same input as Heihachi's OTGF so you may as well put them together
with an xbox controller, I never hit that TJU even once in practice mode
@@chingchenghanji643 You should watch the video of Aris landing his first TJU, it is a blast.
Being an avid SNK player in my teenager years I had to learn things like the pretzel motion for Geese's Raging Storm (and reverse pretzel for Lawrence), Takumas's Ryuko Rambu and Yuri's Hien Houou Kyaku (these last two only in AoF 2 & KOF's 94 and 95). There is a bunch of other complicated or tricky super moves inputs. Sick!
Have you tried ranbu destroy?(Ryo Sakazaki 2k2UM) 😂
Pretzels are peak inputs. Not too crazy difficult but just challenging enough
The Ivy throws were one of the main reasons I picked her up in SC2. They're easily some of the coolest throw animations out there, I never get tired of watching them!
Just circling the stick and there you go.
Kumachan has a really hard throw in Fighters Megamix. The command is really long and requires precise timing. It's called Super Washington Treaty, and if you're fast enough once the move is done it's possible to chain it into another throw. Effectively allowing you to KO the opponent from full health. If you're able to initiate the grab.
The funny thing about Summon Suffering is the EXTREMELY long buffer time it gives you between inputs. I think it was to the point where you could do individual fast moves using those directions and it would still count them, as long as you ended on the final direction at the same time as A+B. So you could really mask it well if you were creative. Or just start at 3 hit 7 at some point and do a quick double qcfish motion and get it in the animation of a single A attack.
Yeah. It was about one second in between inputs so final execution could be as long as like 8 seconds or something. Also I didn’t see it mentioned, but for calamity symphony, completing the full input within 1 second did extra damage beyond 95 (iirc it was like 110).
One thing I remember reading about Heavy Chicken Wing is that move specifically doesn't have input buffer, I believe you do have to push HK and up forward on the same frame
One that always stood out to me is Akira's one-frame knee in Virtua Fighter (and Dead or Alive 5). The input is K+G but you must let go of G in one frame. A decent amount of Akira's moves are pretty hard but this one in particular I could never do consistently. Some pros can land this during juggles and it leaves me awestruck.
Yeah, didn't that lead into the Dragon lance combo?
@lucifer9032 Thanks man. Working on a few videos right now. Sit tight, more vids are coming soon!
@WFROSE I've seen some Akira players go straight into Byakko Soshoda (hold down, back, forward + P). I could never get that move unless I was already ducking.
@@QuickTimeFailure it can be done by doing ↘️↘️⬅️➡️P or ↙️↙️⬅️➡️P or even ↙️⬇️↙️⬅️➡️P or↘️⬇️↘️⬅️➡️P
@@MagicDonut00 Damn that's good to know. Thanks, I'll keep that in mind next time I play US
Street Fighter 1 ignores button presses, it *only* registers button releases. (This was likely a design artifact of the two button plunger version.) I want to recall that you do not have to release the final input direction before releasing the attack button, but you have to release the attack button within a couple of frames of releasing the final direction. The other critical factor is that instead of having an interruptible walk, Ryu moves with hops that cannot be cancelled after the first couple of frames. While the special move direction inputs normally have generous timing windows, any unbuffered forward input will put you on a very short timer because of the hop that gets triggered. SF1 is also fairly forgiving of incorrect direction inputs.
SF1 uses a pneumatic system, instead of potentiometers. I'm guessing that the system would eventually trigger 2 or 3 different switches, and the first to be released by the mechanism springing back would be the input registered.
I remember when Street Fighter 30th Anniversary Edition was released and when I was playing original Street Fighter I couldn't perform any moves by doing correct inputs, but when I was panicking, I was able to perform them. Then after few fights, I found that tactic work, so I genuinely started rotating stick and mashing buttons like some hyperactive kid. To this day, I remember beating that game by not looking at all, just rotating stick and mashing buttons.
Being an old school Neo-Geo fan, some of those special moves were absolutely insane. It wasn't so much inputting them, it was REMEMBERING them. Same with King from Tekken's chain throws.
Tbh, I feel that Vega/Claw Meteor Combo in SFEX2 Plus, Rolling Izuna Drop, is pretty insane.
Having to do that weird charging down-back and then the "L" motion with a kick, THEN you gotta line up with your opponent while airborne and AT THE END press Down + Punch to grab them.
And if you whiff that last part, you just lost all your 3 bars of super
Nah bruh that's ez af lol
When I think about impossible inputs, I instantly remember about the weird inputs in Arcana Heart.
The Pentagram motion from Arcana Heart, the Toy Transformations from Samurai Shodown II (along with Haohmaru's secret super), and the multiple 360 motions of Tamaki from Aquapazza.
