Give me one good reason why fighting games shouldnt do this

give me one good reason why fighting games shouldnt do this

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im gay

Artificial difficulty is dumb in general. Fighting games should just have combos hot keyed and then you press one or two buttons to preform them. Combos are autism.

are you fvcking faggot?

Why can't it just say like A or B? Why does it have to show a fist? I hate that in soul calibur like press the K button, there is no fucking K button

I don't see why fighting games don't just do cut-scenes. You choose your character, sit back, and watch them fight in a prerecorded scene.

Several games do this
It doesnt stop mouthbreathers from doing it wrong and blaming the game

Are people really incapable of doing something as simple as a half circle punch? I could understand having trouble with big combos but this?

Who actually finds these games fun?
>ten+ buttons on controller
>better use weird, unintuitive stick motions to perform essential tasks

SFV is casualised enough to cater for the mass market. If you can't do it now, you'll never be able to do it. And that's fine, just move on, there are other games.

this, was trying to learn some quick combos for marvel vs capcom infinite, in-game menu is all little pictures of fists and shoes. check online, have to deal with trying to decode "LP LK HP HK" bullshit

give me one good reason why you shouldn't kill yourself

inb4 ADHD attentionspan "stopped reading there" trained monkey stream monster replies.

Smash actually made the best format for a fighter, complexity in simplicity. I say this as a KOF player even. I'm sure the fucking /fgg/ faggots will start crying false flag right now or w/e they've been trained to react like this, but seriously.

If there's one thing Nintendo got right it was allowing complete freedom of control of your character while simplifying inputs allowing more sandbox like combos. Complex inputs do create a cool entry barrier and yes its rewarding once you can do them flawlessly without thinking about it, but its completely unnecessary.

If you actually study the Melee kids game, learn the tech, all the movement options they have, and all the little niche and nuanced stuff you can do it's actually so incredibly complex that its fucking SCARY. The entry barrier is extremely simple, but mastering that game is so fucking incredibly difficult that they've had the same top players winning for years.

If you can't remember which button is Light Punch, you're not going to be able to learn combos.

Combos are needed like they are. Once you get better and start learning the game you're trying to pick up, neutral is more about getting a solid combo starter than just randomly landing a single hit. If all the damage was frontloaded, the game would have a very volatile neutral game.

I just fucking hate "HERE HAVE A VIDEO FOR A TRIVIAL PIECE OF SHIT ACTION GIVE ME VIEWS". I can't look up ANYTHING where just one sentence would suffice to describe what I want, no, there is only some video HEY WHATS UP ITS COCKGOBBLER99 LET ME SHOW YOU

I know OP is trolling, but I just fucking hate it.

play ed

low quality bait

>Why can't it just say like A or B?
So it can be universal. Different systems have different button layouts.

not everyone uses the same control scheme, dumbass.
also, not everyone uses a fucking pad.
use your brain.

git gud

>you cut off my usual prescripted responses that I use therefore its bait. I have no actual arguments, or ability to articulate my thoughts give me (you)'s

Essentially what your reply means.

>Artificial
lmao
Thank god they don't listen to braindead autists like you

>SFV is casualised enough to cater for the mass market
No it isn't. Many core combos for most characters require strict timing (just because they aren't one frame links doesn't make them not difficult for the average person) to link together. The frame data for attacks are a lot shorter and tighter, as well.
Most anime fighters and other fighting games like KOF are a lot looser and easier to get into when it comes to combo execution. Where most light attacks in SFV have 2 or 3 startup frames, lots of other fighters have 7+ startup frames on the fastest normals.

Performing specials is not the problem, anything besides the most absurd pretzel star sign motions can be learned and made muscle memory in a single sitting; the problem is that fighting games since the late 90s have all designed themselves around long combos being mandatory to do any significant damage and win fights. Long combo strings, not just remembering them but executing them, are the barrier that make most would be players drop the games without even getting out of Bronze.

I would sooner suggest BlazBlue or Guilty Gear or almost anything else to a newbie over SFV. They have more flexibility and much more generous buffering when it comes to doing things without needing to push buttons strictly within certain timing windows. Even when those games' combos are relatively even more absurd, they are actually easier to execute. They also keep special inputs simple with a lot of input shortcut/assistance. Street Fighter II was easy and fun, Street Fighter Alpha and on, they're impenetrable in comparison.

