Controls...

Does anyone else find the controls to be a little… sluggish?

Like, in Marvel, you have full control over what your character does. In this game, it seems like sometimes my guys are on roller skates.

And every time I try to get sexy with a good mix-up… the shit never works. Like if I hit air-to-air B with Batsu, I’ll dash under then try to IAD back over the top of their head, but Batsu just IAD’s the wrong way. I guess I have to hold the wrong direction or some shit… IDK… I haven’t tried it… but there just seems to be too many instances where I get some shit going the wrong way, or some move that I didn’t want at all.

A lot of the mix-ups I’ve come up with require me to input moves backwards and shit… The game just feels really sluggish.

Anybody else with these problems?

I have noticed that in a lot of situations where I walk under and try to 2a, I’ll get reverse DP instead. I’d be curious to know if its something with the game mechanics and not just me having sloppy execution.

What are you using? converter,classic game pad,etc etc

Also there is a EVO type mode that you can turn off from the options. Believe the default is off,but you might have turned it on by accident. It is called easy mode, so I assume that must launch certain special attacks without you doing the motions /shrug

If you are walking forward you shouldn’t be geting a reverse DP out hehe

I’ve noticed some control problems myself, and I think that part of it has something to do with the new move inputs along with the three attack buttons. I find myself doing Hurricane Kicks and such without intending to, and because so many normals have to be mapped as command normals for the Street Fighter characters, I sometimes end up pulling out things I don’t intend to. I know this is different from what you’re implying, but it annoys me.

Also, I think the move inputs are a bit too loose. I find myself doing accidental shoryukens even more than in 3S.

I actually have to agree about the loose controls because I have issues with Mega’s launch immediately shooting a shot after launch, basically ruining an aerial rave before it even starts. I know why it does it too. Holding :snkc: while doing anything start to charge the buster, but what annoys me is that the charge immediately starts and even if you let go of the button, it holds the charge until the move ends, thusly, I hold :snkc: for a split second too long after a launch, an invisible charge starts, and instead of chasing, Mega fires a shot, and I go fffffffffffffffffff. I kinda wish the controls were a SMIDGE tighter.

Anyone who has played a character with a charge move with an overlapping command can tell you the command interpretation is somewhat fucked up. Its a common trend among the first in a series of anime games, hopefully its improved in the sequel (that hopefully happens) . The best thing I find to deal with the limitations is just make sure your stick goes to neutral for a substantial amount of time before performing any unreliable motions.

Heres something I just noticed that I haven’t read anywhere.

If you jump over a character to do a cross up traditionally, your inputs must be performed as if you were still on the original side you started with (the side you are facing). That is to say, with ken the eagle on 1P side, jump over ryu so now that ken is in the air, over ryus body so ken is now on 2P side, do a dragon punch and you will get flying eagle move.

However, if you attack in the air on the way up, then dry to cancel to a DP, you’ll generally get diving eagle kick. This is because if you attack on the way up, your character turns around to face the opponent after a jump. So like cvs2 and other games, part of your dp input actually gets flipped and you’d get a half circle. Similarly, if you wait until your jump over attack completes, your character actually turns around, and inputs can be performed as expected.

In short, commands are always interpreted based on how your character is facing.

This seems like somewhat of a side of effect of the one action per jump rule in the older vs games. Normal jumps are more like super jumps, with unlimited actions available. In vs games, your character wont turn around for normal jump (if you don’t pass through a neutral state) but will for a super jump, thats why dash under resets are more reliably done with super jumps.

This seems like it can be very useful in altering angles of attack, using attacks that dont cross up in crossover attacks, etc. One interesting (but useless) effect is that ken can jump over someones head and immediately throw a boomerang right after crossing over. Check out the differences in your characters’ jump over C, and whiff jump over a, jump c. Its interesting.

edit: This also applies directly to the direction your assist faces when called.

this game is wayyyyyyy too generous with accidental dps. i think we’re all going to have to get used to hitting 2A instead of 1A

also to add to the problem, try going into training mode with infinite meter and just mashing all three attack buttons. the game will randomly give you a megacrush or qcf supers every now and then

you can even turn the key display on, and the key display just says light medium hard, no directions, no assist button

if you hold down back and mash the three attacks, the game will often give you dp supers instead (?!)

Thats pretty wacky. I was getting the wrong moves a lot last session I played with Alex and Tekkaman. I love them though…

yeah, sometimes im holding d/b and im not blocking at all, and i just get raped. it annoys me, but it could be just me and this shitty gamecube controller. gotta get them converters soon. boosh

I get hit a lot when I think I’m blocking too. I have a hard time finding the corners on my 360, which has never been an issue for me.

I dont have any issues guarding, but if i do have any charge moves, holding down+back while doing my lows is a very bad thing if i want to combo into a DP or QCF motion. Have to reset to nuetral real quick, like ski said.

Ditto. Doing Rolls 2a 2b 2c qcf a is impossible without resetting to neutral. Otherwise I get her broom sweep move.

What convertors and sticks are you guys using?

When I played it at a NE casual event they had the Wii Fighting sticks (wireless ones) and there were no input issues with that as far as I can remember.

again, i think we’re all going to have to get used to doing 2A instead of 1A. that should eliminate accidental charge moves as well

… but with roll you want a charge. 2A 2B 5C into 46super is the only thing she has that does any damage (without baroque)

wthout a power up charge, sure, but with one…

2a 2b 2c roll sweep mashed does about 11 to 12k. Thats a 4th of ryus life. not too bad.

Yeah 1A is going to be necessary and hard for me to break from using d/b. I’ll get dps with Alex all the time when someone crosses over, it whiffs, and I try to low jab them.

I really think I’m going to like a square gate for this game, when I prefer 8-ways for everything else. The stock Wii hori seems to do well even with the horrible buttons.

Whats the deal when some IAD over me and I know it’s coming so I tap F,F and my character turns around and dashes the other way into there attack. :confused:

You are lucky your character dashes. When I dash under my opponent, i get random DPs.

This is why I use the 3 button dash, way less input issues and you’ll get an advance guard if you’d get hit starting a backdash.