>and still can't do this imput
Step 1. Push your analog stick right.
Step 2. Push your analog stick down.
Step 3. Rotate your analog stick 90% degrees right so that you are doing a quarter circle motion.
Do steps 1-3 as quickly as you can. If you're using keyboard WASD controls, it's even easier.
Congrats, you can now do a motion that I and my friends were able to do in less than a minute when we were in like 5th grade.
moronic ass input and I can do it, frick motion controls just make supers and mixups have complex inputs which dont involve this specific arbitrary dinosaur Z input
No you can't. If you could actually do it, you wouldn't be so butthurt about pulling off a move that elementary school kids were able to master in the 1990s within less than a minute without any problems.
> just make supers and mixups have complex inputs
lmao, you can't even do an extremely basic dragon punch Z-motion (which is literally forward and then doing a hadouken motion) without loudly pissing and crying and shitting yourself, and yet you STILL pretend to want other complex inputs? Get out of here. Nobody believes your shit.
do a fireball, but startby holding forward instead of holding nothing at all
the input starts and ends with a forward input as to preclude blocking while throwing it
in fighting games, holding back often blocks
most special moves require the player to break out of that to use them, and are given boosted damage or a great setup to incentivize their use
If you can do a quarter circle you can do a dragon punch
It's forward then a quarter circle
The last forward in the quarter circle isn't needed, but that's optimization you can do after you're comfortable
Fighting game developers eventually putting in options to do 9-10 button input/combos with just one button or a simple combo was a fantastic idea. Now I can be like the PRO gamers and do these cool flashy anime moves without having to learn some complex 9-10 button input with omnidirectional movement, even as a young teenager at the arcade I got frustrated trying to do those complex moves.
I did that and it didn't work. I moved the stick to the right then went diagonally down and then moved it to the right again and the move never worked.
DPs are easy, but DPs are fricking moronic
DPs do not belong on a character who also has both a quarter circle special, and a double quarter circle super
>DPs do not belong on a character who also has both a quarter circle special, and a double quarter circle super
the fricking input buffer in SF6 is so goddamn moronic. its like a coinflip whether you get DP or 2QC
>DPs do not belong on a character who also has both a quarter circle special, and a double quarter circle super
the fricking input buffer in SF6 is so goddamn moronic. its like a coinflip whether you get DP or 2QC
I bet you guys are holding forward, then immediately trying to do a hadouken. You have to pause for a moment before inputting the quarter circle
Do you have to be autistic to enjoy fighting games? How the frick do people memorize combos for 50+ characters, don't you also need to know what your opponents are doing and how they work?
I've been casually playing fighting games and there is a skill threshold that I have never been able to cross. I was always stuck in that halfway point between being the best of my group of friends but would get immediately booty blasted at a tournament.
I've switched to action hack and slash games because they control like fighting games but actually have content because they're made for single player.
>How the frick do people memorize combos for 50+ characters
I almost always play only one character so I only need to learn that one
Also combos are a lot easier to understand when you realize they're made up of tiny sections that can be strung together depending on different circumstances, especially in games with more freeform combo structures. I don't need to memorize 50 different combos, I just need to know that X combos into Y, Y into Z etc., and once I have all that down I can do more specific stuff like "if I get a counterhit here I can go from W to X or go from X straight to Z."
I do often have specific combo strings I learn, optimized stuff to do in certain scenarios like punishing a move that's minus infinity on block, and I'll develop a bread and butter combo with a nice balance between optimization and ease of use, but I often play games with lush combo structures where I can combo almost anything into almost anything.
tekken is bloated with combos but games like melty, under-night, guilty gear strive and probably granblue fantasy rising versus dont have that many for a character
Also it's good to know that, especially with modern games, there are usually things that carry over from character to character when it comes to basic combos
I don't play Ryu in SF6 but if I picked Ryu up I could cancel a normal button into hadouken into his level 3 special, which would do a nice chunk of damage, because that's pretty similar to what my character and most characters in the game can do. If I learned a new Strive character I could do Slash into Heavy Slash into Special into Overdrive, you get the idea.
You don't need a GOOD combo to play a character, you can start out simple like that while you learn the other aspects of playing that character. Being able to handle yourself on defense and winning neutral are more important at a low-to-intermediate level than having good combos, and you'll almost always beat a lab monster who knows how to do a strong combo but can't get into the position where they'd be able to perform it
Considering that 10k hour sweat lords still regularly drop combos in tournament matches I'll say that combos aren't actually easy at all (depending on the game).