If this means there's a visual guide of how to do inputs in training mode/tutorial then it's genius

all controllers post-2007 or so have these little computer chips in them that are capable of feeding image files to computer software that correspond to different buttons.

it's really not complicated. fighting games are literally ten years into the past on this

youtube.com/watch?v=AGrIR_jlLno

Surely it can't be that hard to see what buttons on each different system look like if you are capable of porting an entire game to them?

You seem to think it's pretty hard to figure out what a fist looks like, so who knows.

>when you see the input and still don't get it

See
Also, it's a fucking fist or a foot. in SF at least you can trigger the moves with ANY punch or kick, they just have different properties based on the button used, so telling you to use "A" is stupid and unnecessary.

...

youre right theres absolutely no way to improve fighting game input writing or display

it just couldn't be improved in any way.....

Make a suggestion that isn't "show me X or A" when I already explained why that doesn't work.

>pick Bison
>one or three feet for half of his specials
>literally hasn't got a single kick attack

So, now you're bitching that kick buttons activate moves that aren't kicks?

Why the fuck is it called a "kick" button if you don't kick with it?

>that
>difficult
Do you have palsy user?

Because Bison's arms are always crossed.

soorry fighting game is made for not retarded.

>hasn't got a single kick attack
>head stomp and leg press don't count because ???

tekken does it though??
are you dumb?

that's why slide fighters are so popular right?

Rising Thunder did this and it was horribly unbalanced. The DS version of SF4 does this and it's horribly unbalanced.

Why can't you just use moves like abilities in mobas? Like you could hold L2 and press any face button to do one of four moves, hold R2 to open another 4 moves and so on...

Except most fighting games do show you.

It's called challenge mode.

smash does it and it's extremely popular and pretty well balanced (at least project M is)

Smash is a non traditional fighter though

Xrd does it tho

youtube.com/watch?v=iSgA_nK_w3A

I learned how to do it myself when I was 5 years old
HELL I learned how to fucking play Street Fighter II on the Mega Drive with a regular 3 button pad at the same age, learning to switch between Ps and Ks
WHY do grown men have trouble doing this? Why are you so inept?

This kills the casual.

>respond to a post saying how controllers and games have evolved to adapt the button prompts to whatever controller or scheme you are using by pointing to a post saying "people use different control schemes, dumbass".
Holy shit, man.

341236421 > two buttons?
I guess that’ll take some practice to execute mid combo or something

Smash is not a traditional 2D fighter where inputs are common. In 2D fighters where your movement options are severely limited, having one-button inputs makes certain characters way too strong.

Smash has much more movement options so the one-button inputs work there. It's pretty much impossible to get locked down by fireballs and anti-airs (I don't even think AA exists in smash) because of how much you can move around. Tekken also has basic inputs and it works well there because you can move in a 3D space.

Yeah, you totally didn't read the post, dumbass.

>play fighting games
>always pick style

Smash is not well balanced at all and neither is Project M

Then again no fighting game is balanced so

Here is your post.
>not everyone uses the same control scheme, dumbass.
user already said that modern games account for this.
>also, not everyone uses a fucking pad.
user already said that modern games account for this.
>use your brain.
Ha ha.

Maybe what you were trying to say in your frothing rage is that a movelist should be universally understood no matter what controller you are using, but anyone who was capable of thought would see how easy it is to list the traditional symbols alongside the actual buttons so you look retarded either way.

.Also, it's a fucking fist or a foot. in SF at least you can trigger the moves with ANY punch or kick, they just have different properties based on the button used, so telling you to use "A" is stupid and unnecessary.

Now that you’d mentioned it, adding AA to smash would definately bring something interesting to the game. Hell, even Ryu’s AA in Sm4sh isn’t even a reliable AA, just a decent finishing move.

Get them on PC and assign macros to buttons

Sure, doesn't change that Smash did not handle it well.

