• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Is Nintendo the master of Fighting games without complex inputs?

Tripon

Member
I can never take these threads seriously when I learned how to throw uppers and fireballs at the age of 10 or 11.
It's been shown that kids are just naturally better at learning new concepts and materials until somebody tells them or they think they cant do it. Kids in general tends to have growth mindsets, a lot of people here in this thread complaining about complex controls have fixed mindsets in that if they think that they can't do it, so they don't do it.
 

Skilletor

Member
It's been shown that kids are just naturally better at learning new concepts and materials until somebody tells them or they think they cant do it. Kids in general tends to have growth mindsets, a lot of people here in this thread complaining about complex controls have fixed mindsets in that if they think that they can't do it, so they don't do it.

Carol Dweck up in this mug.

Makes sense, tho.
 

nded

Member
As a stick player it's not. It's always a quick tap tap. Really good with dashes and hit confirms.

Eh, I still think it's slightly more cumbersome in some respects. With a traditional QCF you can just walk forward then hit D,DF in one smooth, quick motion. When you double tap down you have to let the stick go to neutral position for a split second.
 

Jezan

Member
OP you are biased.

Smash may have the same inputs for everyone but their moves , specially up-B ( aka the third jump) is really different for everyone that if you play many characters you need to learn and remember the properties to be able to get back to the stage.

Everyone had at least one Self KO with Bayonetta because her jump order ir not the same as everyone else's.

The inputs in other games are not hard, maybe you are just lazy, the first you test in every fighting game is the hadouken and dragon punch motions, if you can't do that, then you are not actually looking for a fighting game
 
『Inaba Resident』;243853644 said:
You're saying that you want more "tutorial games like ARMS for the purpose of teaching someone how to play a fighting game. I'm saying that's bad because you can design a better "tutorial" game that doesn't cut out concepts that are important when learning a fighting game.

Having more games that are designed around something "simple" like ARMS is 100% fine. I myself enjoy the Naruto Storm games. But making those games for the purpose of serving as "tutorial" games? I think that's wasted effort. Cutting out concepts is not how you teach people.

And from what I understand, the general opinion that I've seen online is that ARMS isn't very fun to watch. Correct me if I'm wrong.



I agree. I think ARMS is fine for what it is. It's not trying to be super deep or teaching someone the intricacies of fighting games and that's fine. It's doing its own thing and there's value in that.

Well they are quite wrong because ARMS is really fun to watch.

The last tournament for the game was extremely fun to watch especially seeing all the movements and different ARMS being used. It felt like two people dancing elegantly with how swift the movement options are especially with really skilled players.
 

A Pretty Panda

fuckin' called it, man
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.

I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.

I highly doubt either of those games threw the term "QCF" at you before showing you this motion or something similar to it

qbKK0KG.png
 
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.

I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.
They meant you should use the quarter of your brain dedicated to basic thought processing
 

Stopdoor

Member
I think ARMS is great and it's great that it exists

but there's absolutely nothing for traditional fighting games to learn from it. Or Smash really.

There's nothing to defend. The stereotypical Street Fighter input system is garbage and devs should be ashamed of themselves. Artificially raising the skill ceiling with convoluted commands needing specialist pads or sticks for any competitive hope, alienates fighting games from the greater mass acceptance they deserve.

I see this thread is doomed to repeat itself for another 8 pages. Goes to show, to have a successful thread on GAF you need a really flame-baity title, I guess.

It still blows my mind that people psych themselves out so hard when it comes to inputs. Like, is a QCF really that complicated? It's literally just moving the stick from down to sideways in one motion. I understand that it takes practice to do these things CONSISTENTLY but to say you freak out and can't even complete a tutorial because it wants you to do a QCF? That's all in your head I think.

I wonder if it's because most fighting games are 2D, or mostly happen on a 2D plane? Back then left and right were the go to "move" directions while up and down were mostly reserved for speciality actions, and that held true for a lot of genres. For me, growing up playing platformers or beat em ups made fighting games make perfect sense. I learned how to play SF2 when I was, like, 7. It's not that hard. But if you are used to 3D, where something like a QCF or SRK really has no place due to how it would move your character strangely? Maybe that's the hold up. For Honor is an example of a fighting game that absolutely wouldn't work with standard motions, just based on how you use the stick to move around.

Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.

That's a subjective opinion. I don't find it fun for example.

Well duh

OP you are biased.

