Why do hitbox homosexuals insist on the toddler buttons instead of standard of standard 30mm?
Are their subhuman gay fingers too weak to hit a real fricking button?
The spacing is fricking stupid made for limp wristed gimps that can't move their fricking hands, you can't even double tap this shit without hitting 3 other buttons.
Hitbox arcade popularized the layout, and they used smaller buttons. However, there are hitboxes that use 30mm buttons, like fightbox, or anything with a shiokenstar layout. There are also options with key switches that use 30mm caps for everything, like the Haute42 m13/16.
>The haute42 brand dont use 30mm?
The m and t ones use 30mm. s and g use smaller buttons for everything but up.
You can typically gauge the sizes by knowing that every leverless uses 30mm for up.
>The m and t ones use 30mm. s and g use smaller buttons for everything but up.
Glad i got the T serie. I don't think i can play with anything smaller than 30mm.
>Why do hitbox homosexuals insist on the toddler buttons instead of standard of standard 30mm?>Are their subhuman gay fingers too weak to hit a real fricking button?
How is a joke keyboard supposed to answer my question you meme spouting fricking child? Try to use your own words this time to express yourself instead of being the fricking embarrassment you are.
You underage morons couldn't spit out a solid argument if I pissed it down your throats.
Why isn't there an 8-way run 3d fighter with analog controls yet? I think it would be fun and it would be an excuse for arcade parts manufacturers to release analog levers.
>I think it would be fun
Because it won't, what's the point of slightly tilting the analog stick when your opponent is just gonna run up to you and punch you because you were too busy with analog controls.
If the game rewards unga bunga rushdown only, there's not many opportunities for microspace adjustment. But I can see tilting working as juking in neutral for whiff punishment or after popping someone up in a juggle to ensure a followup hits without completing a full throw of the lever.
There's no point in making fighting game movement more complicated than it already is. Soulcalibur has 8way run, what would be the point of 8way walk? And SC and Tekken had alot of moves to worry about, making pixel perfect spacing useless.
Is tilting and fully throwing the lever for movement not intuitive to control? It works in non-fightan 3D genres because there's not much to grasping it. I don't think of it as complicated as your making it out to be. Plus Smashies don't really complain about it in their gameplay and that's one of the most casual friendly game series there is.
Every play dark souls PVP? It's basically Soulcalibur from a 3rd person behind perspective. Notice how there's no reason to walk slowly towards or away from your opponent, you're always tilting the stick all the way. What does matter is the timing side steps and rolls, soulcalibur has quick sidesteps to avoid horizontal attacks, or you could just 8way run at full speed. So analog movement pretty pointless in a fast paced, close range game such as fighters.
3 months ago
Anonymous
I honestly haven't played DS pvp but I'll take your word that walking slowly isn't viable whatsoever. Supposing that Soul Calibur or better yet, a new 8 way run 3D fighter game had analog movement, wouldn't there be something more methodical about subtle tilt movement when trying to outmaneuver the opponent? If not, then the only other thing to bring up is tilt attacks which goes into Smash territory. That's one idea but I was hoping tilt walking would be useful in it's own right. Oh well.
Extra macros. Honestly I think the only game you might even need that many buttons is SF6. I prefer the 13 because it is less cluttered, I rest my palm on the space under the direction buttons, and you get both the mixbox and hitbox layout.
>haute become the best selling hitbox because its cheap
I mean rightfully so, other overpriced shit like snackbox cost 200-300 bucks
meanwhile this thing is only 70 each
just bought one
Why do hitbox homosexuals insist on the toddler buttons instead of standard of standard 30mm?
Are their subhuman gay fingers too weak to hit a real fricking button?
The spacing is fricking stupid made for limp wristed gimps that can't move their fricking hands, you can't even double tap this shit without hitting 3 other buttons.
Hitbox arcade popularized the layout, and they used smaller buttons. However, there are hitboxes that use 30mm buttons, like fightbox, or anything with a shiokenstar layout. There are also options with key switches that use 30mm caps for everything, like the Haute42 m13/16.
