I would love to see more content which explains the depth and nuance behind various fighting game inputs. I was pretty quick to pick up on basic Motion Inputs and the strategy around them, but before watching videos explaining Charge and Mash inputs I had little idea as to their purpose.
A brand new arcade opened up today near me. No joke. There was tons of button slamming on the fighting games with kids under the age of 17. Also, a lot of “my character is so bad”
Pick out one kid who frequents the arcade a lot and take them aside and teach them the basics. Motion inputs,chaining attacks from light to medium to heavy or whatever, how to charge down-back, how to BLOCK… then sit back and watch the chaos happen.
@@TheSquareOnes of course. Also OP apparently back in the day nobody really knew how to do a standing 360 because there’s a jump built into the input, so you could tell one kid how to do them (you only need to hit the four cardinal directions in the right order with up last, you’ll have enough time to get the move out while the character is preparing to jump). Imagine showing someone that trick back in the 90s. The arcade would be thrown into chaos
@@prazman Yup, hard to believe. The arcade is at the Smith Haven Mall in Long Island, NY. It was opened by a guy who owns 3 retro game stores. It has at least 40-50 games. I gotta get in touch with him because some of the assist buttons on his MVC2 do not work!
I prefer when accessibility is implemented like this. It lowers the skill floor needed for mashing but it also raises the skill ceiling much higher with high skill players being able to get mash moves out in as little frames as possible.
Something I always find fascinating is how many applications there were for mashing as well as how mash specials changed over time. In SF2, Chunli and Honda's mash moves all started out as simple damage tools that could sweep fights at low level because they were amon the most damaging single hit moves in the game, as well as being hard to punish due to guard pushback. By the end of ST, all three could use mash moves to build meter. Honda and Blanka's had combo utility and mash throws. Honda's Hands were a smothering pressure tool, Blanka's electricity combined with his command cash made him a monster on oki, and Chunli... could use hers for meter building. Dee Jay's Machinegun Upper is strictly a combo tool and it gives him TOD. in SFA2, Chunli is one of most feared characters because her Lightning Legs combined with Custom Combo give her very practical and easy 80% combos.
As a veteran player of fighters since early childhood, I really appreciate this channel and the effort you go through for each video. Wonderful analysis and looking forward to the next observations.
Personally I'm of the opinion that when it comes to "accessibility" the most important thing is to make it easy for people to be able to use all of their tools. Being able to just, get every move a character has to come out shouldn't be very difficult. The challenge should be in using the moves well, or using them in creative ways. You could have a game where all of your moves just have inputs like quarter circles or down down, but you can still have depth with something like specific timings to do bouncing combos off of the wall that are dependent on the exact distance the opponent is from the corner.
Even quarter circles is asking too much, and so is combo timing. It just lends the game to offensively dominated play and you get garbo SFV situations. SFII had simple enough inputs (made much easier in HD Remix) and much less difficult combos, and is still the best fighting game to date for that. I think it could stand to be made easier like Final Challengers on Switch, and there should be more customizable controls, but still, it's playable. Viable defensive play doesn't exist in a lot of fighting games, it's there but you're often better served attacking. These are fighting games,not attacking or defending games, both should be viable options working towards victory. Itself a lot less hype to watch someone chip or clock a win but it's more fun than pure rushdown.
Speaking as a new-ish player, fighting games feel like a massive step up from other games because controlling the character feels inconsistent. Trying over and over to input quarter circles and dying because I was punching at fullscreen is a crushing feeling, and without any feedback there really isn't a way to "get good". It also really sucks playing on an arcade cab that has a stick that drops inputs. I've finally reached the fun part of fighting games where I'm playing against people, but starting out it felt more like I was fighting the game, which isn't a good first impression.
@@rapidemboar4625 Stick sucks imo. You get more accurate input and less travel using a dpad. The exception is circles and certain other odd inputs, I find.
Swiss cheese wasn't intended to nerf his movement since plink dashing was also unintended from the developers. It was probably to punish people mashing crouching light.
