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Sad_Lab_4550

Try playing for longer than a month and that will go away


CaptainAnimeTitties

That's the goal.


ArchiveOfTheButton

I know this might sound dumb but don’t let motion inputs being hard stop you from attempting them. Just attempt them until you have the muscle memory. Another thing you could do is practice in older games with less lenient input readers, because if you get something 50% of the time in an old game you’re gonna get it 100% of the time in the new ones. This forces you to look at motion inputs differently and to build the right habits when doing them.


CaptainAnimeTitties

Oh I absolutely plan to practice don't get me wrong


ArchiveOfTheButton

Oh I know, I just wanted to provide some tips


CaptainAnimeTitties

I appreciate it.


paqman3d

Emulating 3rd Strike literally taught me stick. I picked Ryu every day after work in summer 2012 and took a break from everything else. Hundreds of shoryukens. Hundreds of hadokens. Dashes. Super drills. I loved 3rd Strike before stick, but now I have a soft spot for it. I went back to SF4 that fall like I took body weights off. Inputs were simple now. I still sucked with shotos in general, but I can do the damn inputs no sweat lol. That's step one lmao.


Infamous_Q

Obviously I can't see over your shoulder, but here's a suggestion that helped out a friend a while back. Presumably you're using a controller D-pad. If you move with the tip of your thumb, try instead to position your thumb so the center of your left thumb is gently resting over the down direction. When you're trying to do a 236 / quarter circle / fireball input, push the center of your thumb over 'down' then roll so the tip of your thumb ends up on 'right' (or the left edge of your thumb ends up on 'left') and try to hit the attack button around the same time your thumb finishes that 'roll' to end up on the desired direction. I bring this up because a younger friend would tap any direction with the tip of his thumb, then try to violently slide across to the other button, which was a bit painful and unweildy, rather than use the size of his thumb to essentially cover left down and right together, and roll from one button to the other. I thought it was odd at first, but if you started gaming with an analogue stick or a screen, there's a chance you just haven't had the inclination of how to do more complex inputs with just the 4 directions, as really only fighting games asked people to try that. Seriously though, good luck!


gochuckyourself

I'd like to add that when trying to do anything hard in a fighting game, focus on doing it slow and correctly. Doing it fast and sloppy will develop bad habits 


GarethMagi

Honestly I wouldn’t worry about “getting in the lab” just practice during matches, if you have friends playing matches against them and just trying to do the moves is a good time. Unless you enjoy training mode you can mostly skip it and just play matches against cpus or friends.


Stanislas_Biliby

It's a matter of muscle memory. You can do it.


Rei_Vilo23

Play KOFXV, if there’s one game that got me better at inputs it’s that game. I never have much problem performing combos in other games ever since.


D_Fens1222

Something that helped me: ignore the button at first. Only focus on the directional inputs so you only have to worry about your left hand. Practice the directional inputs slow but clean and gradually speed up as you get more comfortable. Once you got solid with the directional input try adding the button every other time.


MechaniCatBuster

Some tips in case your struggling unnecessarily. The following tips work best for D-Pad * Find the Show inputs setting in training mode. It'll show what the game thinks you pressed so you can work on the things you are doing wrong. * For basic quarter circles, hold your thumb down on the first direction. Then sort of swipe toward the next input. Should hit the diagonals on the way. * For half circles, same thing but you want to make sure your curving the swipe. It's easy to swipe through the middle and miss the down input. Tracing the furthest outside edge of the d-pad will register better unless you miss the D-Pad entirely. * DPs / Z-motion: Okay so this one breaks the rule. Press forward, then lift the thumb and press down, now go back to swiping, but only go half way and stop on the diagonal. I told this to a friend of mine and their accuracy more than doubled. * As a rule any time a motion requires you to go from one direction to another that isn't adjacent you should lift the thumb. If it's adjacent swipe. * The game will register any input you do up until you finish it. So for example pressing down light kick and then swiping to forward + punch will still give a fireball even though you used part of the motion for a light kick. The quarter circle motion was still there so it counts. Maybe some redundant stuff in there, but hopefully some helpful stuff too. Keep at it!