The haute42 brand dont use 30mm? I think they do
>The haute42 brand dont use 30mm?
The m and t ones use 30mm. s and g use smaller buttons for everything but up.
You can typically gauge the sizes by knowing that every leverless uses 30mm for up.
>The m and t ones use 30mm. s and g use smaller buttons for everything but up.
Glad i got the T serie. I don't think i can play with anything smaller than 30mm.
>Why do hitbox homosexuals insist on the toddler buttons instead of standard of standard 30mm?>Are their subhuman gay fingers too weak to hit a real fricking button?
How is a joke keyboard supposed to answer my question you meme spouting fricking child? Try to use your own words this time to express yourself instead of being the fricking embarrassment you are.
You underage morons couldn't spit out a solid argument if I pissed it down your throats.
Why isn't there an 8-way run 3d fighter with analog controls yet? I think it would be fun and it would be an excuse for arcade parts manufacturers to release analog levers.
>I think it would be fun
Because it won't, what's the point of slightly tilting the analog stick when your opponent is just gonna run up to you and punch you because you were too busy with analog controls.
If the game rewards unga bunga rushdown only, there's not many opportunities for microspace adjustment. But I can see tilting working as juking in neutral for whiff punishment or after popping someone up in a juggle to ensure a followup hits without completing a full throw of the lever.
There's no point in making fighting game movement more complicated than it already is. Soulcalibur has 8way run, what would be the point of 8way walk? And SC and Tekken had alot of moves to worry about, making pixel perfect spacing useless.
Is tilting and fully throwing the lever for movement not intuitive to control? It works in non-fightan 3D genres because there's not much to grasping it. I don't think of it as complicated as your making it out to be. Plus Smashies don't really complain about it in their gameplay and that's one of the most casual friendly game series there is.
Every play dark souls PVP? It's basically Soulcalibur from a 3rd person behind perspective. Notice how there's no reason to walk slowly towards or away from your opponent, you're always tilting the stick all the way. What does matter is the timing side steps and rolls, soulcalibur has quick sidesteps to avoid horizontal attacks, or you could just 8way run at full speed. So analog movement pretty pointless in a fast paced, close range game such as fighters.
I honestly haven't played DS pvp but I'll take your word that walking slowly isn't viable whatsoever. Supposing that Soul Calibur or better yet, a new 8 way run 3D fighter game had analog movement, wouldn't there be something more methodical about subtle tilt movement when trying to outmaneuver the opponent? If not, then the only other thing to bring up is tilt attacks which goes into Smash territory. That's one idea but I was hoping tilt walking would be useful in it's own right. Oh well.
>3d fighter with analog controls
do you remember street fighter? the one with the busted contact pads that never worked right? me neither
The virgin hitbox user vs the Chad arcade stick god
love how boomers can't decide whether using hitbox is cheating or an inferior option that hinders your gameplay
mixbox chads, I'm calling you.
what are those extra buttons even for? i kinda want to buy one for fun but i don't know if i should go with g13 or g16
whatever you want them to be they're assignable
Extra macros. Honestly I think the only game you might even need that many buttons is SF6. I prefer the 13 because it is less cluttered, I rest my palm on the space under the direction buttons, and you get both the mixbox and hitbox layout.
CHEATER
One day you guys will reinvent the keyboard.
i just use a ps4 controller
I did the same thing, use to play tekken with a stick, it was just easier to sidestep and dash and backdash rapidly.
>ds4
treasure that shit because its becoming harder and harder to find genuine DS4 controllers
What about buying it from sony on amazon?
boomer here, i bought one and it feels pretty great and natural, but then again i've been playing on keyboards since before you were born
>haute become the best selling hitbox because its cheap
I mean rightfully so, other overpriced shit like snackbox cost 200-300 bucks
meanwhile this thing is only 70 each
Hey i just ordered the T13. Sadly 1 month till arrive. I gonna put an anime girl as background
what's the chink equivalent to the arcade stick? they are all hitboxes on aliexpress
Why controller threads always die?