Capcom vs snk 2 allowed you to mash different strength attacks 5x to get out a mashable special before SF4. I know this b/c roll cancel specials were a huge part of the game to give invincibility to specials, and when you look up how to do blanka's rc lightning, you can clearly see ppl using different strength punches; There's a yt video by obot64 where a cvs2 player is explaining how to do roll cancel lightning with blanka and he says "fierce, strong, jab, roll, fierce," or HP~MP~LP~LP+LK~HP
having control of the mash input is a make or break for any blanka/honda/chun li player. once you gain the technique another dimension of the character opens up. the instant i learned to slide i got so many more tools. new combos, hit strings, pressure, mix ups, all became available. it also came with a sense of satisfaction, i was rewarded for the work i put in. the time i spent learning the timing, learning this new technique and leveraging it in my gameplay paid off in a big way.
3rd strike has a meter behind the scenes that goes up / needs to be filled when it comes to mash moves. Also I would love to see mash mentioned for doing damage and reducing damage.
These videos are so slickly produced, absolutely wonderful job y'all are doing here. Accessibility has too many different parts, and you don't even want all of them in the same game. Not every game has to cater to the same crowd as, say, DNF Duel, and that's okay.
I'll be happy when all fighting games finally embrace "modern" controls. We shouldn't gatekeep the genre with needless execution difficulty. Buttons plus directions works for Fantasy Strike, Soul Calibur, and even Smash. Sadly, Smash circles back to betray itself by introducing complex execution via being so utterly broken.
I remember a lot of fights and arguments when kids and teenagerr discovered Blanka shock move because no one at the time didn't know how ro hit him when sf2 was new lol. All you need to do is strong low kick him a inch away from him while he dose the special move.
I would highly recommend you give FEXL (fighting ex layer) a shot/spotlight. It's an incredibly well made game and it's the perfect blend of accessibility and high level execution.
Excellent, excellent video @TheoryFighter! As an 80's baby Honda main since SFII World Warrior was released, this is the conversation I have had difficulty explaining to people when they would accuse E. Honda of being a brain dead character. Higher level gameplay demands a lot of patience, and you really need to pick your spots and not waste actions. E. Honda been nothing but a nice guy to me at tourneys! 🤣 Added to one of my favorites!
Very good essay, props on honing the production quality without overdoing it into annoying over-editing. If there's one point I'd criticize, is the usage of the term "laggy" when referring to normals. We use "lag" for too many things, I think it'd be better to stick to "long recovery" and such when it comes to moves. Leave lag for non-gameplay things such as network lag, input lag... which are universal.
The video editor is eating good, goddamn. I never liked mash moves. Like, here's a genre that wants you to be precise, except when it requires you to slam the button like a madman. Everything can be learned, sure, but "precise mashing" is such a counter-intuitive concept to me.
Ever since I discovered SF2 Champion Edition in 1992 I have always avoided the heavy punch button when attempting the Hundred Hand Slap because it just meant a lot of whiffing heavy punches and leaving yourself very vulnerable. I preferred to use a two-fingered "piano" motion with light punch and medium punch.
Idk why, but i really did this minor metal background aesthetic. The backing music makes it feel like you brought a full biker dive bar to a quiet for a scheduled fighting game history lesson, spoken word style. Idk, the mental image is hilarious to me.
Can we talk about that amazing 360 controller model lmao Anyways, something not mentioned in the input window. 2 requires 4 of the same strength in 3 frames (at least, the way it actually works is there's a input counter that increases every press and decrements every frame, the counter must be 4 or more on a given frame where the move can come out for the special to work) . 4 needs 5 input of any strength in 4 frames. 5 needs 4 of any input in 4 frames. The result is V is like exponentially easier than previous games.
As far as mechanics that punish the player for mashing, I think Punch Planet has a *very* interesting take on this and the one case where a "don't mash" mechanic might actually be okay: Double Time Cancels. DTC are a Roman Cancel-esque mechanic that allows you to cancel specials and non-light normals by double-tapping the button for that move. Unlike Wolverine's Swiss Cheese, this *is* an action that is desirable - it's a key part of combos and pressure. But it *does* discourage mashing, since it can lead to a DTC in a situation where you *don't* want them.
Street fighter 4 was the first fighting game I played. But when I went to older game in sf series I found that I cannot execute hhs with the same way I input. This video answers my question. Thanks.
