Whats the hardest input in videogames?
Whats the hardest input in videogames?
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>Power off
>he doesn't know about input buffering
lmao ur fukin dumb m8
Akira's 1 frame knee.
Those stupid Ivy grabs.
Literally just a half-circle that ends at diagonal up.
Fighting game combos, because I'm a dumb autist who can't rapidly rattle off a memorized sequence if buttons under pressure.
Activating the debug code for Shadows of the Empire on N64.
fpbp
checking these dubs
Retard
>88
very nice
Vega's moves are so much harder than Zangief's
Anything that's individually simple, but suddenly you have to throw down 5 of them in a row in less than a second before you can react.
Fucking Thumper.
>charge moves are hard
kys
uriens EX head butt to EX tackle. not enough charge time for both ese
Pretzel motion
A taunt Jet Upper is pretty tough
Anybody who says anything other than this is lying.
trying out charge characters in training always makes me feel like a fucking retard, especially considering charge characters were created to make inputs easier
Its all muscle memory famboni.
Do the same motions 1000 times and its like a reflex.
The real question is do you have the autism to practice 1000 kicks?
It starts with a half circle. Is that a chain throw?
No, it's not. It's one big damaging command throw that you have to do these inputs perfectly in a short amount of time to get full damage.
...
Aren't charge moves retarded in the sense that the time is different for every character?
Let me help you user
When you do the ex headbutt, hold up back. This allows you to continue charging tackle
what the fuck is this shit
...
No. Until SF4 charge time was 50 frames and afterwards it's 30.
nice reaction image user. will try out thanks FaM. its like if urien was talking to me directly
So how do you do a triple circle without jumping?
It is different for each character and sometimes even their individual moves. In USF4, for example, Vega's Rolling Crystal Flash has a longer charge time than Barcelona or Scarlet Terror
That's just a throw connected to a throw connected to a throw. You have enough time in between throws to prepare for the next one, so it ain't too bad.
Buffer the input during a standing move or a dash.
with a hitbox
someone please post the webm of zangief doing his ultra from neutral, I can't find it
In melee, Falco's Teeter Canceled Buffered Shield Drop Platform Cancel. So difficult to do it's actually not humanly possible.
>You have enough time
You have about half a second between each phase.
Here's the example. youtube.com
Street fighter inputs are retarded. Street fighter games are retarded casual fest.
Not a fighting game fuck off to you're own thread smash autist
I tried that. I either jump during the dash or jump cancel. Tried it on a move I can't jump cancel on and I still can't get it to work. I can't churn butter fast enough to get 3 circles done before a single punch
That doesn't unmake it a chain throw. It just makes it a very demanding one.
That's not a single move though, even if we consider melee a traditional fighting game. It's a series of inputs.
What game needs a 1080?
It doesn't look that hard, but when you try doing it the timing for a Pentagram isn't clear at ALL
I still consider it one input, as you cannot do the latter two inputs without doing the first one as a prerequisite, and the entire sequence is listed as one move: Raijin.
Blazblue. Tager and Kokonoe's Astral Heat's require 1080s i believe.
Arcana Heart, Blazblue, Skull Girls, Street Fighter I think has one? Maybe Guilty Gear too.
Bomb Torzio Skip from Super Metroid.
Never said it was a fighting game, autist.
The OP said videogames, period.
So? People are saying combo moves as well. Not necessarily a single command.
>Up is Jump
>so for this move that takes place entirely on the ground, let's require the jump input, maybe even twice
>FGC: YAAAY OUR SUPREME OVERLORDS MAKING OUR TOYS ONLY FOR US DURR DURR DURR
>Everyone else: ...what? This makes no sense.
And that's why fighting games are dying.
He would never help pitiful weaklings like you, worm
This why people button mash
they were dying back in '08 before SFIV was released
*Thats why SF is dying
Ftfy.
Street fighter has always been shit.
see Also if you do it fast enough you don't jump.
Which character in which game?
What game is this?
There's no upward input that isn't at the end of a motion, or is meant to be done while buffering something else.
Multiple, honestly. Cerebella for Skull Girls, Tager and Kokonoe for BlazBlue and Kira for Arcana Heart. I always need to double jump first to avoid me fucking up the inputs with another jump and hope I can land it when I hit the ground. It's very inaccurate and would only work on training dummies, but at least it works. Sometimes.
