Daigo used said PCB and said he thought it was an unfair advantage on stream, and that he “didn’t mind if it got banned”.
If anything’s happening with this, they’ll just ban all Hitboxes probably. Easier to enforce than checking the PCB types, so makes sense. As someone who plays on Hitbox I’d definitely be pretty angry if someone banned my controller though, but thankfully I don’t compete in SFV.
There are games where it definitely gives you a mechanical advantage. That much has already been demonstrated a few times. But I don’t think its that much of an issue across a broad spectrum of games.
Daigo also said that SF5 was a masterfully made game in his book IIRC (something to that effect was told to me buy a guy who owns it). Daigo suspect AF.
There’s a difference between giving a mechanical advantage and allowing things that aren’t otherwise possible though. I don’t believe you can charge as well on other controllers as you can on the Gafrobox-thing Daigo was using. That is potentially problematic, because you can’t overcome that by practicing harder with other controller types.
Conversely, something just being easier on a particular controller type isn’t a problem. If it was, you’d be allowed to complain about arcade sticks in SFIV because plinking was easier there than on pad. You can overcome that by sheer force of GIT GUD
Really though, how different games interpret SOCDs is really inconsistent. Which is why f+b=neutral has been a standard for years now, and why I’m puzzled by the PCB in Daigo’s box. It’s been suggested that it might be an error from Brooks, who delivered the PCB in the first place, since most Brooks PCBs handle SOCDs the standard way.
To reiterate my prophecy. If hitboxes are truly better (they are), no matter how small that advantage is, eventually we will see more and more top level players switch to them.
Chun-Li sf4, 15 frame dash. No “neutral skip” dash speed has little to do with it.
It has everything to do with dash range and lack of good safe ranged buttons to deter dashes.
Sf5 Chun also has 15-16 frame dash and yet can’t easily skip neutral with it. Reason is because she doesn’t have a lot of ways to force the opponent to not press random buttons like a braindead CC.
But my ed as an example, gets free dashes all game. Why? Because had has st.hk that puts the fear of CC into people that want to spam jabs to pre emptiveky stop dashes.
I’ve literally gotten my dash spam owned and beat up when using other characters, but with ed it’s “free” and people remark that they can’t stop it.
No, they can, they just can’t stop the free mind game.
Allowing you to do things you normally couldn’t IS the hitbox giving you a mechanical advantage.
For example:
We’ve already run into hitbox only combos in the MK games. Hell we had the one guy in MvC3 adding extra buttons to make certain things easier when playing viper. We’re technically way well past the point where we’re left wondering about doing extra fuzzy stuff and how it lets you do things easier. The thing is that most of the scene kinda doesn’t care enough to make an issue of it.
But are you getting an advantage in tekken from having a device that defaults to neutral faster than any other input device? Definitely. Are you gonna downplay that? For sure.
There should be no doubt that a hitbox gives you an advantage. In fact, the entire point of the device is to give players an advantage. Saying otherwise is akin to people saying that a mouse doesn’t give you an advantage in a shooting game, over a controller.
The question should be, “does it give you too much of an advantage?”.
Personally I’m not fully sold on that yet, but the hitbox at the very least pushes right up against that line.
There are some inputs that I struggled with when I was practicing it. DPs in older games where my input needed to be cleaner and instant air divekicks. But a lot of other stuff was just like clockwork. My footsies were way better too.
I’ve repeatedly stated in this thread that I think Hitbox is the best controller type for Tekken. Not sure where you’re getting the idea that I’m downplaying anything from when I keep repeating that point at almost every chance I get.
As for doing stuff that’s blatantly not possible with other controllers, MvC3 and HDR were the big bads. Wasn’t aware of MK though.
Because you aren’t really conceptualizing the issue at hand. Any FG related thing that requires you to go to neutral to do it will always have an innate advantage when doing it on hitbox. Even in MvC2 where you have to go to neutral for fast fly with Sentinel, I bet i’d have an easier time doing that on hitbox than I would on stick.
So goofy SOCD stuff aside, we’re really looking at a wacky question of what’s a valid controller, how much can you modify it before its gets to illegal and what are we willing to put up with.
But like I said, problem is we don’t care. Because no amount of inputs is going to get you playing like Daigo or Tokido. But I’ll tell you what, the hitbox is still giving you mechanical advantages that aren’t really available in other input devices.
It’s different, and many games are built with that in mind.
Part of what made Halo so spectacular is that it was designed with that input device in mind. It’s also why PC Halo isn’t very good.
Most importantly you don’t want to put the two against each other. Even in less intense games it’s a problem. Playing against PC players is crazy frustrating even in a game like Sea of Thieves.