They needed to slow wolverine down without a direct nerf, so they came up with a way to do that. One of the best nerfs I’ve ever seen, to be honest, because it doesn’t effect good players, only the terrible ones (and wolverine was too easy to not atleast make weaker in some way coming from Vanilla)
I don't mind accessibility as long as it's not "dumbing the game down" like the common critique of it would suggest. And the hundred hand slap example is a wonderful instance where this isn't the case, like you said, because it adds a lot more you can do at the top end which INCREASES the complexity. Another example is the KI 2013 remake (underrated game that was hampered by being a console exclusive). Certainly, linking together moves and specials into a combo is pretty easy, but the complexity comes with your opponent being able to perform a "combo breaker" by basically responding to the strength of the button you are hitting a few times in a row. If you are predictable, your opponent can stop your combo cold. This combines well with the fact that until you use an "ender" ability to complete your combo, you don't get to cash out on most of the damage you did during the combo. This means going for long combos becomes a system of risk vs. reward. The KI combo system was completely different from anything else I have seen, and with the addition of combo breakers it was a game changer. Instead of "waiting your turn" it added a new depth where the player has to respond. For those just picking up the game, however, it also meant that getting into performing combos was fairly easy. We need more mechanics like this that makes the genre more approachable, but adds depth at the same time.
Super interesting video, and definitely something I will keep in mind next time the conversation lands on accessibility and motion inputs. Even as someone that casually played SFIV Honda, I never realized the hidden nuances of these systems, so it was frankly a bit of a shock. One minor critique with the video is the music choice. We're talking about the evolution of a classic input, its applications, faults and options, but it sounds like we're about to nail Honda for workers rights violations at his public bath. Something a little lighter for a fun topic like this would have been appreciated. Regardless, it's great to see someone output other FGC-stuff than news coverage, Ranked Queue and "impossible" combo-trials. Keep up the good work and stay safe out there.
So keeping fighting games hard is good for people that have an obsessive type of personality, and easy/accessible fighting games are for people that like to play games with friends that involved doing cool things without any knowledge of the game. So character with mash moves are actually noob friendly. They allow a new play the ability to go “woah! That’s cool! What did I do!” So what’s the answer? What’s the best “hard” fg and what’s the best “easy” fg?
I would say that keeping skill floor high is for people that are ok both with "PVE" and pvp meanwhile lowering it is for people that only play pvp. I would say keeping the skill floor high is bad for everyone but the pro players, which is why FG have such a low retention rate, people that like High skill ceiling pvp games have hundred of game tailored for them to choose from, people that hard inputs and memorizzation can simply play shupsms or rhythm games
Personally I would have changed mashing with like a DP input (sfxt chun lightning legs) It makes the move easier to do, makes ex moves easier, and doesn't reduce the technicality of that move (unless the move is like really really strong which imo usually isn't) Twelve and Necro in 3s followed this logic so it's weird seeing Chun still needing to mash especially since in 3s lightning legs is at worst useless and at best situational.
Wouldn't it be so cool if fighting games told us about shit like pianoing, option selects, and other stuff like that? Imagine putting those types of tips in, say, the loading screens. Like, you're queueing for a match and the screen says something like, "Rapid button inputs don't require you to use the same strength for every press; as long as you press five times within a certain window, you can switch between the different strengths. For example, Chun-Li's Hyakuretsukyaku can be executed by inputting LK, MK, HK, LK, HK." That explanation could definitely be more succinct, but it'd be so cool if we could just see little tips like that plastered throughout these different games.
I tend to hear people say they hate mash input moves which is somewhat understandable since they look like baby-friendly tools while being awkwardly inconsistent if you are not used to them. But they are so nuance yet useful on the characters that they appear on. I tend to play those characters so I know they aren't super easy, they just lack the complexity of a motion input. They are easily beaten due to short reach and the long animation you are stuck in while also being okay for either offense or defense. I guess what I am saying is I like them contrary to what most people may think.
you can "double/triple pick" a button in sf2 to activate this. it makes more sense if anyone plays bass with fingers. you kinda "piano" a single button, also, great for crouching jabs from a turtling guile.
