Pad will always hold you back.
That’s true for pretty much everything, except for rapid LoVs and TTTH… But that’s only because of how (at least 360) consoles handles inputs on pad…
When I was playing pad only, I started with only the analog stick. Eventually, I learned to incorporate Dpad AND stick in the same combo, IE WFuki, I’d dash with the Dpad using my right thumb and input DP on the stick with my left. That may sound/feel awkward at first, but it shot my consistency through the roof. After awhile though, my thumb stick wore out and I was forced to learn Dpad… That was rough, but it was for the best in the end.
Been playing pretty much exclusively on an HRAP for about a year now, but every once and awhile I’ll mess around with a pad trying things like tachi Gigas or TTTH.
Fun fact: I used to play on ps2 pad and saturn pad many years ago.
I forced myself to learn stick so I can hold my own in arcades. So I got a HRAP to train. Even though I was frustrated in the beginning losing games and knowing that my execution would’ve been better on pad, I kept training to get better and never settling on going back to pad. It worked! Now my execution is amazeballs
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I use the 360 pad d-pad for all the fighting games I play. Doesn’t make me any less good than the guy with the stick: but I do miss out on those nostalgic values. -_-
IMO pad players end up compensating for their inability to do simple things with different decision making without realizing it. drumming links, kara throws, certain target combos, all really simple to do on stick and needlessly complex to do on pad. I’m not saying they’re impossible on pad but it’ll be more effort for no benefit. so rather than go for something that’s hard on pad, you’ll decide to do something else instead.
and if you ever make it an arcade to play, your sticking with pad becomes a detriment.
if you just want to play online ranked against randoms it doesn’t matter either way. if you want to get good and play offline against strong players it behooves you to learn stick.
I’ll learn stick one day, but right now I can do all this stuff with ease from practice. Kara throws are no problem either. I completed all the trials as well. I suppose my practice with the pad just makes me feel the rhythm and I can perform most links easily which include Vega’s one link l
I’m just talking 3s. I’m sure it’s different for SF4 or other games. I know there’s a lot of pad players in 4 and 360 is the standard so it’s probably fine there.
Oh yeah crap sorry. Third strike I don’t have much problems but I do agree it is a lot harder to use for a pad and I struggle a lot though I did have a great game against that biggiiesmlz dude.
No excuses, people.
Here is my third strike set up at the moment. This is for all you naysayers and haters. I really put in the work.
http://i.imgur.com/kiAunTS.jpg
Then again, I’m not winning much…anyway. Can you guys believe that thing fell off mid game? Layers of it had begun to fall off after about a week and so now I just use the analog stick.
I remember some people that played using keyboard that could beat most people on here.
Drumming for links is just as easy. It makes doing kara super easier for me.
Kara throw is just as easy. Just slide your thumb from mk / mp to the throw. Might depend on your character of choice.
I think charge partitioning is way harder on a pad and is way better using a stick. Though I dont charge partition much.
Target combos I think may be harder on pad. I dont play many characters with useful target combos.
I think what it is, is that most people who play SF3 use a stick. If you have many players using a stick, theres a higher volume of people and the higher the chance you’ll find someone very good using a stick.
I think overall a stick can give you more possibilities. There are some advance techniques that involve having Neutral in the input that are way easier on stick. I think pad is a little behind stick, but not as much as everyone says. A lot of great people play on pads. I think it depends on the character too If you spend time on it, you naturally adjust the way you play to perform those techniques. As seen by those people that played on GGPO and supercade with a keyboard
Sometimes I have to, and I hate it. People who can do it well are gods of men.
Should see those people using keyboards. Its a big wtf.
Wuziq
I’ve played this on
keyboard, XBox pad, PS2 pad, American stick, Japanese stick, and recently PS3 pad.
I’m a bad ass.
Yeah but you still suck.
Now gimme yo cheerah!
Where the fuck were you tonight???
Those guys with forward dash, back dash, forward dash back to back are probably on pad.
If you’re still trying, the “claw hand” grip is an inbetween, to be more like an arcade stick. Your whole hand over at least 4 buttons, instead of just your thumb. More fingers to press what you need to. Makes sense right? With needing to press 2 buttons for throws or EX moves without a crutch in 1 button PPP or the all 3 kicks macro.
Then its also easier to cancel from a button into another, you can now double tap and be more comfortable. But on pad, there’s downsides like Lance said, to be specific: The easy neutral of a pad for parrying can be a burden when you learn more, and that one tap you intended isn’t a clean input and can even be a dash big mistake. Or a longer, hold, than just a buffer.
F
D
Kick
DF+Punch
as a simple input can be messy with little room for error, and the pad wants to do what it wants with little give for precise input motions. That “shortcut” crouching low kick into Shoryuken, 2 in 1 special cancel, just got more complicated.
The Shortcut - being that its a way to be able to do it after a crouching attack that can throw you off from it being too fast after going from down+the Button, to a full Shoryuken motion from that position and the window to cancel is over, all you got was the crouching kick out.
The same way, what if your character has a Command normal with forward motion. 2 Kinds of the same attack button when standing.
And you want Towards, standing Medium Kick, Down, Down Forward to Shoryu. Not Towards+Medium Kick which won’t work, and you’re left in a bad position or worse all from a dropped combo right at the beginning.
So you compensate and do the full motion after your button. Nothing wrong with that, there’s more time - it feels like - to do it after a standing normal attack, but with a small cancel window on some moves or what it feels like on different versions, like in faster online play, maybe you want it the first way to not miss your chance at a punish situation of guaranteed damage. The characters without a command normal on a Medium kick, for example, can hold forward and bypass this problem, incorporating that hold motion into their shoryu motion as the first part with ->
Or :forward: if that works again. :f: ?
That goes into 1 more QCF becomes a Super Cancel & even doing a Super after a confirmed hit later. Learning both ways and the when and how.
You can also learn about “negative edge” to make things easier but you don’t have to use that since it can get more complicated, and there’s probably a lot less talk about it anywhere. Incorporate it later if it works for you or if you understand that way more. Just think about Fireball->Super, and things like that since in addition to standard double QCF Super, thats one thats more common in this game than other games, even within the same SF series.
Or HCF-QCF since you said Alex, and that applies to his Charge Dash Elbow. Someone who knows how, please explain Makoto Dash Karakusa! I’ve never, ever done that.
My philosophy is that -on a technical level- if I can do it then anyone can do it. I’m able to charge partion down but charging back is much more difficult. I can partion Stomps and Remy’s dash in Flash Kick very consistently. Still using a controller.
Even if you can do every move on a controller, the fluidity just isn’t there when it comes to precision, timing and continuous repetitions of them.
I used to play pad for 4 years. Looking back, I can see the huge difference it makes. If you ever watch MOVs hands at Sunroute, that type of precision just cannot be translated into pad control.