By that logic Persona 4 Arena is a paragon of good fighting game design by phasing out DPs, 360/720/1080s, charge moves, and any other notation that isn't a quarter circle + button, or direction + button.
I know you're being sarcastic, but for the most part I'm actually in agreement with that. (It has plenty of design problems as a game, but if we're only talking about motions, sure.)
My two motion-related problems are:
- They removed motions ENTIRELY from a move that should HAVE one, your invincible reversal All Out Attack. The point of a move having a motion at all is so that you cannot be, say, continuously attempting to crouchblock or run forward as well as DPing, or mashing the valid DP input every frame, and that you can't do the motion for something else and then decide in one frame you want to DP.
- They have double QC's when it could just as easily have been QC+2 buttons.
And I guess it bothers me a little that sweep is two buttons, but that's minor.
Plus you can do a halfcircle for any quarter circle you like and the move will come out, so you can totally have 'em in SG! <3
@JELIFISH19
You can have presets along with tap-to-set, though. GG does. That's kinda unrelated, though, since if everyone used standard hardware you wouldn't even need a button config, let alone a preset. (And the actual config part is still worse. :^)
Plus, tap-to-set checks your buttons for you, people already don't play a test 30 seconds in SG in tournament. You can argue it might be what people are used to, but that's only because it's what the game forced on 'em up to this point.
You can't argue that having an in-game tutorial is worse, though, that's a little nuts?
If you don't want to learn, you don't have to learn...but if you
want to learn, the game itself should help you rather than
requiring outside resources.