It is much slower. piano input with different buttons 5 times needs only 5 frames. But same input method with one botton needs 10 frames because releasing the button requires at least 1 frame.
On that last note: I completely agree. One of the biggest things I love about fighting games is that, at a low level, they're the most accessible game genre to ever exist. In a platformer, FPS, or racing game, you need to be told what to do or you'll never succeed. How are you suppose to know how to counter an enemy on your own outside of accidents? It isn't like all the buttons trigger similar actions which allows you to complete low level goals with ease with random button presses. I almost never understand the goal of FPS games, as kill counts mixed with timers and how the game keeps score varies too much between games. Racing games have clear goals but unclear means of succeeding at those goals at low levels. Fighting games have only one goal: smack the dude. That is what makes fighting games so readable. I really wished fighting games made a push for readability as opposed to accessibility because fighting games are already easy to beginners... and most beginners never make it to intermediate. Honda's slap wasn't made more accessible over time, just more readable. More people understood how it worked overtime, so it got more use out of everybody instead of less. Removing or automating mechanics is the complete opposite of readability but what accessibility always boils down to.
Protip: The harder you mash the button the more damage it does.
To the contrler
Not just in fighting games but in life.
@@RCCrisp ayo 💀🚬
Well this actually true for the first SF game.
like beam supers and some lvl 3's in MVC 3 :)
I would love to see more content which explains the depth and nuance behind various fighting game inputs. I was pretty quick to pick up on basic Motion Inputs and the strategy around them, but before watching videos explaining Charge and Mash inputs I had little idea as to their purpose.
Balrog's Turn Around Punch (and similarly Ibuki's Kunai Ikkinage in SFV) are a really cool input
Top Hat Gaming has lots of
amazing videos on fighting games that covers titles in depth
Finally, a video for me
"Honda players have been dealing with this for two decades."
It's...been three, now.....wow....
Street Fighter II will always be 2 decades old to me. 😣😣😣😣😣
After SF6, button mashing no more.
I don’t even play fighting games but this was fascinating
I play fighting games & I didn't even fucking know about this LOOOL!
Play fighting games
A brand new arcade opened up today near me. No joke. There was tons of button slamming on the fighting games with kids under the age of 17. Also, a lot of “my character is so bad”
Pick out one kid who frequents the arcade a lot and take them aside and teach them the basics. Motion inputs,chaining attacks from light to medium to heavy or whatever, how to charge down-back, how to BLOCK… then sit back and watch the chaos happen.
@@cooldude6269 Obligatory legal disclaimer: Do not stalk and then take strange kids aside when out in public.
@@TheSquareOnes of course. Also OP apparently back in the day nobody really knew how to do a standing 360 because there’s a jump built into the input, so you could tell one kid how to do them (you only need to hit the four cardinal directions in the right order with up last, you’ll have enough time to get the move out while the character is preparing to jump). Imagine showing someone that trick back in the 90s. The arcade would be thrown into chaos
Arcade in 2022? I thought they were all dead! Where do you live bruh? If you don’t mind me asking.
@@prazman Yup, hard to believe. The arcade is at the Smith Haven Mall in Long Island, NY. It was opened by a guy who owns 3 retro game stores. It has at least 40-50 games. I gotta get in touch with him because some of the assist buttons on his MVC2 do not work!
I prefer when accessibility is implemented like this. It lowers the skill floor needed for mashing but it also raises the skill ceiling much higher with high skill players being able to get mash moves out in as little frames as possible.
I would love to see a video on obscure or difficult motion inputs.
Double pretzels. Double pretzels for days.
@@Schrau Tiger knees
Something I always find fascinating is how many applications there were for mashing as well as how mash specials changed over time.
In SF2, Chunli and Honda's mash moves all started out as simple damage tools that could sweep fights at low level because they were amon the most damaging single hit moves in the game, as well as being hard to punish due to guard pushback.
By the end of ST, all three could use mash moves to build meter. Honda and Blanka's had combo utility and mash throws. Honda's Hands were a smothering pressure tool, Blanka's electricity combined with his command cash made him a monster on oki, and Chunli... could use hers for meter building. Dee Jay's Machinegun Upper is strictly a combo tool and it gives him TOD.
in SFA2, Chunli is one of most feared characters because her Lightning Legs combined with Custom Combo give her very practical and easy 80% combos.
