It helps with rolling the harder motions. If you’ve ever played on a WASD layout doing tiger knees and 360’s is incredibly unintuitive and awkward to get under your fingers, but by putting the up button where it is rolling to an up direction is like rolling an extended fireball. It’s kind of like a half circle. Also, by putting it there, you can plink up with attacks to get certain charge moves like a flash kick much more comfortably. It’s part ergonomics and part putting a direction under every finger, which gives you total control.
Hopefully my post, gives a bit of insight, too. I tried to help John!
This, along with the fact I’m a drummer so it’s more a comfortable position for my hands, is the reason I switched to SLAC. I’m waiting for the X-box/PS3 versions of the HitBox to hit their store so I can get one.
I know! Thank you for the support. I understand how people are feeling, but they’re letting the hate speech and fear mongering of a couple people ruin their perception of the Hit Box. It’s really unfortunate and hopefully one daywe can get everything cleared up and become a welcome part of the community.
Thanks for that. I used a Hitbox a while ago and I must admit I was pretty mind-fucked at the beginning, it did take time getting used to it, but it was a small price to pay in exchange for almost perfect inputs 24/7. One other gripe is the smaller Sanwa buttons, but I suppose that’s due to the right thumb having access to the Up direction?
Actually, the smaller buttons is so you can place your hands comfortably without having to reach for anything. Everything sits under your fingers comfortably. The up button would have been a 24mm button too, but we found that by making it a 30mm with our layout you can have a shared jump button with your thumbs, so if you wanted to jump with your left thumb you can, or if you want to use your right you can do that too.
It can give you some cool character specific tricks like Storm in MvC3, you can drum your thumbs on the up button and get an instant float as fast as possible since you’re essentially double tapping up with your thumbs and you can get an overhead as fast as possible.
Lol someone asked Mike Z about the hitbox and Skullgirls and he explained how he found it weird they programmed MvC3 to accept left and right inputs at the same time not cancelling each other out or one overriding the other and explained how that won’t be possible in Skullgirls showing a line of code (I think hitting left and right at the same time = neutral? If I find the post I’ll edit this post).
+1 for Skullgirls and Mike Z having common sense
No kidding. I really can’t even believe Capcom would do something like that, but hey, it happened and it’s too late to complain about it.
Found the post
Is it addressed in UMvC3?
yes ^
I hope it’s an actual fix and not just “Analog inputs override D-Pad inputs.”
I went to the store today and this chick added up my entire order in like 10 second using machines. I told her that shit was entirely too fast and demanded that she count everything up again using an abacus. If she tries that shit the next time I’m in there I’m going directly to the corporate headquarters and getting everyone fired.
What the hell did I just walk into? Is the internet against technology these days? o_O
That put a smile on my face to a rather gloomy night, and more gloomy after seeing this thread. +1. Loved the abacus part.
I dunno both sides have good argument.
In favour, if its a better way to control, why use an inferior input system?
But against, you could argue the game was made for stick inputs, and the hitbox allows consistency the developers dismissed as impossible on stick.
Personally I’d prefer to see matches where execution is made easier, and the level of play is increased.
If I ran tournaments I’d never allow this type of controller, but I don’t run tournaments anymore.
i have to be honest
this thread is a joke
Hitbox is fine in my book
it doesnt make anything that the game dont allows already
I think you’d be more correct in arguing that a console game made with no arcade counterpart was made for pad input and not stick; and working under that assumption the difference in ease in something like Plinking when using a stick instead of a pad amounts to the same thing being complained about with the hit box. Why on earth would I learn to Plink on a pad when I also own a stick?
Okay, I can do iSW with less difficulty due to triple tapping.
So what? Execution isn’t why top players are top players.
Every time someone makes a big deal out of something like this more and more people are convinced that Fighting games are about nothing but combos.
fff moves (instant running moves) are usually used by themselves as they grant you huge frame advantage on block, and not in combos.
Just saying…