NTA, but to me the hard part is playing neutral and trying to find an opening - once you get the opening, my mind goes into monkey mode and the combo comes out automatically
Not to mention rubbish menus. I remember back when the base version of For Honor was free to own on Steam. I tried out For Honor and wanted to test out different characters in the training arena. In other fighting games, switching characters around took literally seconds, whereas in For Honor it took minutes just to change who you are playing as in the big open training arena.
Goldlewis Dickinson is unironically the best implementation of motion inputs and quite possibly the only fighting game character in history where they're justified
How are you supposed to do these without jumping? Fighting games would feel so much better to play with a dedicated jumping button instead of tilting the stick up.
You press a button and then buffer the input, or you jump and do the input right before you land. Doing motions like that from raw standing requires overwhelmingly strong autism, you have to do the whole input before prejump ends, but it's possible and there are people who have done raw standing 720s
gotta go fast the real answer is buffering it during another attack. the horizontal overheads are difficult but possible raw, the ones that start from up are basically impossible raw
You can literally do forward and then hadouken motion and you get the fricking DP. Literally forward, down, forward+punch. Separately, not the down-forward thing. It's been a thing for years, I dunno why this is still used to shitpost.
Those examples wouldn't work. Keep in mind that casuals think you need to press right, down, down, right, then punch for a DP. They think it's 6 button sequence people do in a second instead of sliding the dpad/stick aorund.
Pentagram is kino, frick you.
Nobody is forcing you to play Yoriko, and if you really can't do fast pentagrams, then you could use the 'protect my tight sensitive buttocks" pyramid to give you some time.
You're not supposed to do 720/360 motions like this while idling. Because if you DO do them while just standing still, your opponent will be able to tell what you're about to do. Think about it: If some grappler that you know has a 720 super suddenly jumps twice from idling, then that tells you he wants to hit you with that 720 super.
You're supposed to buffer them while doing other things, like during a jab/special punish. This allows you to hide/mask your input buffering.
in fighting games you have 2 options >motion inputs that make incapable players quit when they get shit on and blame controls and characters and give pro players windows where even they make mistakes to be exploited by anyone practiced enough
OR >EZ inputs that make high skill players play extremely slow and safe with no mistakes so the incapable who use to have a chance to at least land a hit now does not have any at all whatsoever
it really is a toss up, regular fighting games are dominated by the most dedicated, SF6 will be dominated not by a new breed of unknown modern players but by the oldguard who are playing extremely punishing and patient gameplans
you can not make mistakes against ezinput games, you can not leave yourself in a startup/recovery animation when the threat of reaction super is so accessible, you can never jump in when DP is a single input
when the game is simplified you have even less of a chance against your superiors stop asking for easy inputs
and if you think im wrong and are waiting for project L to drop to break into the FGC scene I can tell you with CERTAINTY that you are a worse player than even DSP or Low Tier God and you wont be getting wins on anyone but scrubs who cant even hit plat in current SF6
I drive a stick and still can't do this imput
I too drive on hard mode.
>and still can't do this imput
Step 1. Push your analog stick right.
Step 2. Push your analog stick down.
Step 3. Rotate your analog stick 90% degrees right so that you are doing a quarter circle motion.
Do steps 1-3 as quickly as you can. If you're using keyboard WASD controls, it's even easier.
Congrats, you can now do a motion that I and my friends were able to do in less than a minute when we were in like 5th grade.
moronic ass input and I can do it, frick motion controls just make supers and mixups have complex inputs which dont involve this specific arbitrary dinosaur Z input
No you can't. If you could actually do it, you wouldn't be so butthurt about pulling off a move that elementary school kids were able to master in the 1990s within less than a minute without any problems.
> just make supers and mixups have complex inputs
lmao, you can't even do an extremely basic dragon punch Z-motion (which is literally forward and then doing a hadouken motion) without loudly pissing and crying and shitting yourself, and yet you STILL pretend to want other complex inputs? Get out of here. Nobody believes your shit.
do a fireball, but startby holding forward instead of holding nothing at all
the input starts and ends with a forward input as to preclude blocking while throwing it
in fighting games, holding back often blocks
most special moves require the player to break out of that to use them, and are given boosted damage or a great setup to incentivize their use
If you can do a quarter circle you can do a dragon punch
It's forward then a quarter circle
The last forward in the quarter circle isn't needed, but that's optimization you can do after you're comfortable
It's always funny how Ganker jerks off about gatekeeping and then will cry about fighting games being too hard.