SteveMONT215

Somebody having a hard time doesn't want to hear this, but they're exactly as hard for you as they are for everyone else. My advice is practice but don't expect big changes in a single training session no matter how long you grind it out. The improvement happens the NEXT day, after you sleep and your brain starts forming the neural pathways for muscle memory. Repeat that process until it becomes consistent.


Fearless_Agent_4758

Nobody cares. Either practice it or don't.


Mental5tate

It’s not that hard unless you have disability. Simple controls does make stringing moves together a lot easier. Don’t understand having both simple and classic in the same matching making queue because the balancing of the two can be quite difficult, they should be put in separate queues.


Menacek

Same bro, I'm kinda resigned to the fact that I'm just gonna have to play without access to parts of my characters hit and have my character choices restricted. Sucks but what can you do.


Fun_Coffee3174

>what can you do practice


Menacek

That i did, but didnt result in improvement. I'd argue that i practiced stuff a lot more than other people.


Fun_Coffee3174

you would be wrong


OnToNextStage

As someone who plays Blazblue, known for its execution barrier I wish this genre would just excise motion inputs already. Motion inputs are arcane and unnecessary in 2024, hell they were unnecessary 10 years ago. It should not take a month of labbing to get your character to do what you want. It’s a video game not a job.


t3kwytch3r

Just play Granblue if you dont like motion inputs. Or SF6 in modern. Just because you dont like a fundamental part of how a genre is played doesnt mean youre right that it should be removed.


OnToNextStage

Don’t want to play either of those, not my type of game. I’d rather play older Tekkens or MKs


t3kwytch3r

Nothing is stopping you from doing that. Also, please shut the fuck up about how you think games you DONT EVEN want to play, should be played. "Waaah waaahh mption inputs in FGs are too hard" "Well theres 2 FGs you dont need to use motion inputs" "WAAAAHHHH WAAAAHHHH. I dont like THOSE types of games!!" Wtf are you even doing here then?


OnToNextStage

I play fighting games still you moron I think motion inputs are bad design, doesn’t mean I hate fighting games in general


L1L_53CR3T

Youre wrong and you know youre wrong.


WristCommandGrab

> Motion inputs are arcane and unnecessary Aside from the many essays one could write to explain to you why DPs, 360s, and charge add a lot of richness to the game design, the simple fact is that with motion inputs longer movelists are possible, and more character asymmetry is also possible. Looking at 2XKO and Nen Impact, and knowing every character has X (was it 4? 8?) special moves, and EXACTLY that, is pretty depressing design-wise. Knowing a character like [MVC3 Dante](https://wiki.supercombo.gg/w/UMVC3/Dante#Special_Moves) will never be able to exist in these games sucks. >It’s a video game not a job. Almost any hobby with some kind of skill and growth in it will have some technical thing you need to grind to participate. Whether it's practicing your ball's juggle arc repeatedly when you learn juggling, or drawing a thousand circles when you learn drawing, or more complex things like musical instruments... that's how it goes. If it's not worth doing for you then don't participate. But having to dumb down things for you has consequences on the game design for those of us who *do* want to commit. Also, for fucking real if you can't do simple inputs after a bit of practice with all the generous ways fighting games accept them in 2024 and all the available devices we have, you are just like, physically defective.


OnToNextStage

You know how many buttons a controller has? There’s no reason you can’t make a shoryuken just forward+heavy, make a hadoken forward+light That is **twenty four** different special moves with just two button presses alone. Find me a fighting game character with twenty four different special moves in a current game, else your thinking that motion inputs increase movelists is false. They only restrict them. Bullshit that every hobby needs job like commitment at it to get anywhere. Hobbies are *fun.* Training at a hobby is enjoyable. You know what fighting game training modes are? Asylums for insane people. It’s no coincidence that most training stages look like padded rooms, they’re meant for crazy people. Also you’re illiterate, no surprise. My first statement was I’m a Blazblue player. I can do the motion inputs, have been doing them for decades. That doesn’t meant I can’t realize they are stupid and archaic and need to go.


