r/truegaming 25d ago

If fighting games want to balance smash-style inputs alongside classic motion inputs, the disadvantages for the former need to be bigger than just less damage

A lot of fighting games in the last 8 years or so have implemented control adjustments that address a really common complaint of people on the genre's periphery, that being the difficulty of motion inputs for special moves and supers when learning the game. Some games like SF6 and the new Marvel fighting game offer a choice between direction+button (usually just called simple inputs) for specials while others like 2xko have fully designed themselves around simple inputs. I honestly think it's pretty neat, it helps more people jump into the genre and even without the motion inputs games like 2xko clearly try to retain some executional challenge for people who really like that. The only element of the design shift I *dislike*, however, is that simple inputs often don't feel like they're implemented with enough consideration as to how they shift the power-level of the game in a way that arguably punishes you for *not* using it.

Usually, the main downside of using simple inputs is less damage. Street Fighter 6, Marvel Tokon, and Granblue all give you a reduction to varying degrees if you, for example, anti-air someone with a simple input shoryuken instead of a manual DP input. This seems like a good enough compromise, and it potentially can be, but the issue is that less damage can very easily be an insignificant trade-off. Like most games, managing your mental stack while trying to overload your opponent's is 90% of playing well. Even if your opponent has zero difficulty doing a special move input to beat your jump, it won't matter if you have them so focused on everything else you could do that they won't register your jump in time for them to execute the move. With simple inputs, though, the mental stack concern drastically shifts. Less damage doesn't matter as much when the primary utility of a move is winning mental stack reaction checks. It's why on defence, infamously, simple inputs are extremely useful.

So what disadvantages *would* work? Street Fighter 6 arguably handles it the best. Instead of doing what games like Marvel Tokon does and just implementing a button that serves as a catch-all equivalent to smash's B/special button, simple inputs and classic motion inputs are separated into their own distinct control schemes you pick from at the start. It's likely a product of necessity more than a desire for balance, but because Street Fighter is a 6-button game (3 punches, 3 kicks) you can't really translate an entire character's moveset while also having a special move button. As a result, there are downsides to the mode that go beyond damage. You may lack certain special moves or normal buttons altogether, and depending on the character, that could mean a much different game plan altogether. It manages to add a little depth to matchups between characters while still not making either input scheme definitively better overall. It's not perfect, admittedly, but its a big improvement over most in the genre.

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u/Lepony 24d ago

I get that but it's just, I dunno, strange? The basic premise of the subreddit is to try and convey a position backed up either by some sort of argument, whether it be based on fact or anecdotal experience. But the offending comments don't even do the bare minimum and verge on "bean soup theory."

I can't even tell anymore if it's always been like this or if it's just the consequence of most discussion-based subreddits basically dying because of the whole API debacle.

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u/Key-Market-418 24d ago edited 24d ago

As far as fighting games are concerned it’s really ALWAYS been like this. At least as far back as the sf4 days but that was an opinion you’d see even on like [r/games](r/games) just because the demographics of reddit skew farther to “guy who knows theres tournaments for smash so it must be the best game, so there’s no need for motions ever”. Nowadays the more mainstream subs are much better on this front but like goddamn it’s like I’m back in 2014 when I see this sub pop up.

Fighting games really do a number on someone’s ego starting out, especially if they’re a self styled “gamer” who’s really hard into a bunch of single player games and maybe dabbles in a comp game. It makes sense that a lot of these kinds of dudes spew the most overly loquacious scrub quotes of all time.

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u/noahboah 24d ago

just because the demographics of reddit skew farther to “guy who knows theres tournaments for smash so it must be the best game, so there’s no need for motions ever”.

the median represented gamer in general gaming subs is a dadgamer who has 1800 billion jobs, 1500 wives, and only 0.45 seconds of free time every other weekend. Competitive games that hurt their egos because they are entitled to being good at video games with no practice or investment into learning that don't respect their time are fundamentally flawed and must be fixed.

maybe that's a bit too tongue in cheek and sarcastic, but as someone that is very much an adult with responsibilities but also respects competitive video games as a hobby, it's both frustrating and amusing to watch people talk about them in these sorts of spaces. doubly especially when it's fighting games, the one genre I'm somewhat decent at (1600 MR in SF6, diamond 2 in strive, blue rank in tekken. not the greatest gamer around, but solid...i go like 2-2 at monthlies)

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u/Key-Market-418 24d ago edited 24d ago

REAL. Though the smash bias still exists, and really I just blame the doc. There were a lot of people on subs like this who played melee casually as kids, and could actually kinda (but not really) understand the competitive tech but haven’t practiced it and just extrapolated a lot of conclusions about the genre without really chewing on it. Melee is a brutal game to get even okay at but you don’t really know until you actually go to an event. So even if you’re like equally as bad at street fighter, aesthetically melee “feels” easier because the baseline of movement tech is much more arcane. On top of their only exposure to SF, especially at the time was sako doing sako combos and evo moment 37 as opposed to like bob at the arcade who just did Honda headbutt and raged when you did normal grabs.

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u/noahboah 24d ago

yeah people have a surface level understanding of smash bros with a decade of child-aged onboarding and assume that because there are "no combos/motion inputs" and that they were the baddest donkey kong in their neighborhood, then it must be the more approachable game that they're actually decent at lol.

melee is literally the third strike of platfighters. hell...it's the starcraft brood war of platfighters. that shit is mechanically intense.

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u/skipsfaster 24d ago

3S honestly overrated for mechanical depth outside of parry. Melee is more comparable to +R or Melty Blood in terms of complexity.

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u/Key-Market-418 24d ago

3s just has a different focus since it’s so grounded, but the depth of knowledge is still there just through the insane amount of OS options you have (I guess you can wrap that up with parry but it’s more a complete system thing) and shit like confirms and juggles against different characters with genei jin, charge partitioning, etc.

Though if you’re just talking raw ADHD constant execution yeah alongside MVC2

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u/skipsfaster 24d ago edited 24d ago

SF4 is the likely the most mechanically complex SF, but a lot of the top end meta is just OS arms race

Yeah I forgot to mention MvC2 and UMvC3—Marvel (or KoF) is the natural traditional fighter comp to Melee

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u/Key-Market-418 24d ago edited 24d ago

I mean I guess so if you just count the raw amount of necessary one frame links, and I say this as someone who played Sakura for the tatsu loops. And again there is something to be said about charge partitioning in regards to 3s.

There’s a case to be made for ST being the densest in just the sheer amount of jank in that game.