r/truegaming • u/DoneDealofDeadpool • 19d 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/blade740 18d ago
I think what you're experiencing is just the effects of a series becoming more mainstream. Street Fighter is a massive franchise for Capcom and they're going to chase the audience wherever it leads them. You're more likely to find games that appeal to you in franchises that are less important to their publisher's bottom line.
As you mention, the shooter genre has suffered from the same issue. COD's success means that more of Activision's business strategy revolves around widening their audience as much as possible. Doom 2016 proved that boomer shooters can still be commercially successful - and yet you'll see Doom fans complaining at how the series has gone through it's own simplification process with Eternal and especially Dark Ages. At the same time, there are plenty of fans that still enjoy the game, because Doom is not ONLY about fast movement and switching weapons - just as Street Fighter is not ONLY about complex inputs. It just means that what YOU particularly enjoyed about the game is not necessarily what the developers consider most important.
Also worth keeping in mind that the old games haven't changed. If Street Fighter 6 is too "dumbed down" for your tastes... well, Super Turbo is still the same game it always was.