Charge > Motion input

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Current Events » Charge > Motion input
sonic boom
https://imgur.com/gallery/dXDmJHw
https://www.youtube.com/watch?v=75GL-BYZFfY
somersault
https://imgur.com/gallery/dXDmJHw
https://www.youtube.com/watch?v=75GL-BYZFfY
Kintaro Morph
It says right here in Matthew 16:4 "Jesus doth not need a giant Mecha."
https://i.imgur.com/dQgC4kv.jpg
Hadouken
DI MOLTO!
They make charge moves good to compensate for the shitty input and boring playstyle.

Shoryukens are sexy.
This is a cool sig
Easy input, but nowhere near as satisfying
RIP Lex Megathread
https://imgur.com/NCHyNPs
Being able to charge through a crossup feels good, even though it's the weird thing where I don't actually know how it works but the muscle memory handles it entirely.
evening main 2.4356848e+91
https://youtu.be/Acn5IptKWQU
I never liked charge characters or grapplers. They're boring to me tbh
http://i.imgur.com/x04tPRZ.jpg
http://i.imgur.com/t7T392I.jpg
I dont play on stick but I think slamming the stick forward feels better than motions

On dpad I think the best feeling input is DP and honestly charge dont feel as good on dpad, its awkward.

On lever less / keyboard is a huge W for charge. Theres symmetry to back/forward, a [2]8 input is as natural as slamming spacebar, whereas motion inputs feel like dialing in a code.
https://imgur.com/gallery/dXDmJHw
https://www.youtube.com/watch?v=75GL-BYZFfY
Post #10 was unavailable or deleted.
ImAMarvel posted...
I never got the hate for charge. If anything, I find them easier to play than motion inputs tbh

Alone, yes. While jumping forward or dashing? How about blocking high while holding a down charge?

Have fun with that, I'll just be over here doing invincible shoryukens whenever I want to.
This is a cool sig
Button mashing >
https://youtu.be/du04t1yGrWc?t=17
https://i.imgur.com/TWsfIIj.gif
Doe posted...
I dont play on stick but I think slamming the stick forward feels better than motions

On dpad I think the best feeling input is DP and honestly charge dont feel as good on dpad, its awkward.

On lever less / keyboard is a huge W for charge. Theres symmetry to back/forward, a [2]8 input is as natural as slamming spacebar, whereas motion inputs feel like dialing in a code.
who tf is playing fighting games on keyboard wtf? No input is particularly hard on stick imo. Then again, that's probably because if you play stick you play fighting games enough for muscle memory to take over a lot of the process.
Enter the baller zone:
http://error1355.com/ce/Gurifisu.html
Gurifisu posted...
who tf is playing fighting games on keyboard wtf? No input is particularly hard on stick imo. Then again, that's probably because if you play stick you play fighting games enough for muscle memory to take over a lot of the process.
The HitBox controller and all it's clones would like to say hi!
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Gurifisu posted...
who tf is playing fighting games on keyboard wtf

There was a guy who hit top 16 EVO in SF4 with a keyboard, iirc
evening main 2.4356848e+91
https://youtu.be/Acn5IptKWQU
ImAMarvel posted...
I never got the hate for charge. If anything, I find them easier to play than motion inputs tbh

Can you do this simple sequence?
Dash Forward ---> Charged Anti-Air ([d],u)
*the anti-air must come out immediately, no delay allowed*

I can do the above but most people would find it easier to just use motion input for that sequence.
Kamen_Rider_Blade posted...
The HitBox controller and all it's clones would like to say hi!
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.
Enter the baller zone:
http://error1355.com/ce/Gurifisu.html
Gurifisu posted...
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.
=D
Are you a MexiCAN or a MexiCAN'T - Johnny Depp ' Once Upon A Time in Mexico '
Gurifisu posted...
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.
Hitbox is so good for charging that SF6 made it illegal for a leverless controller to output Down+Up as Up in Capcom pro tour tournaments
https://imgur.com/gallery/dXDmJHw
https://www.youtube.com/watch?v=75GL-BYZFfY
thisworld posted...
Can you do this simple sequence?
Dash Forward ---> Charged Anti-Air ([d],u)
*the anti-air must come out immediately, no delay allowed*

I can do the above but most people would find it easier to just use motion input for that sequence.

Those laymen don't realize that as long as the outputs don't conflict, the inputs don't necessarily have to come out in linear sequence.

For example, you can typically dash into a charged super with something like hold back, forward, back, forward+p

The [hold back, forward , back, forward +p] causes the dash while also counting for the super, which of course comes out right after the dash. It's not particularly difficult execution, it's just people getting it confused.
evening main 2.4356848e+91
https://youtu.be/Acn5IptKWQU
Current Events » Charge > Motion input