SFV Lounge: No News after the grass, 10K POWERRRRRRR

No skort, you’re dodging the important part of the post: there have been 2 instances where using hitbox gives you a distinct advantage in game that other input devices wouldnt give you access to.

Thats different from “so I just like it”.

Then we found the season 4.5 patch notes.

Hitbox controllers no longer compatible with SFV.

Rise up.

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I would actually be surprised if a hitbox wasn’t a mechanically better way to play fighting games.

If you look at what it does for the player it is a pretty big deal: removing the need to do complex, nuanced wrist movements and replacing it with finger taps. In a really rough way it is similar to what happened with the original SF1’s pressure buttons turning into the 6 button layout. Breaking the inputs into mechanical switches for each type makes it a lot easier for the player to get exactly what they want, when they want it.

Player preference is always going to be a factor and the legacy of using a stick to play fighting games is strong. But from a pure mechanical standpoint a hitbox makes total sense as the way to go.

I’d actually like to give one a shot at some point but I am on a fighting game island so I would have to fund that experiment myself. Not feeling that bold.

Laugh at it, but there are at least two documented instances of hitbox users gaining clear mechanica advantages not available to others.

There is no question that a hotbox is mechanically better.

A better question is, is it enough of an advantage that it’s an actual problem? Or more importantly does it ruin the games?

Because if it’s just an advantage but doesn’t ruin the games… then I would lean more towards saying that everyone should just learn hitbox.

EWGFs are stupidddd easy on hitbox, like holy shit lmao. :joy::joy::joy::joy:

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Ease of use is only a balance issue if the game is designed around the expectation of execution barriers.

The other problem with hitboxes is just that most games before a certain point didn’t have to accommodate simultaneous mutually exclusive directional inputs. That’s a real issue, but one contemporary game companies ought to be solving themselves.

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And wasn’t there some shit in UMvC3 where pad and hitbox could block left/right mixups at the same time?

It’s why it doesn’t pay to make games too execution heavy anymore. There’s a wide gamut of what’s accepted to be a playable peripheral for a fighting game and people can just keep slipping through the cracks things that slowly divide what is executionally difficult.

SFV works out that because the game works mainly on reaction/visual based execution rather than finger gymnastics/lab execution, there’s never going to be a day where only hit boxes make top 8s. CPT top 8 was all arcade sticks and the guy who won Evo was a pad user. Good mix of stuff. Same with like Alpha 2. Hit boxes won’t do too much for you there because it’s not a finger gymnastics fighting game.

Fighting games never really had a defined peripheral to use them on because good arcade sticks were never very accessible on consoles and PC never really was a huge thing for fighters until recently. Add that in with the mod community and that just allows for a mess of things being accepted peripherals. Including steering wheels.

In theory someone on a hit box could consistently beat all the top 8 gods in Melee, but it’s all theory and they’d need to also be just as good or better at the textbook and reactionary aspects of the game than they are also.

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How easy are EGWFs on a steering wheel? Or a Rock Band drum set?

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When are you guys gonna man up and play fighting games on a Dance Dance Revolution pad.

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I use a modded keyboard with a mouse attached for movement. Get on my level, scrub ass niggas.

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Your gif got hot linked into obscurity.

I’ve played SoulCalibur on a DDR pad already.

Edmund 2000 and late with the real tech.

We had sticks until dirty pad scrubs were allowed because of consoles.

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Well arcade cabinets weren’t going to last regardless. It was only really a hard culture in Japan.

And thus the pad apologetics begin. One button dashes are the devil.

Dont @ me.

Better solution.

Make walk speeds good and then just don’t have dashes.

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Even though you can play Tekken with all controller types at any level, I genuinely think Hitbox is the superior controller type for 90% of the scenarios that actually matter in that game. There are some few character-specific corner cases that get harder, but a lot of other specific stuff gets easier too (P1 EWGF is easy, I’m not exaggerating), and more importantly, basic movement/safe backdashing is waaaay easier.

For everything except super-fast wavedashing and P2 electrics I actually think stick is the worst thing to play Tekken on.

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Since I consider you two @Pertho @deviljin_01 the old school guys that have a deeper understanding of fighting games than most, I’d like your opinions on this: do you believe the transition (as far as being the starting point) to home consoles for fighting games is ultimately the reason for easier controls and execution we see in most of them today?

I ask because with home consoles being the base, the design would mostly revolve around controllers than Arcade Sticks. By “easier”, I’m mainly comparing them to the games from the past like 3S, MVC2, CVS2, etc.