zeknife
Well-Known Member
I use 9 buttons right now via the power of right stick assists, the only reason I don't have a dash macro is that you still can't bind shift to anything (Among a bunch of other nice keys)
I use 9 buttons right now via the power of right stick assists, the only reason I don't have a dash macro is that you still can't bind shift to anything (Among a bunch of other nice keys)
That's irrelevant, and you're assuming I said something I didn't say.The year is 2014 Mike, people play on pad, stick, and hitbox. Arcades are dead or on life support in every single non-Japan country. The longer time goes by, the more that sticks & pads will be just a choice and not a standard. You made a fighting game that went straight to console, you should know this.
How exactly are we supposed to know when you're thinking out loud vs. being on the verge of declaring "every tournament I'm at will ban macros on sticks, and I'm going to make PS3 sticks not have macros on the PS4 version"?
When I say things like "I am just evilly contemplating what it's possible for me to do" that is not "this is happening!"
That's pretty much why I said "completely," as in "I would be 100% cool with this rule, if..." I would mind if SG tournaments were to suddenly change to a 6-buttons-on-sticks-only rule. However, not so much so to not enter any and thus not support the scene. (No lie: not saying this as a "call out" to any of you BTW)I'd hate to relearn what my muscle memory has learned in more than a year of SG. Then again, you could ask if they manage to get a B-type layout where you can use as a call assist, not just "modify it because it feels awkward to me".
Edit: also choosing what kind of Tag in you'd like in the controls settings should be fine
I... don't know if I can agree to that. Your hand has to adjust a little bit fast during combos/resets anyway. So something that is as naturally normal as pressing two buttons that are vertically next to each other, to call an assist during well... in some to most cases, the neutral game. I would think it would be as easy as dashing up and grabbing the opponent. While perfectly being able to do something else immediately.My first concern would be that A2 becomes awkward to call
MP+HK is decently natural to press with a normal hand position,
repeatedly calling A2 in neutral with HP+HK means you have to re-position your hand all the time
Not sure how it would feel, of course
The second concern is of simpler nature - that'd be a kind of exceptionally large change to the input mechanics, and the game is kinda old at this point.
Look at how some PW players are crying over Install becoming 421KK, simply because they're not used to the Input (and Install only "recently" changed to QCT-KK)
I am not. It is a lot of work for a thing that affects very few people, doesn't satisfy everyone anyway, and which I disagree with.
Wiz has banned this at EVO. UFGT is the outlier as most folks stick to EVO rules (and it doesn't matter anymore since there's no more UFGT).Since when??
I know for sure that neither SF4 nor Marvel3 ban this?
Full Schedule had WIRED two buttons to be multiple DIRECTIONS (upback, upforward) at the same time, and it was allowed at some tournaments (UFGTX!).
People in SF4 either use eg PPP macros -- or worse, use the 8 buttons to have a 2nd LP and a rewired Select on their Stick, to get access to easier Back-plinking.
To quote the rulings from the (by your opinion) "best-run tournament ever"
http://ufgtus.wordpress.com/2014/03/16/hardware-button-bind-ruling-for-ufgt10/
"Hardware Button Binds, so long as they trigger all of their inputs on the same frame, will be allowed at UFGT10 and any of my future events. These Button Binds must be either directions only, or action buttons only."
Clearly allowing a Button that presses LMH at once -
And this is talking about REWIRING the stick to do things OTHERWISE NOT POSSIBLE IN THE GAME; an entirely different case from "Going to the Button Configuration and binding your buttons"
And obviously neither a hardware macro like that, nor doing something that is explicitly allowed by the game itself (Button Config!!) is in any way, shape, or form comparable whatsoever to Turbo - which is
1) Not part of the game itself
2) Multiple automated button presses, one or multiple frames apart
3) Allowing things which are humanly impossible (I can't press depress press depress the same button 30 times per second)
Turbo is more akin to programming a "macro combo", where I hit a button and then my Stick runs through an entire combo; that has literally nothing to do with the question at hand.
I have no idea how someone who wants to avoid Half Circles, laughs at games requiring 3 Buttons for Supers, hates execution this, hates execution that, gives leniency on every input, etc whatever.. suddenly thinks it's reasonable to expect everyone to be able to press diagonal buttons on the same frame (and it is crucial to get this right every time; If you do it wrong, your "Downback+Updocall vs a Low" turns from 'landing a combo on your opponent' into 'getting happy birthday'd'; about the hardest possible swing between "Got input right" and "Got input wrong" you can even have in the game) -
And it's not like this is for some "special technique" which beginners have no access to (PBGC, Wavedash, Similar - those aren't easy, but they're also clearly advanced mechanics, which you don't even attempt until you are experienced), but for literally the most basic thing one can do in this game sans moving the stick / using one of the 6 attack buttons.
5 Frame input delay on Macrobuttons on Stick sounds like the most convoluted arbitrary execution barrier anyone could even dream up. Are you trying to get hired by Capcom?
Alright, fine. Thanks for responding.I am not. It is a lot of work for a thing that affects very few people, doesn't satisfy everyone anyway, and which I disagree with.
I did a lot of research into who hit what for what actions before we even made the Filia-only demo. Not to mention that MP+MK reduces your assist options to one set of buttons and one strength of special.
Sorry. :^S
A fellow Tsubaki player I still miss the old hold back, forward ball -.- that screwed up some oki game in the corner, as well as some combos... gosh :|
Why did you list that?
Since you're "looking for an actual MVC2 control scheme", I remembered that commands were something like this and listed them for those who didn't knew that, or where you talking about something else? My bad then, I misunderstood you words.
Oh. "Looking into" as in "seeing how difficult it is to make it in SG". Although I guess there are people out there who don't know what it is...
Yup, I guess I'm one of them, thx for the detailed explenation.
1. Good job quoting a wall of text
I use 6 buttons, and my Pinky for both HP and HK. #bestpinkyeu
I don't think the two are comparable at all.
If it's any consolation, I knew you weren't serious. The same thing happens to me all the time. What you need is an evil thoughts piggy bank, where you write down your evil thoughts and put them in. Then, when you're feeling particularly evil, smash it open and then read them, but then do nothing because you aren't a bad guy after all. And then get a new piggy bank. *shopping montage*
The poll is kinda missing 6/8 button Hitbox(Keyboard), at the very least.
Added. People can change their vote to that preference if it was missing before.
What? People were cutting their hands on buttons? Can I get some more info on this? I've only heard a little bit about SF2's earlier, pressure-sensitive controls, but not much.
Easier assists m8
OH oops I misspoke it was SF1, gah. SF2 started with 6 buttons, which was my point. (I'm not gonna edit the post though.)
This refers not just to macro dashing, but all buttondashing