I love the new style of editing this channel has adopted with open arms
Thanks!
Shiny
I wasn't expecting to hear Windhand playing in a fighting game theory video, but I've never been so happy to be surprised
Whoever edited this video. I want you to know, you're an AMAZING editor. Probably one of the most astounding editors ever! Good job :D
Thanks
As a veteran player of fighters since early childhood, I really appreciate this channel and the effort you go through for each video. Wonderful analysis and looking forward to the next observations.
Personally I'm of the opinion that when it comes to "accessibility" the most important thing is to make it easy for people to be able to use all of their tools. Being able to just, get every move a character has to come out shouldn't be very difficult. The challenge should be in using the moves well, or using them in creative ways. You could have a game where all of your moves just have inputs like quarter circles or down down, but you can still have depth with something like specific timings to do bouncing combos off of the wall that are dependent on the exact distance the opponent is from the corner.
Heresy, if you dont have to do 8 frame 720s is it even a fighting game?
Even quarter circles is asking too much, and so is combo timing. It just lends the game to offensively dominated play and you get garbo SFV situations.
SFII had simple enough inputs (made much easier in HD Remix) and much less difficult combos, and is still the best fighting game to date for that. I think it could stand to be made easier like Final Challengers on Switch, and there should be more customizable controls, but still, it's playable.
Viable defensive play doesn't exist in a lot of fighting games, it's there but you're often better served attacking. These are fighting games,not attacking or defending games, both should be viable options working towards victory. Itself a lot less hype to watch someone chip or clock a win but it's more fun than pure rushdown.
There are already games like this. 5 or 6 years ago there was a game that had one button specials.
Speaking as a new-ish player, fighting games feel like a massive step up from other games because controlling the character feels inconsistent. Trying over and over to input quarter circles and dying because I was punching at fullscreen is a crushing feeling, and without any feedback there really isn't a way to "get good". It also really sucks playing on an arcade cab that has a stick that drops inputs. I've finally reached the fun part of fighting games where I'm playing against people, but starting out it felt more like I was fighting the game, which isn't a good first impression.
@@rapidemboar4625 Stick sucks imo. You get more accurate input and less travel using a dpad. The exception is circles and certain other odd inputs, I find.
The quality just keeps on getting higher and higher
It's hard not to smile watching it
banger vid, dude!
rubbish's editing is clean af as per, too!
Swiss cheese wasn't intended to nerf his movement since plink dashing was also unintended from the developers. It was probably to punish people mashing crouching light.
The production and editing of this video is phenomenal. Keep up the great work! Can’t wait to see more.
Great and informative content, love the editing and research done here.
love the new intro!
The graphic presentation and style of this vid is awesome
Great video. Small correction: I think they removed Wolverine's swiss cheese infinite with a patch.
Production/editing is so good. great video
The production quality on these videos are fantastic. Excellent work amigo.
4:55 "yo you wanna know how to do a fucking infinity?"
Getting Heavy Lightning Legs is so hard in Super Turbo
Deejay's punch is even harder to get all the hits
What a great video, and a great way to celebrate my birthday thanks for the amazing content
Your videos quality is astonishing!
Capcom vs snk 2 allowed you to mash different strength attacks 5x to get out a mashable special before SF4.
I know this b/c roll cancel specials were a huge part of the game to give invincibility to specials, and when you look up how to do blanka's rc lightning, you can clearly see ppl using different strength punches; There's a yt video by obot64 where a cvs2 player is explaining how to do roll cancel lightning with blanka and he says "fierce, strong, jab, roll, fierce," or HP~MP~LP~LP+LK~HP
Watch the rest of the video, he brings this up.
your video editing skills are just getting better, man, congratulations
having control of the mash input is a make or break for any blanka/honda/chun li player. once you gain the technique another dimension of the character opens up. the instant i learned to slide i got so many more tools. new combos, hit strings, pressure, mix ups, all became available. it also came with a sense of satisfaction, i was rewarded for the work i put in. the time i spent learning the timing, learning this new technique and leveraging it in my gameplay paid off in a big way.
