Why can't little kids seem to grasp special motions?

OPs kids are stupid.

/thread

You really expect them to go that far if they can’t learn QCF + P?
My guess is that they go as far as jumping roundhouse, crouching roundhouse spam and hope for the best.

To the top of the SF4 online leaderboards…

Really though, I learned how to dash punch with Rog when I was 7 I believe.

I learned to do all the special moves of SSF2 (having problems with only SPD and Tiger Knee) with the D-pad, because i had a SNES. The only help was a maganize, and a bit of help of a older cousin with the execution of SRKs. Dunno, but i believe something that helped me to get better was my fast contact with SF, in the sense of gathering experience with the controller using a game like that (i’ve had played a Snes only a few times before getting my own). Kinda like how you think of physical education for young people.
My first videogame was the SNES and it came with SSF2 instead of Mario. And i didn’t have much experience with videogames before, maybe because it was really SF which sparked that “addiction” to play for hours.

And again, there gaming “environment” of our times was very different. The “harshness” and “roughness” of those games helped at lot; and differently from today, when they are a product of a big “supermarket” (in collections, online services, etc), back there they were the own and sole gaming universe.
So you had no option but to deal with Simon Belmont’s movements to finish the game. You had to deal with complex notions and gameplay details, especially RPGs, – mainly with little help --, whereas today people even manage to fail with all the annoying amount of tutorials, for everything. Even for Mario…
Not that this means to oppose the reasons of most of the answers or comments in the thread but rather, i believe, is simply absorbing them in something wider. Yeah, that is a kind of “conflict” of generations. Deal with that: you will have more problems teaching SF, generally.

Otherwise, if you don’t want to think on this, then consider (in this order) the replies of Khentimentiu and pherai and you’re done with the thread.

Back in the day this shit was brand new, and the instructions (when you had them) weren’t that clear most of the time. I remember struggling to do the Psycho Crusher and I just couldn’t do it. Later, when I started reading guides and shit I got it pretty quickly. Today there’s no excuse not to learn proper execution with the plethora of guides and youtube vids out there.

Some friends of mine are 25 yrs old and they still cannot do a fireball. Then you wonder why the games are becoming easier…

my guess is that they are so adept to mashing that it won’t immediately become easy enough to learn, habits aren’t so easily dropped especially for kids.

The first thing you have to keep in mind is that some people learn things faster than other people. I could not consistently DP until I was in middle school. The other thing you have to keep in mind is that everyone has a different “optimal” way to learn, so even if you apply the method that you used to learn it, it doesn’t mean that they will be able to grasp it as effectively as you.

It’s also highly plausible that these kids are just a lot more concerned with having fun and doing flashy stuff than actually “learning” something in a video game. From my personal experiences, I was not consciously aware of the “skills” I picked up from playing video games until much later (around HS/College) and instead focused on simply enjoying myself. The only reason why I learned special motions to begin with when I was younger was to keep up with my cousins and the arcade crowd, which were brutal.

There’s not much to say that other people haven’t. People learn different skills differently, not just in video games, but in every activity.

Games are getting easier because the “difficulty” in older games was largely artificial. People just stuck with it at the time because there were barely any other game options.

Sorry, I mean easier to execute.

There’s something flashy about teabagging whatever stage your on and throw crouching and standing jabs and shorts?

…and from whose perspective are you saying this from?

Then again, your replies to this thread have been ignorant and arrogant, the sign of a troll. See, to me, you’re no different than those kids the OP are referring to. Actually, scratch that, you’re worse, those kids have untapped potential and could potentially become valuable assets. You’re just a waste of resources.

Stay free SRK.

And yet my statement still stands.

This is geared at who now?

Stay free to the quote button. :confused:

^^
They don’t want to really learn it. Even my scrub friends back in the day, all gravitated to Chun Li & Blanka.
Mash for the win

Don’t tell you actually believe that easier inputs and input shortcuts are a good thing.

Not shortcuts; they mess up with your precision. But easier inputs are a good thing.

The true skill of a player lies in application, not execution. You can have all the execution skills in the world, being able to do 60 one-frame-links in a row like it was nothing, but that doesn’t mean anything if you can’t apply it in a real battle because you don’t have any actual fighting fundamentals. Incredibly difficult execution requirements are just a needless barrier of entry that doesn’t make your game any deeper and excludes players.

There is a point where easier inputs leads designers to make special attacks crappier. If the original Shoryuken motion :dp: is changed to :f::df::f: or :df: :df:, the designers will nerf that attack (lower its priority/damage/invincibility/speed/etc). Whether you wanna call this a “shortcut” or “easier input” is irrelevant cuz it comes out to the same thing. This makes Special Attacks easier to spam, and that’s why designers nerf their properties (compare SF2/SFA/SF3’s SRK properties to SF4).

This is also why EX attacks (or a “special” version of a Special Attack) are becoming a frequent part of newer fighters. Not just SF4, but also KOF13 and MK9**. **Easier inputs has the long-term effect of turning fighters into mashable, 1-button party games. There is no challenge to master the game cuz everything is easy to do, why bother. There is no depth.

On the flip side, harder execution does make a game less accessible, absolutely true. But there is a line that shouldn’t be crossed, and it already has been crossed, in favor of access over execution.

At what point should FG designers sacrifice accessibility for minimum execution requirements? IDK the answer to that, but I do know that what makes a great, long lasting fighter is when it is easy-to-pickup yet is hard-to-master IMO.

I’m not sure if I fully agree with that. Who’s to say if a move is really difficult to execute or if a player is just not dedicated enough to the game? Do we want lazy players? And isn’t an execution barrier part of why we enjoy fighting games in the first place?

i couldn’t do dragon punch when i was a kid, only charge moves and fireball motions