Maybe ignorance was too strong of a word in my original post. in MY OPINION, I think a stick is easier. I do realize that others think there is no disadvantage, however I think maybe a lot more people would say the opposite… but whatever, its not worth it to argue over. To each their own.
My point was: that someone would probably take what a said waay out of context and try to bash me for it. Which happened. Also, that I think stick is easier for a beginner to use and try more advanced techniques on. (in my experience, and from what I know of others etc…)
Saying “In my opinion, X” and “Anyone who isn’t ignorant can see X” about controller preference are two very different things. Your original point was that a competitive Street Fighter player using a pad must be ignorant. With that statement, you called Wolfkrone, Vangief, and Snake Eyez all ignorant to the game they play competitively. Nobody took you out of context, you just worded your original statement very poorly.
There’s no clear cut advantage to using stick, it’s a matter of which you are more comfortable to use. I play both pad and stick and also different characters I played Gen on pad because stance switches are way easier, with balrog I use stick because I find his shk crMP easier to land consistently, play ken on stick, ryu on stick, blanka on pad, Fei on pad, Bison on stick honda on pad, it’s just a matter of what is more comfortable. It is not the tool but the user that determines the effectiveness.
I’d say P-linking, standing 360’s and cancelling into hands/legs/electricity without mashing one button are quite what I would call clear-cut advantages. There’s also the ability to enter tournaments that use arcade machines and do fairly well (unless there is some way to use pads on those that I don’t know of).
Here is an idea, go ape shit crazy at a player til you land a throw or sweep, do an unblockable setup, option select it in case they some how escape. Rinse and repeat. Game is broken.
It’s not about what’s possible on pad, with enough dedication u can pull anything off. However the game was designed (as most fighting games were) with stick in mind. Try charging multiple projectiles with Juri on pad, possible sure, as easy as on stick? Hell no!
Also focus attacks and any attacks that require hitting multiple buttons at the same time is easier. Something like Akuma’s Raging Demon input is also way easier. Honda hands, or chun legs is way easier and more precise. Plinking is already a pain, but on stick it is 100x easier.
I think most who are more comfortable on pad are because they have way more experience on it. If experience was equal I don’t think anyone would prefer pad.
If use a 6 button on the face fightpad, then the advantages aren’t quite as pronounced. However an Xbox pad is just a giant handicap, and you’ll be wasting a bunch of extra time trying to execute things that are easy as pie on stick.
The art style, was it really supposed to look like Okami? If so, then mission failed. Okami is absolutely gorgeous and reminiscent of Japanese ink arts, SF4…is…well looks aren’t everything okay? Capcom should have went the 2d route. What’s with this 2.5d bs? U use 3d models for 3d gameplay, but if u r restricting the game to 2 planes then u use gorgeous hand drawn sprites. 3s looks a million times better than sf4 even though it came a decade later. Kids and their 3d obsession. End rant.
Depends on where you hold your fingers when playing. Plinking MP->LP or FP->MP is possible assuming you hold the controller in such a way that you can access any button at any time, though I admit it is easier on stick. 720s are really difficult no matter what your controller, even with stick to pull one off in match conditions (for most players) requires you to whiff a normal and buffer it during the animation.
Standing 720’s are easy on both pad and stick, all you need to do is whiff a jab or short while you input the first circle and then just complete the motion. If I’m able to do it on stock 360 pads then anyone can.
Padgief > Stickgief imo. SPD’s with a roll of the thumb are so neat.
Shit got so offtopic, I wouldn’t mind the thread getting closed or renamed.
It went from discussing tutorials and information availability in the game to game mechanics being perceived as flawed (which is my fault as well) on to pad vs. stick.
Only a matter of time until someone starts mentioning Hitler.
From my experience with pads (about a month or so), I’d say pads are very difficult due to thumbs being noticeably slower. I’ve tried doing FADC to ultra for hours and I only got it once. Doing it on stick or keyboard is much easier. Same goes for standing 720. As for Plinking, you probably can’t have access to all buttons at the same time for what ever it is you need to at certain moments in a fight without holding it in a way that would be very uncomfortable. The only advantage that the PAD has over the STICK is the raw standing ultra 2 for Akuma being easier, and even that will be no more. (I got a video I’m uploading very soon that has a method better than Desk’s)
And if Hitler were alive today, he’d probably be using pad.
Back on topic:
I haven’t read every post, so I have no idea if this has been said before: If someone truly wants to get better, if they truly want to get to the level of the monsters they see on Youtube, then they’d do everything they must, including going to forums, Youtube, read fighting game articles and everything in between. There’s certainly no need for a tutorial for the fighting game player. A casual wouldn’t need it either; the just want to play the game for fun. However, if the tutorial could show the casual the depth of a fighting game in a way that piques their curiosity, then I say “What the hell are you waiting for Capcom?”. Yet, I don’t think that would be an easy task.
But I’d really love stuff like sound cues for frame advantage the way KI has it.
I hear what you’re saying and in theory it should be that easy.
However, it depends on how those 1 framers are coded. Perhaps the easiest way of making the change would be to make it universally “looser” (lenient) like in BB or P4U (or even Mahvel). But then this would effect other links (3 frame becomes 5 etc). It may not actually be possible (or feasible from a man hours programming perspective) to target 1 frame links only again, depending on the structure of the code.
This is neither good not bad but again, from a coding point of view it could be that the cost/benefit ratio is skewed in terms of the former. Most people are relatively happy with the system as it exists, however eccentric and flawed it may (appear to some) to be.
In other words it is easier and more cost effective (profitable) to add new characters, new stages, new options/modes and (hopefully) netcode than it is to tinker with the very mechanics of the game. Fixing the engine (which is arguably fine) for a very limited number of casual players does very little to raise the profile of the company, the IP, the brand etc. Adding more visible content, however keeps the brand visible.
Again, I’m not opposed in principle to any changes but I am rather more pragmatic - if I want a game with input leniency and comboe “looseness” there are the Arcsys games I mentioned above, there’s also KOFXIII, Chaos Code and Mahvel.
Ever thought you might just suck? Stuck at theory fighter level while eating too much salt.
Or maybe just a troll.
Look at my avatar. That’s my main. He sucks. I get in caught in traps all the time. The key to success has come from learning matchups, denying zone to the opponent and psychology.
There’s this player on PSN whose username is «HitlerWasRight», I kick him everythime he joins my lobby and one time he sent me «Heil Hitler!». Finally I decided I was gonna play him, turns out he’s a flowchart Seth to the max.