3rd strike has a meter behind the scenes that goes up / needs to be filled when it comes to mash moves. Also I would love to see mash mentioned for doing damage and reducing damage.
These videos are so slickly produced, absolutely wonderful job y'all are doing here.
Accessibility has too many different parts, and you don't even want all of them in the same game. Not every game has to cater to the same crowd as, say, DNF Duel, and that's okay.
SF6: it’s gone
This explains so much… playing SF4 first as a teen and then going back to SF2 Chun-Li years later made me question everything I knew.
Brilliant video!
Woah. Loving the new production value dude. Hope to see you skyrocket one day
Awesome video. You should do more like these around movement and inputs in fighting games.
Very good video. Would love to see more on inputs like this.
You will be missed, mash input
I suspect in due time charge characters will be changed to motion as well since motions are in the sacred scripts.
Indie games might bring mashing back.
I'll be happy when all fighting games finally embrace "modern" controls. We shouldn't gatekeep the genre with needless execution difficulty.
Buttons plus directions works for Fantasy Strike, Soul Calibur, and even Smash. Sadly, Smash circles back to betray itself by introducing complex execution via being so utterly broken.
Spicy editing, dude. Very clean and cool
I remember a lot of fights and arguments when kids and teenagerr discovered Blanka shock move because no one at the time didn't know how ro hit him when sf2 was new lol. All you need to do is strong low kick him a inch away from him while he dose the special move.
I would highly recommend you give FEXL (fighting ex layer) a shot/spotlight. It's an incredibly well made game and it's the perfect blend of accessibility and high level execution.
I am so glad I caught the Switch Sale last winter!
XD
Dude great job the presentation on this video is nuts.
Excellent, excellent video @TheoryFighter! As an 80's baby Honda main since SFII World Warrior was released, this is the conversation I have had difficulty explaining to people when they would accuse E. Honda of being a brain dead character. Higher level gameplay demands a lot of patience, and you really need to pick your spots and not waste actions. E. Honda been nothing but a nice guy to me at tourneys! 🤣 Added to one of my favorites!
Im a melee player that is a big fan of your work. Keep up the amazing videos
Same I'm a melee player learning more traditional fighters so this type of content is cool to learn about :)
It’s another great day to get a theory fighter upload
Very good essay, props on honing the production quality without overdoing it into annoying over-editing.
If there's one point I'd criticize, is the usage of the term "laggy" when referring to normals. We use "lag" for too many things, I think it'd be better to stick to "long recovery" and such when it comes to moves. Leave lag for non-gameplay things such as network lag, input lag... which are universal.
Superb editing and content. Great video overall.
The video editor is eating good, goddamn.
I never liked mash moves. Like, here's a genre that wants you to be precise, except when it requires you to slam the button like a madman. Everything can be learned, sure, but "precise mashing" is such a counter-intuitive concept to me.
What I also remember is that in SF2, light mash specials were super easy, but heavies were hard and I had to mash faster
Ever since I discovered SF2 Champion Edition in 1992 I have always avoided the heavy punch button when attempting the Hundred Hand Slap because it just meant a lot of whiffing heavy punches and leaving yourself very vulnerable. I preferred to use a two-fingered "piano" motion with light punch and medium punch.
Idk why, but i really did this minor metal background aesthetic. The backing music makes it feel like you brought a full biker dive bar to a quiet for a scheduled fighting game history lesson, spoken word style.
Idk, the mental image is hilarious to me.
Your editing is approaching splash wave level
Damn why was the editing so clean? 🔥
He mentioned roll cancelling again, my most hated and most loved accidental mechanic. desperately wishing for a video on it too.
I rarely play fighting games but I love this channel.
Can we talk about that amazing 360 controller model lmao
Anyways, something not mentioned in the input window. 2 requires 4 of the same strength in 3 frames (at least, the way it actually works is there's a input counter that increases every press and decrements every frame, the counter must be 4 or more on a given frame where the move can come out for the special to work) . 4 needs 5 input of any strength in 4 frames. 5 needs 4 of any input in 4 frames. The result is V is like exponentially easier than previous games.