Fighting game fans have it easy, their genre exist to filter people, yet they still complain that it's not popular and new players aren't joining in.
Fighting game developers eventually putting in options to do 9-10 button input/combos with just one button or a simple combo was a fantastic idea. Now I can be like the PRO gamers and do these cool flashy anime moves without having to learn some complex 9-10 button input with omnidirectional movement, even as a young teenager at the arcade I got frustrated trying to do those complex moves.
I did that and it didn't work. I moved the stick to the right then went diagonally down and then moved it to the right again and the move never worked.
i can do this easy. on keyboard it's just dsd quickly
I don't know about other fighting games, but SF4 made it even easier than that. While holding S you can just tap D twice.
its thr same in sf6, i use that method and dsd
DPs are easy, but DPs are fricking moronic
DPs do not belong on a character who also has both a quarter circle special, and a double quarter circle super
>DPs do not belong on a character who also has both a quarter circle special, and a double quarter circle super
the fricking input buffer in SF6 is so goddamn moronic. its like a coinflip whether you get DP or 2QC
unist is pretty bad about it too
it's sad that the sloppy control is one of the factors they consider in "balance"
Clean up your inputs moron
Eat shit, bootlicker.
Tell devs to stop putting in so many "shortcuts" that frick with clean inputs.
Clean up your inputs moron
There are 14 years old kids that win tourneys, you're just trash.
i'll admit i'm bad but i'd rather whiff a HP than waste meter on a super i wasn't even trying to do
I bet you guys are holding forward, then immediately trying to do a hadouken. You have to pause for a moment before inputting the quarter circle
Get fricked Black person
Can someone explaint to me how to make right pic with d-pad arrows?
right, down, then down-right (diagonal)
How the frick is this a z
they're not tip-to-tail vectors bro, they're dots
because of the path your thumb moves to press those buttons
This type of hand video tutorial is unironically what new FGs need.
Kek
>sting (like the guy)
gets me every time
I'd main Jimmy
>have to actually make a pentagram
kino
You do it during a long fricking animation, it's honestly not that hard, Examu were based
Fighting games are a tremendous waste of time.
They were fun for a while but the genre has gone to shit in recent years.
Can't you just do like 3 circles?
Do you have to be autistic to enjoy fighting games? How the frick do people memorize combos for 50+ characters, don't you also need to know what your opponents are doing and how they work?
Why do nonplayers always act like it's some super secret tech that's too complex for a normal person?
The normal person wouldn't be able to do that technique on a fighting game.
What? basic inputs?
Kids in the arcade could do them no problem.
Adults are more moronic than children
I've been casually playing fighting games and there is a skill threshold that I have never been able to cross. I was always stuck in that halfway point between being the best of my group of friends but would get immediately booty blasted at a tournament.
Play more.
I've switched to action hack and slash games because they control like fighting games but actually have content because they're made for single player.
>singleplayer slop
Nah you just seethed cause you lost and had your ego shattered by superior chads.
Yes, normal people call their friends and play maybe once a week. Anyone who bothers with ranked shit is on the spectrum.
>How the frick do people memorize combos for 50+ characters
I almost always play only one character so I only need to learn that one
Also combos are a lot easier to understand when you realize they're made up of tiny sections that can be strung together depending on different circumstances, especially in games with more freeform combo structures. I don't need to memorize 50 different combos, I just need to know that X combos into Y, Y into Z etc., and once I have all that down I can do more specific stuff like "if I get a counterhit here I can go from W to X or go from X straight to Z."
I do often have specific combo strings I learn, optimized stuff to do in certain scenarios like punishing a move that's minus infinity on block, and I'll develop a bread and butter combo with a nice balance between optimization and ease of use, but I often play games with lush combo structures where I can combo almost anything into almost anything.
tekken is bloated with combos but games like melty, under-night, guilty gear strive and probably granblue fantasy rising versus dont have that many for a character
Also it's good to know that, especially with modern games, there are usually things that carry over from character to character when it comes to basic combos
I don't play Ryu in SF6 but if I picked Ryu up I could cancel a normal button into hadouken into his level 3 special, which would do a nice chunk of damage, because that's pretty similar to what my character and most characters in the game can do. If I learned a new Strive character I could do Slash into Heavy Slash into Special into Overdrive, you get the idea.