Smash may have the same inputs for everyone but their moves , specially up-B ( aka the third jump) is really different for everyone that if you play many characters you need to learn and remember the properties to be able to get back to the stage.

Everyone had at least one Self KO with Bayonetta because her jump order ir not the same as everyone else's.

The inputs in other games are not hard, maybe you are just lazy, the first you test in every fighting game is the hadouken and dragon punch motions, if you can't do that, then you are not actually looking for a fighting game

Yes, I agree Smash Bros. does take some memorization if you want to play different characters, but not to the same degree. Since the inputs are the same, if you forget, you can get a grasp extremely quickly (except sure, the really gimmicky characters like Bayonetta).

I highly doubt either of those games threw the term "QCF" at you before showing you this motion or something similar to it

qbKK0KG.png

Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.

Anyway, again, that's just my standard personal complaint. Before I get jumped on.
 

Tripon

Member
I see this thread is doomed to repeat itself for another 8 pages. Goes to show, to have a successful thread on GAF you need a really flame-baity title, I guess.



Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.



Well duh



Yes, I agree Smash Bros. does take some memorization if you want to play different characters, but not to the same degree. Since the inputs are the same, if you forget, you can get a grasp extremely quickly (except sure, the really gimmicky characters like Bayonetta).



Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.

Anyway, again, that's just my standard personal complaint. Before I get jumped on.
...you press the punch button.

There are 3 of them and each one will give you the move.

Each button you push will have varying motion or power.
 

Stopdoor

Member
...you press the punch button.

There are 3 of them and each one will give you the move.

Each button you push will have varying motion or power.

Oh yeah, that does sound familiar from when I put a little bit more time into SFIV. So you're right, not awful, but definitely just kind of annoyed me coming off Mortal Kombat which was extremely explicit.
 
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.

I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.

This is an actual lie if any game says QCF in a tutorial.

Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.

Anyway, again, that's just my standard personal complaint. Before I get jumped on.

Are you actually just trolling now?
 

andymcc

Banned
I can never take these threads seriously when I learned how to throw uppers and fireballs at the age of 10 or 11.
I think I was eight when I got SF2 on SNES...

I see this thread is doomed to repeat itself for another 8 pages. Goes to show, to have a successful thread on GAF you need a really flame-baity title, I guess.



Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.



Well duh



Yes, I agree Smash Bros. does take some memorization if you want to play different characters, but not to the same degree. Since the inputs are the same, if you forget, you can get a grasp extremely quickly (except sure, the really gimmicky characters like Bayonetta).



Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.

Anyway, again, that's just my standard personal complaint. Before I get jumped on.

Holy shit
 
Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.

What is dizzying about QCF, HCF and SRK? If you're not counting charge inputs (which are easier than motion imo), then its a small amount of special inputs to learn. You're also likely going to be to doing those same 3 inputs in the opposite direction for some characters which still isn't hard to "learn".
 

Woo-Fu

Banned
Learning the inputs is the easy part. Learning the animations so you can see the tell for each attack and then responding appropriately in a matter of frames? That's the hard part. That's what separates the champions from the rest of us.

I don't think Nintendo is the master of any sort of fighting game sub-genre. If they did exhibit slightly less complex inputs I'd chalk it up to them having a younger target demographic.
 

David___

Banned
Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.

It does though. The top 3 buttons are always punches. The bottom three are kicks. This is true on stick and on pad because of the fact most games bind the buttons like a staircase. This isn't hard. The problem is you keep telling yourself you can't do it instead of actually doing a very simple task
 

cheesekao

Member
My only experience with a Nintendo fighting game is smash and why the hell do they not just map the tilt attacks to the spare button instead of having two bloody jump buttons?
 

GenG3000

Member
I'd forgotten how Garou has homogenized QC inputs across all characters. This definitely encourages character swapping and casual playing, with some minor exceptions.

But shit like Rock's Deadly Rave and that command grab are quite difficult to pull off and are important options for the character, especially the latter.
 

laxu

Member
It still blows my mind that people psych themselves out so hard when it comes to inputs. Like, is a QCF really that complicated? It's literally just moving the stick from down to sideways in one motion. I understand that it takes practice to do these things CONSISTENTLY but to say you freak out and can't even complete a tutorial because it wants you to do a QCF? That's all in your head I think.