AAs exist in Smash, in fact it is entirely why recovering back onto the stage is an issue and why people stay on the ground level more than elevated platforms unless the platform is off to the side

Can't forget things like G&W's Up Smash or Mario/Luigi's up smashes which are all more traditional antiair tools

youtube.com/watch?v=6ka1iGi-QTg&t=2m5s
Tekken does do this. Pick the move and hit a button, it'll show you the move being executed with the correct timing.

Pretty sure most modern fighters do that

So your idea of "fixed" is showing a video without telling you what the input is?

I think sc did as well.

You don't need combos to win games, if you are better at neutral and mindgames you will win even if you only do basic combos that don't do much damage.
Being able to do long combos for optimal damage just means the enemy gets less chances to recover, if you get completely outplayed on every other level your meterless 5k Naoto Combo won't win you the game.

I think what he meant by AA is different from Smash’s edge-guarding or positioning. Typical AA moves have your hitboxes low and away, or straight up invincible during the active frames of the attack. With limited horizontal but high vertical reach, this essentially becomes a counter-move for anyone doing an aerial assault.
IIRC even Ryu’s shoryuken in Sm4sh has no i-frames, or it’s very limited, considering how many times I’ve clashed or just hit eachother.

True, but you're only making it harder on yourself if you don't know any.

The three examples I gave for Up Smashes all have invincibility and can be used as a proper antiair

I thought Ryu's shoryuken had a little bit with the manual input version

melty blood is the best fighting game of all time.

...

Just having the bread and butter combos down is enough usually.

Of course, like I said: If you know how to do proper combos the enemy gets less chances to come back.
It rewards skill but isn't necessary to win, I think that's a good thing.

Also just grinding out until you get the optimal damage combo down doesn't actually mean much since different situations warrant different combo paths.
If you manage to get a confirm while the enemy has you cornered it's better to go for a side-swap than most possible damage.
If you are mid screen in might be better to go for corner carry and so on.
Combos are not just execution, they do bring an element of strategy to the game.

Tekken does it because it also shows off some easy combos as part of the move list so newcomers get an idea of the mechanics of the game.
Showing off a video just to learn a fucking Hadouken in SF is some stupid nonsense.

Huh, I looked up the frame data because it seemed like you could cancel those moves, but it was just long start up and end lag.
Suffice to say, that’s a near insignificant level of moves that can compare to a universal move for every other fighter. But Smash is a completely different game with completely different focus, so does it really matter?

Why does Sup Forums complain about games being casualized but when it comes to fighting games they beg for it to be more simple?

Or at least highlight the movement and button to reflect the input timing.

Soul Calibur 2 did this.

Because fighting games have cool, sexy characters and it makes people mad that they suck to much to enjoy them. They proceed to blame the games and not themselves.

I bet you like Overwatch, too.

This actually seems like it could be useful. Not even on individual moves, necessarily, but definitely on some combo strings.

>moving the stick a bit and moving it all the way in one direction gives you different moves
How the hell is that better than having a qcf.

Because Sup Forums is nothing but a bunch of hypocrites and casuals.
They shit over the people that plays CSGO or Overwatch while claiming to be hardcore for playing dialog choice walking simulators.

it's difficult because it's in japanese , retard

if I recall correctly SFV does this. there's a little tutorial when you first launch the game and you can't proceed unless you throw a hadoken. if you can't even get past that you shouldn't be playing fighting games in the first place

>that last one

just give me some arrows dammit

kys mongoloid

>pressing down, forward and a punch button is hard, I need a video to understand how to do t!

imagine being that retarded

Sasuga user kun

Yea I'm pretty sure OP is just being a faggot because he cited no examples of this and most fighting games have had this functionality for awhile.

>Even a guy who can play with his mouth can pull off combos and complex motions with ease

OP, how fuckin terrible/casual are you when a literal disabled person is better than you?

In the case of OP, he just wants a display to show how it's done correctly. Unless the inputs are simplified along with it then there's no reason why that would be casualization.

>In the case of OP, he just wants a display to show how it's done correctly

Do you know how wrong you sound right now?

Show me the "A" button on this.

Isn't there a blind guy that just goes off the sounds of the game and being told what side of the screen he's on that competes

Were you dropped as a fetus?