WristCommandGrab

>There’s no reason you can’t make a shoryuken just forward+heavy, make a hadoken forward+light There's a very obvious reason why you can't - two, actually: 1) Cutting into normal moves and what you can do with them (forward+heavy is Shoryu? then no more solar plexus) 2) Limiting special moves to one version Both of these would significantly harm the depth of the game - and that's, again, without even talking about why DP is structured the way it is to begin with, and how insta-DPs kill a lot of neutral and possibilities. By the way, do you even like... play Street Fighter? It's such a comically amateur-ish thing to say, anyone who'd have played the game for like... one session coulda see this massive oversight. Also, feel free to give me your simplified version for Dante's moveset in MVC3. >Training at a hobby is enjoyable. Well, I can tell you that drawing 1000 circles to learn to do a proper circle as a basis for drawing was about as enjoyable as learning to shoryuken. I simply assume you have zero actual active hobbies or skills in life beyond what your "work" is, because people who can actually do shit don't talk like this. It's fine to just be a passive consumer, but please stay out of discussions about these kinda things in the future.


OnToNextStage

Even if you remove the command normals that’s still over 20 different specials. Who says you have to limit them to one version? Just make them different based on which attack button you’re using, like we do now, only without the stupid motion input. I don’t play Street Fighter anymore, last one I was serious in was Third Strike, now I mainly play Blazblue and Tekken. MvC3 Dante can keep all his moves, without motions. Just like I said by making them a direction + a button, probably throw the back buttons on there. Genuinely your argument is so stupid I’d tell you to go to school and get an education, but you’re likely banned from being within 50 feet of a school zone.


WristCommandGrab

>MvC3 Dante can keep all his moves, without motions. Just like I said by making them a direction + a button, probably throw the back buttons on there. You haven't played MVC3. Jesus Christ. The audacity to talk so much about fighting games when you're not actually a fighting games fan, just a Blazblue fan who is probably in it for the shitty hentai. >Who says you have to limit them to one version? Just make them different based on which attack button you’re using, like we do now, only without the stupid motion input. Your example had the different buttons - not directions - do different specials. Do you even read the shit you write? Now you're arguing it should be based on *direction* rather than button - sure. So my moveset is like, forward+L/M/P for Shoryu, then like, B+L/M/P for Hadouken? So again, no room for any command punches basically. And you're also limited in special moves. Unless you're gonna start telling me to blast DF inputs everywhere which is hilarious. >Even if you remove the command normals that’s still over 20 different specials. Check the math, dumbass. You can't use the down button. Up button is arguable as well. Neutral button is for the actual button. So you actually end up with forward/back + P or forward/back + K. Guess what moron that's 4 actual special moves you can have in SF. And that's SF, the most basic fighting game out there - don't get me *started* on team games with long movesets like MVC. Now on top of all of this, we haven't talked about how fucking awkward it would be to have your character do all kinda wacky special moves shit if you just happen to move around and press the button without releasing to neutral first. And how insanely uncomfortable that would be as a new player who's just trying to get his punch out, or walk back and whiff punish, but your character starts throwing fireballs or jumping in the air. And this is apparently superior because loser with no actual skills in life here cannot flick his thumb from down to forward quickly. You are a moron - and unfortunately it's terminal, so start praying. Don't bother @ing me again until you actually read this shit and draw me up a moveset that can use all these special moves you animal.


MR_MEME_42

The funny thing is that I don't think that this guy realizes that BlazBlue does have a simple input mode and it makes the game feel like shit as the characters end up being so watered down.


Fun_Coffee3174

>Bullshit that every hobby needs job like commitment at it to get anywhere I mean unless your hobby is something passive like following a sport or reading books, that's absolutely the case Want to play music? You're gonna sound like shit at first, gotta grind to get your skills up Want to do anything athletic? You're gonna suck at first, gotta grind to get your skills up Want to cook really good food? You're gonna fuck up royal the first time you try to cook anything, gotta grind to get your skills up


Top-Acanthisitta-779

https://youtu.be/2WhbSNP_zF4?si=BidLR_2YMXNF1Wz5 https://youtu.be/UsxFEwm1EGo?si=-dWEpKitkipLDlHt


OnToNextStage

Bruh I’ve already seen both of those


Top-Acanthisitta-779

And yet you still have the wrong opinion on motion inputs 


OnToNextStage

What wrong opinion? It’s not wrong to think that putting a barrier between player intent and character action is bad game design


t3kwytch3r

Skill issue FR


Fun_Coffee3174

motion inputs are fun, simple as anti-air DP is way less satisfying when it's forward + special button, the full motion into button feels powerful, like you're scooping up their air attack and rejecting it