Why is 8 button the standard?

No, I don’t. I’ve never seen eight buttons on a cab and outside of custom jobs I’m sure I never will.

The real arcade experience is often six buttons. It is never, ever eight.

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<div class=“QuoteAuthor”><a href="/profile/80524/radicaldreamers">radicaldreamers</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/68557/Doc%20Robot">Doc Robot</a> wrote: <a href="/discussion/comment/8016791#Comment_8016791" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>radicaldreamers said:offer the “real arcade experience.”<br>
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Do you feel me?</div>
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No, I don’t. I’ve never seen eight buttons on a cab and outside of custom jobs I’m sure I never will.<br>
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The real arcade experience is often six buttons. It is never, ever eight. </div>
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<br><div>I consider the “real arcade experience” to be a stick where I can use the “orthodox” button layouts for <b><i>any</i></b> of my favorite fighting games. Six buttons stops just short of being able to offer that, as several previous posts have illustrated. This is the point I was trying to make.</div>

I don’t think you understood what I posted.

Using an in-game turbo mode is fine as it is in the game. Using a turbo macro from a controller you plug in is “doing it wrong”.

Sorry if you feel that way. I didn’t intend it to be. I moved my hand from one cab to the other without moving my fingers at all.

These are two actual arcade cabinets that live in my house. I play on both of them often, and have a hell of a lot more time messing with them than someone would with a custom stick.

I’d also like to point out that holding your hand at that angle is way more comfortable than having it straight (especially on a Japanese candy cab like the Astro).

Eh, I like 8 button simply because it lets me have empty buttons to bait listeners on 6-button games.

not trying to get off topic but one could say “why are shortcuts the standard”? but they are not. they are simply there for newer players to help start and get into fighting games, I kind of look at 8 buttons layout as maybe it could be easier for newer players to ultra?

I tend to agree, for competitive gaming or personal bests type of things, at least. But if it’s the type of shmup where I’m going to be banging that button non-stop, as fast as I can for the entire game, and turbo doesn’t provide any substantial benefit, I’m gonna turn it on and save my hands the stress.

I think it’s useful for “training” in multiple types of games. I’m not going to lie. I needed turbo to beat the Mega Man games the first few times as I had trouble focusing on both shooting fast and avoiding getting hit. I still struggle without turbo on some of the games.

Turbo may not necessarily “fair” if we are looking at competitive playing of games, but if you are playing casually I see no harm in using it.

Shouldn’t be. I’m all for making fighting games easier to learn, but the solution isn’t to water down key mechanics. Being able to perform an uppercut took a lot of practice and there’s a certain sense of pride of being able to do it accurately and consistently at a moment’s notice. Making it so that mashers can land an uppercut 100% of the time on reversal makes it silly. Not to mention the shortcut for upper motions can be executed in a handful of ways, half of which don’t even resemble the traditional Z motion.

It’s not hard pressing 3 buttons down at the same time, especially considering increased input leniency where you don’t even have to press it on the same frame as one another. I find it more difficult to reach for the 8th button instead of pressing 3 face buttons down anyways. No reason why any macros should be used on an arcade stick, they were designed for pad players.

8 buttons are the standard because it allows the greatest flexibility for the player’s designed button layout and game. That’s it.

Shortcuts are the standard because pads :expressionless:

A slight angle is fine, to be sure. Those pics (not to even mention that new Neo Geo controller someone posted) are a bit more than a slight angle.

They can keep the Astro. That’s way too much.

8 button is used on console a lot cause controller makers(Official ones like madcatz) have to abide by regulations set by the console makers.

Also, most Neo Geo Setups that are on Candy Cabs in Japan and use the layout

BCD
A

Which the UMs and KoF13 use as well.
Also where is the “true arcade experience” at A-Cho?

Nein. It has nothing to do with the console makers, I think you are confusing this with something else.

Hori EX2, FS VX, and FS V3 were all 6 button and official.

Yep Console makers do set regulations that controller manufacturers have to follow.
its the most obvious with Xbox 360 sticks, the button colors and button mapping.

Mostly the ‘8 buttons’ is to address the lower common denominator as you are not leaving anything out.
The 8 button arrangement is flexible enough to use in any configuration like was was said in the above posts.

The love of 6 buttons sticks come more from nostalgia and that most games never take full advantage of all 8 buttons.
PlayStation All Starts are one of the exceptions where all 8 buttons are required to play.

Look at them again they might not be 30mm buttons, but they’re on there.

Of course they are because they are used for default console controls like ‘fast forward’. You seem to be confusing the issue here as what is being discussed is the main face buttons, not the total number of buttons. Otherwise you may as well say that a modern stick is 11 button.

Except Astro is the standard as jed’s post demonstrates.

That’s great and all, but my point is that the 8 button layouts allow you to use just about any config you want, whether it’s the current standard or not.

Except it’s nothing that can’t be done by 6-button either.