You are the best content creator I’ve ever seen for me personally just because you look so fun and kind and your excitement and joy in sharing these things always makes my day steer a long day in uni so thank you❤
In the ancient times (roots) of games, this command was born with Geese Howard in Fatal Fury and Art of Fighting, as well as KOF, called Double Reppuken
Some of the fighters I remember giving me the most troublems besides the ones you picked out here are rather obscure.
I'll pull the ones from games you've heard of, more fun for you that way. ;]
1) King's Rolling Death Cradle from Tekken
2) Akira's multi input (I forget its name, sadly) from Virtual FIghter.
3) Haoumaru's Tenhafuzensan from Samurai Showdown
4) The Up+Right / Up / Up+Left inputs from "Primal Rage(Arcade)" and "Weaponlord(SNES)"
I will also mention Dead or Alive's multi throws because they actually gave me troublems back in the day.
Great video! Thanks for your hard work. Cheers!
I got two for you. Hayates ''Raijin'' command throw in dead or alive 5. half circle forward to start the throw. right, left, up, down then hit throw button again once the command throw prompt comes again, then up right, down left, up left, down right and hit the throw button on the command prompt again. its so awkward to do. And Akiras ''Teishitsu Dantai'' where you guard, release guard in 1 frame and kick. I got used to that one in command training but in a live match, idk how people did it. And its a required move for juggling.
This is the one! I just commented wondering if there's an easy one but I spent what felt like weeka as a kid trying to figure this one out
Hayate's Raijin command throw is even crazier to get in Dead or Alive 4. As you will have to double the amount of inputs to get the second part of the throw.
the kof2k2 Leona transform command is pretty hard, especially if you're weaving it into a full combo
As someone who plays fighting games those Tekken inputs that seem impossible are actually the easiest ones. The scary looking ones are literally just asking you to spin the stick in a circle.
Ivy throw command grabs are INSANE from Soul Calibur Series 😂 I was an Ivy main and I loved it
I’ve never hit a single one, but i also didn’t know about the spinning trick until i saw this video
Clark's Roaring Sphere UDM super from KoF 2k2 UM comes to mind. just a flood of inputs that need to be timed perfectly to complete it.
It looks sick though
There's a fastest input for Criminal Symphony for Ivy in soulcalibur 2
And also a "Flaming CS" which allows you to do the command throw in sword state
You can also do "flaming cs" in soulcalibur 6. You just have to do an unblockable cancel halfway through the cs input.
Summon Suffering is easier to remember when you notice that, after the Up Back, it's just a DP input with a Down Back afterwards.
Ivy's Summon Suffering actually has another tactic to pull it off easier: you can buffer the inputs within other moves. For instance, you can press down-forward + kick to close distance, then in the animation press up-back, then forward + kick, then complete the input. The result is closing the distance with a kick, throwing out a poking knee, then pulling out a complex throw seemingly from nowhere. It's a much easier way to do the input, and as long as you switch up the moves you use to hide the buffering, it also avoids telegraphing what you're doing.
Crazy inputs are fun to learn about, definitely want to see a follow-up vid
Hayate from the Dead or Alive series (specially DOA4) has one of the craziest grab commands and I don't remember it having a buffer option either. You just had to get the timing right lol. It was pretty insane when that came out. It was in DOA5 as well, but they made it easier to do.
Fucking hated his grab in command training
This. I had a friend back then who couldn't understand how I could do Ryu Hayabusa's Izuna Drop throw consistently. Swear he was trolling seeing he was able to do Hayate's throw without trouble
Bryan's Taunt Jet Upper is regarded as Tekken's toughest tech.
Punishing -13 with Kazuya or Reina Ewgf or Jin, Heihachi, Angel, Angel Jin and Devil Jin Punishing -14 is harder. Also punishing with King blue spark giant swing on -10 is probably harder than everything right now in Tekken 8.
@@phlixcarbon i13 EWGF is technically three just frame inputs, just like TJU. They're exactly the same difficulty, except you can buffer the first forward input of EWGF our of recovery (I think, not 100% sure about the buffer)
@@KuenchinDofus The difference is, that its a movement option on Punish. Meaning that there is no buffer frames to prepare the input.
TJU is an unblockable attack so the startup can happen whenever. So correct me if I'm wrong but you can buffer TJU in a punish meaning its much easier.
@@KuenchinDofus Also getting the input for Blue spark Giant swing into 10 frames as a punish where there is no buffering is extremely hard (its not really used for punishing anyway unlike ewgf)
@@phlixcarbon I have no idea about Giant Swing so you might be right. I don't really understand why you would buffer taunt as punish since it's i28, you don't punish anything with TJU, it's a setup move not a punish move. And you cannot buffer Jet upper during taunt since it would cancel it.