Some Third Party Controllers (Pad) have a Turbo button as well, which allows for mash moves to be easy
Is that Bongzilla
As far as mechanics that punish the player for mashing, I think Punch Planet has a *very* interesting take on this and the one case where a "don't mash" mechanic might actually be okay: Double Time Cancels. DTC are a Roman Cancel-esque mechanic that allows you to cancel specials and non-light normals by double-tapping the button for that move. Unlike Wolverine's Swiss Cheese, this *is* an action that is desirable - it's a key part of combos and pressure. But it *does* discourage mashing, since it can lead to a DTC in a situation where you *don't* want them.
Nice
Deejay's is the hardest in Super, to get all the hits out with heavy punch
Mashing, also known as: oraoraoraoraORAORAORAORAORAORAAA!!!
wake up, honey, there's a new theory fighter video
Street fighter 4 was the first fighting game I played. But when I went to older game in sf series I found that I cannot execute hhs with the same way I input. This video answers my question. Thanks.
Loved the intro!!!
thats some nice depth. SFV looking more fun than strive
I remember, in the early 90's I used to mash those punch buttons with a vengeance while playing with Honda in Street Fighter 2 !😄
Honda players have been dealing with it for THREE decades now, you mean. Yes, we're that old now 😭
They needed to slow wolverine down without a direct nerf, so they came up with a way to do that. One of the best nerfs I’ve ever seen, to be honest, because it doesn’t effect good players, only the terrible ones (and wolverine was too easy to not atleast make weaker in some way coming from Vanilla)
I don't mind accessibility as long as it's not "dumbing the game down" like the common critique of it would suggest. And the hundred hand slap example is a wonderful instance where this isn't the case, like you said, because it adds a lot more you can do at the top end which INCREASES the complexity. Another example is the KI 2013 remake (underrated game that was hampered by being a console exclusive). Certainly, linking together moves and specials into a combo is pretty easy, but the complexity comes with your opponent being able to perform a "combo breaker" by basically responding to the strength of the button you are hitting a few times in a row. If you are predictable, your opponent can stop your combo cold. This combines well with the fact that until you use an "ender" ability to complete your combo, you don't get to cash out on most of the damage you did during the combo. This means going for long combos becomes a system of risk vs. reward.
The KI combo system was completely different from anything else I have seen, and with the addition of combo breakers it was a game changer. Instead of "waiting your turn" it added a new depth where the player has to respond. For those just picking up the game, however, it also meant that getting into performing combos was fairly easy. We need more mechanics like this that makes the genre more approachable, but adds depth at the same time.
Funnily enough, KI's combo system actually has a lot in common with the combo system in the dead or alive series.
NEW THEORY FIGHTER VID LETS GO
The change from a mobile HHS to a standing-only HHS is a big deal.
I can imagine
"Pianoing" in SF4 was really satisfying.
2:53 Two decades? Try 3 decades. Street fighter 2 has been around since 1991 or so.
yep.
CvS2 you can piano for mash moves, Blanka RC electricity you press lp, mp, hp, lp+lk, hp.
Well before SF4 days.
That’s a Combat Secretary!
XD
One more for my FGC project...
Mash LP: NOTARIZE
[FlashCancel]
360: File it OFF!
XD
Super interesting video, and definitely something I will keep in mind next time the conversation lands on accessibility and motion inputs. Even as someone that casually played SFIV Honda, I never realized the hidden nuances of these systems, so it was frankly a bit of a shock.
One minor critique with the video is the music choice. We're talking about the evolution of a classic input, its applications, faults and options, but it sounds like we're about to nail Honda for workers rights violations at his public bath. Something a little lighter for a fun topic like this would have been appreciated.
Regardless, it's great to see someone output other FGC-stuff than news coverage, Ranked Queue and "impossible" combo-trials. Keep up the good work and stay safe out there.
i think the music is the single most polarizing thing about the channel lmao. im still a huge fan but i get why others feel differently.
So keeping fighting games hard is good for people that have an obsessive type of personality, and easy/accessible fighting games are for people that like to play games with friends that involved doing cool things without any knowledge of the game. So character with mash moves are actually noob friendly. They allow a new play the ability to go “woah! That’s cool! What did I do!” So what’s the answer? What’s the best “hard” fg and what’s the best “easy” fg?