I wonder if it's because most fighting games are 2D, or mostly happen on a 2D plane? Back then left and right were the go to "move" directions while up and down were mostly reserved for speciality actions, and that held true for a lot of genres. For me, growing up playing platformers or beat em ups made fighting games make perfect sense. I learned how to play SF2 when I was, like, 7. It's not that hard. But if you are used to 3D, where something like a QCF or SRK really has no place due to how it would move your character strangely? Maybe that's the hold up. For Honor is an example of a fighting game that absolutely wouldn't work with standard motions, just based on how you use the stick to move around.

If you have ever tried playing a fighting game with a keyboard, those QCF motions can become pretty hard to pull off compared to even a controller D-pad. The diagonal inputs just don't register well in many cases. If you use the analog stick on a controller you face another issue where getting those corner taps consistently becomes harder because of the large motion of the stick. Arcade sticks with their limited stick motion help in that but doing straight left/right/up/down motions becomes a bit harder as you might hit a diagonal instead.

Some fighting games are also ridiculously precise about the timing. There's still several moves in e.g. DoA5 that even after watching videos of them on YouTube I can't pull off even in training mode because they just won't come out despite even the screen showing I did the correct motions. These were not some 3-part throw either but common special moves for a few characters. I guess that would be in the category of inputs that are too hard to put in for no good reason.
 

FSLink

Banned
There is not much footsies in general in Smash 4, not in a game where everyone can run up and shield without getting pushed/moves have fucked up priority/worse buffering system

But yes other characters like Marth and Pit are more "Ryu" than him in Smash. He's more of a powerful character, like his design is about doing combos and getting extremely rewarded for knowing how to do a DP
Will point out that isn't true. Smash 4 absolutely has footsies and it's not really a run up and shield type of game anymore, patches changed that.
 

theclaw135

Banned
Smash has an interesting foundation, but we haven't seen a game designed around it.
Just disabling the gimmick items and stages isn't necessarily the same thing.

Personally I think Virtua Fighter one of the better models for what traditional fighting games should strive for.
 

Rmagnus

Banned
Well they are quite wrong because ARMS is really fun to watch.

The last tournament for the game was extremely fun to watch especially seeing all the movements and different ARMS being used. It felt like two people dancing elegantly with how swift the movement options are especially with really skilled players.

Fun is subjective tho, I mean I love arms but I can see why some people don't find it appealing.
 

Perineum

Member
If only because the rest of the genre seems content to let input be a barrier/part of the skill gap for some reason, yes.

I never got this argument.

So let's have shooters aim for you. Racing games can speed you up and slow you down. RPGs will outfit you with the best gear and use the correct abilities on its own.

When you take out the SKILL portion of a game you are catering to a baby ass demographic that tends to fuck with SP content in a fighter once or twice, then bails out.

It needs to cater to casuals AND competitive minded folks, and honestly an input barrier only exists if you have a scrub mentality and suck at games period. If you haven't been able to do a shoryuken input consistently and have been playing games since the Super Nintendo area---that is YOUR fault and no one elses. It is not god damn rocket science.

One of the most popular franchises on Earth right now, Street Fighter 5, is constantly shit on because of them lowering the execution barrier, combo systems, etc to pander to casuals. In the end it didn't matter jack shit because casuals still found it too hard, didn't like the SP offerings, and in general didn't care to learn or stick with the game. Now what's left is a game that isn't even fun to watch or play for those who stick with a game to keep a scene alive and push the e-sports aspect of it.

I know I know, SF5 isn't dead, not even close, and still gathers the eyes of a lot of folks, but I would bet any money that if you compare this game using say Steam numbers of # of players at launch playing, to now, then compare that number to other fighters, then it is a really bad look.

Inputs in most popular fighting game franchises are not asking you to do a lot as a player, and it was games in the past that required super tight timing. Hell most Tekken 7 combos off a launcher can be mashed. There's no timing or strict input. That game has difficult movement to master, and other systems to learn along with lots of match ups to expose yourself to.

Execution and timing are like .02% of getting good at any fighters, so to dumb that down isn't going to make you suddenly be an Evo top 8 player or even close.

More in line with the OP's topic, yes Nintendo did a good job with Arms to not be difficult in execution, but still be a good game of rock paper scissors. Alas it does nothing for me as someone who enjoys fighting game franchises, but it deserves props.

Also the person who mentioned Rising Thunder is right in that game had it going on in how to make easy inputs, but still have a rewarding combo system and retain other great things about 2D fighters to actually make the game compelling to learn, play, and watch.
 
Top Bottom