Super cancel from left to right

use hitbox if you only plan to enter console tournaments. 3s players learn arcade hardware. hitbox is for dorks lol

I’ve never seen a Street Fighter cabinet, first-hand, in America, all my life. It’s not like I have some deficiency that prevents me from using other controllers. I just prefer the Hitbox. You don’t need to insult me.

calm down buddy…no need to get your panties in a bunch. i was just trying to give some advice. of course you can keep using your hitbox thing. :slight_smile:

I just dont want the op thinking buying a hitbox will be an easy way out to learning. Anyone can learn how to do super motions on both sides with just practice and determination.

There are a lot more 3S players who have never seen an actual 3S cabinet than you’d think. That still doesn’t stop them from trying to emulate the feel of the arcade to the best of their ability, from playing with an actual stick, to modding your stick with Tougeki-specific parts, to your own cabinet, to even flying in Japan. A hitbox WILL feel like a copout to those other players, so the best you can do is to expect some minor teasing. It’s nothing personal at all.

And trust me, everything in this thread has been minor teasing. I don’t wanna say something like “toughen up”, but…well, just sayin’.

If the 3s scene does want new players, they’re going to have to accept the fact that most of those players will be non-arcade part users. I don’t take offense to anything anyone has said in the thread, but calling Hitbox users dorks is a pretty direct insult considering I’m the only one in the thread using one. I jokingly mentioned the Hitbox as an “easy way out”, but it’s not like I didn’t mention its faults. I never claimed the Hitbox to be superior, and I know there’s no way around learning. I’m the one with the “HOW DO I 3s” thread after all.

When holding the ball using the “daigo grip” mentioned above, you can rest your thumb atop the ball, hold the stick itself between two fingers and navigate the different directions using the thumb, the fatty part below the thumb, inside of the thumb, and the tip of your middle finger. I don’t know if you’ve noticed this, but when using a ball-top stick your grip isn’t exactly firm and so the ball doesn’t fill up the entirety of the palm’s grip. Knowing this, you can allow yourself to slightly “lift” the ball as you’re doing the motion, which will probably feel a lot more normal than say… trying to complete the motion on a “flat” surface. Kinda like saying go up the cylinder instead of circling a cross sectoin. This won’t tug at the stick or the base of the mount because of the extra space between the ball and your palm and it won’t feel so awkward for your hand/arm/elbow. It’ll feel like a natural flow of movement because you aren’t restricting your movements to a single plane but rather a box with an inscribed cylinder. Furthermore, you’ll get used to using the fatty parts of your hands for motions on the fly instead of relying on just your fingers and arm. This will then give you a better understanding of the ball itself and how an entire grip isn’t even necessary, though it is the best option.

Using this method I eventually got to the point where only use my fingers for the left to right motion and only use my thumb for the right to left motions because I use the ball to kind of “roll” the stick for a motion.(I don’t use the daigo grip, btw I use

) It’s not like the game is that insistent on pixel perfect motions either because I tend to keep the motions really short and slow as I look to make things flow into one another. Unless of course, I need a really quick motion, in which case I’d use the full force of my arm/hands/fingers. There aren’t too many quick motions like that early on in the meta game, though. That usually comes later when you understand the game well enough to the point that you can play off of reactions. And even then it’s only if your opponent can push you that far.

oh jeez, grow thicker skin. were all here on a video game forum. were all dorks

btw, the one on the right isn’t the daigo grip I just used an old picture I made when I was helping sf4 dudes to use their sticks.

There’s like a billion how to hold a stick tutorials on Youtube. The stick I’m making uses a bat-top (I wanted a Happ for the tight spring) and I have no clue how to hold it. So this is helping me a lot, too…

and when im alone i hold it like this teeheeeeeeee

Circle gates SUCK. I had one for a bit. It’s weird, you’d think the octo and circ gates would be less restricting but in fact they are very restricting. I use an octo gate because it’s slice of heaven for me between freedom and constraint that works best for me. Especially when I’m doing half-circles. When I play on a square I get lost in that gate so having the guidance of an octo helps me out. I can use a square for most of the cast but Mak and Hugo I have to play on octo.
As far as the OP and the left-to-right input is concerned: That’s just natural. I’m still awkward with 2xQCF’s to the right. Practice makes you better and you really have to experiment with the style in which you hold until it feels right for you.
One thing I’d like to try out: Lefty sticks.
And I’m on Tebbo’s side w/ the “Hitbox.” It’s cool yeah, but… Ugh… It’s like taking away the salt and butter from the popcorn.

Everything is forgivable except this… Maybe for Marvel… But other than that… Tis an abomination. I tried it and went through that phase. I think we all did. I learned my lesson from it though. Never again. Never again.

This sitehas a chart regarding restrictors that shows the throw size of each common type of gate. Really interesting.

I could make you a lefty stick, for a price. And its funny that you say that, because I do, in fact, prefer my popcorn plain.

edit: Oh, come on. I prefer tight springs and concave buttons, so Happ was the only way to go for me.

Concave buttons -__-. Nah, I’m good on the stick building. It’s a hobby I’d like to start on my own too. I kinda missed out on some of the “handyman” thing I wanted to do during my childhood and teenage years and that’s what I’m blueprinting for this summer.
I’ll never understand the appeal of tight springs either. It’s like… Weird… But hey, if it suits you, go ahead.
Also, w/ the popcorn thing… Now are we talking plain popcorn (as in maybe a wee bit of salt) or we talkin’ “Just picked this off the stalk, dried it up and let it sit out in the sun for a couple of days,” plain?

Not even popcorn, just popped corn.

Died a little on the inside again…

To be fair, I saw one in Japan, but I didn’t know what it was at the time since I didn’t play fighters.

I think the Hitbox is more game-specific. If you play KOF the hitbox will work out pretty well, a lot of the Chinese play 98 on Keyboards.

With 3S I don’t see someone excelling with a hitbox. Any other game probably.

I agree, and it’s somewhat of a per character basis, as well. I don’t think it works very well for Seth in SF4, for example, since multiple SRK motions can be difficult.

What do you think makes 3s different than any other game while playing on Hitbox?

Marvel 2 players preferred battops because it was 1) the American standard, and 2) Marvel players go rough in general, not just mashing

It’s not like American sticks are terrible, though. They’re obviously not as sensitive as Japanese sticks, but they can still get the job done. Diagonals can be kind of a pain, especially if you’re using a character like Urien, but I’ve had little to no problems adjusting from one to another. If anything I could actually do the dash-up Tackle Unblockable setup a bit more consistently on bat tops.

I will say this though: I think square gates are better for grapplers since nothing more than a flick of the wrist is required to do 360s.