I would say that keeping skill floor high is for people that are ok both with "PVE" and pvp meanwhile lowering it is for people that only play pvp.
I would say keeping the skill floor high is bad for everyone but the pro players, which is why FG have such a low retention rate, people that like High skill ceiling pvp games have hundred of game tailored for them to choose from, people that hard inputs and memorizzation can simply play shupsms or rhythm games
Big jump in production value, great stuff! Glad to see improvement in video making like this.
Holy editimg, Batman!
...i'll be honest, Mash moves are ones I can never get off
I still think mash moves are too weird for non-arcade controllers. Also Excellent production, the new style you're doing is sick af.
I think I learned how to mash on pad, because I downloaded sf2t on my Xbox 360. It's weird, but mashing feels normal to me
Dope vid bro
Personally I would have changed mashing with like a DP input (sfxt chun lightning legs)
It makes the move easier to do, makes ex moves easier, and doesn't reduce the technicality of that move (unless the move is like really really strong which imo usually isn't)
Twelve and Necro in 3s followed this logic so it's weird seeing Chun still needing to mash especially since in 3s lightning legs is at worst useless and at best situational.
Usually mash moves have good frame data because they are not easy to input. And I think this is why in sf5 chunli's mash move is punishable on block.
You gonna need to crab hands that controller to get them slaps out
Wouldn't it be so cool if fighting games told us about shit like pianoing, option selects, and other stuff like that? Imagine putting those types of tips in, say, the loading screens.
Like, you're queueing for a match and the screen says something like, "Rapid button inputs don't require you to use the same strength for every press; as long as you press five times within a certain window, you can switch between the different strengths. For example, Chun-Li's Hyakuretsukyaku can be executed by inputting LK, MK, HK, LK, HK." That explanation could definitely be more succinct, but it'd be so cool if we could just see little tips like that plastered throughout these different games.
Your editing is out of control! So much improvement!
dude rockin the stoner doom again love it
You're underrated as fuck dude. Keep up the great work!
0:58 What's wrong with lighting legs being a motion input ?
I tend to hear people say they hate mash input moves which is somewhat understandable since they look like baby-friendly tools while being awkwardly inconsistent if you are not used to them. But they are so nuance yet useful on the characters that they appear on. I tend to play those characters so I know they aren't super easy, they just lack the complexity of a motion input. They are easily beaten due to short reach and the long animation you are stuck in while also being okay for either offense or defense. I guess what I am saying is I like them contrary to what most people may think.
0:59 I need a solid number for my nerd brain to get into this kind of input...
OH, THERE IT IS!
XD
I didn't even know Wolverine had that move in MVC3 lol wow
5:40 Suppari in Allegro? Or Slap Vivace?
XD
you can "double/triple pick" a button in sf2 to activate this. it makes more sense if anyone plays bass with fingers. you kinda "piano" a single button, also, great for crouching jabs from a turtling guile.
It is much slower. piano input with different buttons 5 times needs only 5 frames. But same input method with one botton needs 10 frames because releasing the button requires at least 1 frame.
On that last note: I completely agree. One of the biggest things I love about fighting games is that, at a low level, they're the most accessible game genre to ever exist. In a platformer, FPS, or racing game, you need to be told what to do or you'll never succeed. How are you suppose to know how to counter an enemy on your own outside of accidents? It isn't like all the buttons trigger similar actions which allows you to complete low level goals with ease with random button presses. I almost never understand the goal of FPS games, as kill counts mixed with timers and how the game keeps score varies too much between games. Racing games have clear goals but unclear means of succeeding at those goals at low levels.
Fighting games have only one goal: smack the dude. That is what makes fighting games so readable. I really wished fighting games made a push for readability as opposed to accessibility because fighting games are already easy to beginners... and most beginners never make it to intermediate. Honda's slap wasn't made more accessible over time, just more readable. More people understood how it worked overtime, so it got more use out of everybody instead of less. Removing or automating mechanics is the complete opposite of readability but what accessibility always boils down to.
This new editing style is perfect
Once won an online SF4 match solely using Blanka's electricity. I'll assume my opponent was 5.
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Sick