You don't need a GOOD combo to play a character, you can start out simple like that while you learn the other aspects of playing that character. Being able to handle yourself on defense and winning neutral are more important at a low-to-intermediate level than having good combos, and you'll almost always beat a lab monster who knows how to do a strong combo but can't get into the position where they'd be able to perform it
whats really gonna bake your noodle is when you realize combos are the easy part
Considering that 10k hour sweat lords still regularly drop combos in tournament matches I'll say that combos aren't actually easy at all (depending on the game).
NTA, but to me the hard part is playing neutral and trying to find an opening - once you get the opening, my mind goes into monkey mode and the combo comes out automatically
yeah but the rest is even harder
>simplify motion controls anyway
>Ganker still cant do it
still happens in smash and other games
For Honor is an amazing game
>rubbish netcode
>rubbish balancing
>rubbish wokeshit
>gajillion gigs for jank
Goty
Not to mention rubbish menus. I remember back when the base version of For Honor was free to own on Steam. I tried out For Honor and wanted to test out different characters in the training arena. In other fighting games, switching characters around took literally seconds, whereas in For Honor it took minutes just to change who you are playing as in the big open training arena.
Goldlewis Dickinson is unironically the best implementation of motion inputs and quite possibly the only fighting game character in history where they're justified
I wanted to play Goldlewis but didn't because of his motion inputs, they're fricking stupid
t. keyboard player
How are you supposed to do these without jumping?
Fighting games would feel so much better to play with a dedicated jumping button instead of tilting the stick up.
You press a button and then buffer the input, or you jump and do the input right before you land. Doing motions like that from raw standing requires overwhelmingly strong autism, you have to do the whole input before prejump ends, but it's possible and there are people who have done raw standing 720s
gotta go fast
the real answer is buffering it during another attack. the horizontal overheads are difficult but possible raw, the ones that start from up are basically impossible raw
generally you press the attack button just before you reach the jump input, takes a bit of getting used to but it becomes muscle memory before long.
I do that input easily on xbox series x controller, you guys are just bad. sorry, actual skill issue this time
I do that input easily on the xbox series x controller you guys are just trash wtf
You can literally do forward and then hadouken motion and you get the fricking DP. Literally forward, down, forward+punch. Separately, not the down-forward thing. It's been a thing for years, I dunno why this is still used to shitpost.
These are mostly just circles and opposing points. In fact I think they all might be. What's the problem here?
these would be so much more readable if they just notated them like this.
also you can totally fudge these just by doing fast full circles so the fancy inputs are literally artificial difficulty.
Those examples wouldn't work. Keep in mind that casuals think you need to press right, down, down, right, then punch for a DP. They think it's 6 button sequence people do in a second instead of sliding the dpad/stick aorund.
Pentagram is kino, frick you.
Nobody is forcing you to play Yoriko, and if you really can't do fast pentagrams, then you could use the 'protect my tight sensitive buttocks" pyramid to give you some time.
they ARE a little bullshit when there isn't a button to jump
You're not supposed to do 720/360 motions like this while idling. Because if you DO do them while just standing still, your opponent will be able to tell what you're about to do. Think about it: If some grappler that you know has a 720 super suddenly jumps twice from idling, then that tells you he wants to hit you with that 720 super.
You're supposed to buffer them while doing other things, like during a jab/special punish. This allows you to hide/mask your input buffering.
The concept of input buffering confuses and enrages the manchild.
Fighting games like all arcade genres are only played by trannies and the most insufferable wannabe boomers. They should've died with the arcade.
Filtered.
Jesus frick Ganker, you're making me feel like some eleven thousand iz supergenius because I can dp. Knock it off.
in fighting games you have 2 options
>motion inputs that make incapable players quit when they get shit on and blame controls and characters and give pro players windows where even they make mistakes to be exploited by anyone practiced enough
OR
>EZ inputs that make high skill players play extremely slow and safe with no mistakes so the incapable who use to have a chance to at least land a hit now does not have any at all whatsoever
it really is a toss up, regular fighting games are dominated by the most dedicated, SF6 will be dominated not by a new breed of unknown modern players but by the oldguard who are playing extremely punishing and patient gameplans
you can not make mistakes against ezinput games, you can not leave yourself in a startup/recovery animation when the threat of reaction super is so accessible, you can never jump in when DP is a single input
when the game is simplified you have even less of a chance against your superiors stop asking for easy inputs
and if you think im wrong and are waiting for project L to drop to break into the FGC scene I can tell you with CERTAINTY that you are a worse player than even DSP or Low Tier God and you wont be getting wins on anyone but scrubs who cant even hit plat in current SF6
can't you just do a 720?