Jax has a brutality in MKX where you have to hit all four face buttons in a sequence that I was never able to figure out. That one's hard!
9:00: oh yeah, the famous "dureah" from Tekken 4. The name is from this same move when made correctly by Kazuya, electric sparkles come from his hand and he screamed "dureah"
The hardest move to pull off in SF2 is Guile and Claw's triangle super movement.
Do u know they changed guile’s imput in some variation of sf2, some it takes the old bs imput we all know, but in later versions u charge down back, for 2 secs do a half circle back then up forward + button
The messed up part is the move list gives u the old motion and never tells u it changed
"By watching Aris"
Hey alright
If you think these are hard, I'd suggest looking at literally all critical hearts from Arcana Heart 3. I firmly believe the inputs were added as a joke by the devs as a response to people claiming moves are too hard. For an example, here's Saki's. 2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E
Looks hard, right? How are you supposed to memorize this entire string? I'm not done. This string of moves have to be entered after the initial super which is 632146+AB.
Not hard enough yet? I'm still not done. You have to enter the first string of inputs after the initial super input by TIMING THEM CORRECTLY. Yeah, that's right. Not only do you have to remember that entire string of inputs, but you have to remember when exactly in the super motion to input them.
This is ONE character. Most aren't as bad as this, but I remember trying to land this in training mode for several days of attempts and couldn't even do it.
So the original Deadly Rave(Where you need to effectively do the combo manually) but EX edition.
They’re not necessarily hard inputs but “primal rage” has some weird special moves where you need to hold multiple buttons at the same time while doing the input. I remember my hand would start to cramp after playing for a while
Do you guys really think he's not going to do a part 2???????
Well, he included things in the thumbnail that were not in the actual video:Demon King Piccolo's super.
I came here for maou rebirth ranbu in the thumbnail and was grossly disappointed. :(
Hello :) Try Bryan's Taunt + Jet Upper combo ( TJU ) - this is really difficult :)
Also, try to punish -13 move with Kazuya's Perfect EWGF - this is waaaay more difficult, then standart EWGF :)
TJU example - ua-cam.com/users/shortsEiMSFrNkvfk?si=IeV53ynpWUs9Dhed
Perfect EWGF example - ua-cam.com/users/shorts6Q4pgGkNi3A?si=izDHmOu4ToYzzSKd
Zangief's spinning piledriver using the D-pad was brutal on my thumbs as a kid playing SF2 on Sega and Super Nintendo.
10:35 I can absolutely say that electrics are hard for sure. That timing is something else. Especially omen god fist with heihachi and hitting a combo with it? It’s insane
No consistent PEWGF? Too much sugar in your diet, brother)
Surprised to see no mention of Alpha Patroklos' combos in Soul Calibur V. His most infamous bnb required four just-frame inputs, Blueboy was an actual god for pulling it off consistently at tournaments.
The Bobby Dance being the hardest move in all of fighting game history is incredibly based
Fireball seems easy, but if you learned street fighter from SF2 on PC in the 90s. Forward roll was expressed by down diagonal forward and punch. There was no explanation that a rolling motion was needed. And the inputs would trigger a Shoryuken half the time.
There is also an easier way to do the EWGF. Cut out the down before down-forward. Just forward, neutral, down-forward punch does it every time.
Akira in VF2 is expert mode. His knee, 3 hit combo, and his counters all require perfect timing in just a couple frames.
My favorite impossible input is a stance in Arcana Hearts 3, I don't remember which character has this move, but there is stance, where you should input a pentagram in 4 different ways
I do remember that before you did dizzy instant kill you would have to an special taunt that gave you access to her instant kill in gg plus r. But I could be wrong
"Press the entire Konami Code in ONE SECOND" for the first super-secret fatality.
For the super-secret ULTRA fatality, "Press the entire Konami Code BACKWARD, this time in HALF A SECOND!"
Saki Tsuzura: *Flipping her hair* What about my Critical Heart from my franchise Arcana Heart called "Gulff Dagda"? It's insanely difficult and almost impossible to pull off.
That Guilty Gear insta-kill is crazy, and the Bobby Dance is silly. The dude looks like Skate from Streets of Rage in fighting game form
Imagine playing your favorite game, Aggressors of Dark Kombat, and someone just hits you with the Bobby Dance. I'd quit, ngl. My career would be over.