Balrog's dash straight KKB cancel juggles are some rough shit for me. I'm just not fast enough to cancel the dash into it when doing it from normal and in V-trigger when doing the repeated attacks from holding forward I can do the KKB from any of those easily but I just don't have the speed to get off another dash straight to catch them before they fall. I can charge the straight just fine, I just can't get out the input fast enough after his spin to hit with it.
at this point why not play those super autistic rhythm game
I have trouble with two.
Vice's aerial command throw in 2002/XIII/XIV.
And Ivy's command throw in the Soul Calibur games.
I have no idea how false/reg Roman cancel works.
>Cerebella
Do it faster. Skullgirls is one of the only games that has 360 detection and will lock you on the ground.
>Tager and Kokonoe
For Tager I buffer during his monumental backdash or when I'm in blockstun.
For Kokonoe it's impossible for me to do her Astral without jumping. I think doing it during her teleport or while placing down an electric trap might be possible though.
>Arcana Heart
Never played it.
Arcana Heart 3: Love Max.
It's on Steam, one of my favourite fighting games due to its strong single player mode. For example, every character has 1 VN segment that you unlock in chapters and 10 mini skits. You get these automatically as you use a character more and more. It's a nice way to encourage you to try out multiple characters since a lot of the stories intersect, plus it's a great way to get some optional story and lore in. Personally I found it very endearing. I'm so used to fighting games having lazy characterization that this surprised me.
press a button, press RC input, RC happens so long you have the meter
done
also fuck vatista in UNIEL, reverse sonic boom combos are bullshit
skullgirls prevents you from jumping if you're doing 360s
that extra story is terrible
>Let's go to the hot springs?
>Are you going to the hot springs too?
>Maybe we should go together?
>probably
>The hot springs are up that mountain, we should leave soon
>To the hot springs
>That we are planning to go to
>Those hot springs
>over there
>that I want to go
>in that direction
>oh let's fight
>blockstun
That's... actually kind of genius. Never thought of that. I guess the trick is timing it so that you don't accidentally stop blocking and walk into someone's fist though...
Yeah you just have to do the input faster or cleaner. Execution is important.
or you can just wait until someone taps you then just churn the butter. The exact moment your opponent fucks up their blockstring it'll come out frame one, always fun to annoy people.
Good players catch on though so uhh...don't do that, except when you should
Neither input is hard, but cancelling a dp into a double hcb is fucking brutal for me.
I found it funny and it let characters that don't usually interact be around each other. Plus, you're forgetting that the hot spring is warping space so that you can't just walk there properly.
I absolutely love how ridiculous the argument between Clarice and Ayane about who has the best little sister was. Especially since Clarice doesn't even have a little sister and Scharlachrot won out of nowhere.
>he doesn't buffer
>he doesn't use shortcuts
And this is why you're a shitter.
Do it sometimes but not often enough to be predictable.
When I first started playing Tager I was actually disappointed to learn that you hardly get to do his command grabs at all.
Those are 320 or 720 not 1080 you dumb neet
you should probably check out the movelist for a few of those games you fat chink
It shouldn't be that friggen hard, but I can't do Hazama's Astral finish reliably for some reason. It's just a half circle with a diagonal before and after, why the hell is it so hard?
>last fighting game I played was Soul Calibur V that someone gave me
>enjoy it but know I'm shit at fighting games
>fightan game buddy gets me to try street fighter
HOW THE FUCK DO I EVEN HIT PEOPLE. I'VE BEEN WIPED WITHOUT GETTING A SINGLE HIT IN 40 TIMES.
I have been playing third strike for almost 10 years and my karakusa turns into a s.lk quite often
Drop street fighter . You wont learn shit other then how to cheese since the game is brain dead. Play tekken.
nigga u mad
I'd imagine it's easier once you realize you're literally drawing a pentagram, the input itself isn't hard but like he said the timing is probably stupid.
...
just do the cross or the other easier one
>press this string that have random mids/lows and beat people that dont know them free
>press this string that left you safe then do it again against better players
Wow so much deep can you tell me about that intricate neutral tekken has again
Can you not taunt and use that to buffer? I thought I saw Tager do that when you're in training mode and do the "show me the combo" button for the character specific stuff.
If a string is going to leave you safe enough to move than it ends in a high that could be ducked and punished. Strings that have peppered mids/lows are also unsafe almost every time. Tekken is really just one big game of chicken where you can win by doing something like Law's slide ten times in a row because they don't want to get launched. Take those games of SFV where someone gets thrown in the corner by Ryu six times in a row. That is Tekken offense 100% of the time.