Another thing of note with EWGF is that its not just important to be able to consistently hit the just frame in neutral, it's also important to be able to do it in combos. Ontop of the constant movement that Tekken as a series is known for. If you wanna play any Mishima character, you gotta master the EWGF.
IIRC geese's rising storm has a lot of leeway to input it. To the point of, if you are quick enough, you can input a dash in the middle of the comand to close the distance to your opponent before releasing it.
DownBack, half circle back, forward forward (dash), DownForward + punch, results in a dashing rising storm.
bobbys dance earned my like, congrats mate
There is a character in Arcana Heart, Elsa. She has a move called Agnus, where she flips a bullet up in to the air and the input is down, up and any attack (A, B or C). That's easy, but her ultimate move is called Requiem, where the input is up, down, left, right, A+B, and you have to do it when the flipped bullet from Agnus shines at the peak of the flip and she catches the bullet and fires it. I tried for some time in practice mode, but I couldn't get it.
Me: Calmly remembers the blisters on my thumbs from growing up playing KOF 2001 and Neogeo Battle Colleseum
The first BlazBlue has a command that's extremely easy on arcade stick, but pretty hard on a gamepad. Tager's astral finish command is to hold down A+B+C and simultaneously mash D. On a PS3 controller that means holding square+triangle+circle and mashing X. The solution is to macro A+B+C to a shoulder button, but without that you have to use either claw-grip or your right palm, and then move your left hand over to mash X.
Another unusual example I’ve seen: in Soul Calibur 4 and the first couple patches of 6, Talim had a one frame just frame. You could cancel her windsault K (front flip kick) by guarding and she would instead do a second flip from midair. It wasn’t really useful in 4 but was really good in 6, to the point where it was required for optimal damage and had utility for mixup.
8:46 every smash player's worst nightmare
The Bobby Dance is SO specific with the circumstances it's not even worth trying lmao
I could never do zangefs spinning piledriver in SF2 back in the arcades , honestly didn’t think it was possible for human player to actually pullit off intentionally. It was really frustrating especially as to do it you were inputting jump before move was complete. Is it still a 360 punch input ? How are supposed to do it without jumping
I know Ivy had some even tougher command throw inputs. Using SC notation (imagine a keyboard numberpad), Calamity Symphony was 3746916A+G. I swear there was a character which had a throw along the lines 22888228A+G - the trick to performing was, no joke, hold the analog stick down while hammering up on the D-Pad.
Aggressors of Dark Kombat. They didn't even pretend. I wonder if Midway was butthurt?
4:07 looks like😵
Dhalsim's Teleport in Street fighter 2 series! the timing is ridiculous!!!
I'm inconsistent with my quarter circles, they expect me to use these?! These look like torture. The quickest way to losing the key parts of a hand.
standing and walk up 720's Hayao is a fucking beast for this
I thought you might talk about that move that Steve from Tekken has, with like a million inputs. A friend of mine used to be able to do it, but I never really tried it because it looked absurd
This man right here taught me how to actually do Hazama and Izanami Astrals after almost 10 years of playing them both
Ivy's grabs can actually be buffered from literally anywhere. You can buffer while being juggled and some more. You even can press each input 1 at a time and take mad time before the db
One of the hardest executions in all fighting games is in tekken. Kazuya’s abolishing fist to frame perfect timing PEWGF (not normal electric). After hitting the abolishing fist you got to time it perfectly but also you got to hit it with a frame perfect electric. Mistiming it won’t launch your opponent high. Usually takes people months to even nail it and tons of years to do it more consistently. There are guide to help with the timing on YT by searching PEWGF timing.
A 'lil surprised I didn't see Sol's Accent Core Dragon install in 'ere! It combines both inputs and specific timings to use.
Pulling off an Ewgf is the ultimate reward for a casual tekkenista
I used to think raging demons were hard until I understood it, then it was so satisfying.
Him: Confusing words.
Me: Dragon punch.
No Virtua Fighter? That series is like a shrine to sweaty inputs, with characters like Akira. Another suggestion is skewing earlier with the SNK Neo Geo stuff. It took them several games to finally catch up to the smoothness of Capcom's input reads (I'd say with Samurai Shodown II), and doing Geese's Raging Storm was tougher back in Fatal Fury Special. In fact that whole game is full of insane super inputs. I remember when Aggressors of Dark Kombat (I was disappointed to learn developer ADK's name stood for Alpha Denshi, not this) was new and the convenience store near me got it. The game really impressed me with its huge, clean sprites, smooth animation and novel ideas. Plus, the guy who fights with geta on his hands is too funny.
I loved the jealousy bomber, she blows a kiss that shots a live heart, on hit she summons her boyfriend for a kiss and cucks u so bad your heart explodes .