Map dp to pressing two buttons together

>Map dp to pressing two buttons together
>When pressed the character will cease to be able to move, block or attack for the same duration it takes a human to input 623, afterwards the dp comes out.
>The input won’t work if the player was pressing 4 or 1 during the input. Must be timed properly if you want to perform it immediately after leaving blockstun, same as wakeup dp.
>When the dp button is pressed the character strikes a cool pose for a few frames before dping
>Not only would this look way more cool and natural then the retarded 623 input it would give better feedback
>If you see someone getting hit during the cool pose it means they failed to use the dp earlier enough.
>It would be impossible for this to work if dp was mapped to the retarded 623

Not only does this function the same as 623, it gives better feedback of what is happening and won’t overlap with other moves.

If you think 623 is good design or mandatory you are mentally handicapped,

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only beta losers still complain about fighting game inputs. fighting game players are fine with how it is and we dont need to simplify it to this 2 button loser thing just so faggot warzone players like you can enjoy it

Arbitrated series' of button presses is all that any video game is, why does it trigger scrubs so bad when it's in the form of command inputs

What's so difficult with pressing forward before doing the quarter-circle motion that every fighting game use ?
Is this bait again ?

youtube.com/watch?v=2WhbSNP_zF4

Because this design is objectively better than 623?

How is it objectively better than adding a simple direction to the most common motion input ever ?

lowering execution requirements will always lower a game's overall depth

can you guys think of an original thread for once in your life instead of using the same fucking argument every single time? I get that replying to this is progressing the bait but whatever

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>The input won’t work if the player was pressing 4 or 1 during the input.

>Must be timed properly if you want to perform it immediately after leaving blockstun, same as wakeup dp

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Why not just 62? No 3.

It’s impossible to walk forward and do fireball without forcing a delay because of the retarded 623 input existing. The input feels retarded to do and is easy to mess up.

It’s impossible to implement my idea of visual feedback if it’s mapped to the 623 input.

have you tried not sucking?

Delete this post. Delete this thread

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You're retarded
First of all, what two buttons should be the shortcut? I can't think of a single fighter where all the adjacent two button combinations aren't already taken.
But you know what? I can give you a pass in that. It's not like taunt couldnt have been mapped some other way on SFV, opening the way for that.
Second, the "cool pose" thing ruins everything about DP mechanically. The entire point is to have an instant reversal, suddenly you opponent gets feedback before it comes out, gets several extra frames to recognize it is coming and punish the whiff. Getting hit before you could input it or whiffing and getting punished after was already enough fucking feedback for the player using the move to get the timing down, only the opponent gets and advantage from this.

It still removes the intricacies of motion inputs so your idea's a flop

You were given Granblue, and that shitty robot game and you faggots let them flop because your idea sucks and isn't actually fun in practice.

Even in Smash Bros you'll bitch and complain that your S or A tier character needs buffs because they have ONE 3 - 7 matchup.

If you don't like fighting games don't play them. Street Fighter and Mortal Kombat have existed since what, 1987? Unless you're ridiculously underaged (and too young to be posting) you've had pretty much your entire life to try these games out, otherwise it's nobody else's fault you decided to not touch an entire GENRE until your 20s then get mad when you go online (a feature designed for when you no longer get a fun / challenge out of CPUs) and get BTFO by someone who has 4+ years of legacy skill.

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>It’s impossible to implement my idea
that's kinda the problem
not to mention your "cool pose" is literally just start up frames, there's nothing unique about that

that's so fucking complicated, defeats the whole point

how about just design a fucking game based on the type of controller that 99% of players use instead of an ancient fucking relic?

we have these things called shoulder buttons now. hold down one trigger and attack to do a special. hold down another one to do a super.

>2000 + 20
>People still cannot Shoryuken
AHAHAHAHAHAHAHA

>First of all, what two buttons should be the shortcut? I can't think of a single fighter where all the adjacent two button combinations aren't already taken.
It could 1 button, 2 buttons, 3 buttons, a macro anything idiot.

>gets several extra frames to recognize it is coming and punish the whiff.
I said a few frames dumbass. People won’t react to it the same as people won’t react to pressing 62

>If you see someone getting hit during the cool pose it means they failed to use the dp earlier enough.
So wait it's a DP without any invincibility? Then what's the point, just to be an overly slow uppercut attack? It might as well be a normal at that point.

Based CoreA poster.

Why would I want extra frames of me not controlling my character in a game? At BEST it would only enhance horror games, in any time of competitive game whether it's FPS, MOBA, or Fighting you'll be focusing on trying to move quickly so 100% of the time the animations are getting cut off anyways.

You're idea is genuinely counter-intuitive to gameplay, and If you actually played games competently you'd know your idea is fucking terrible.

That's why Starcraft requires waggling a joystick right?

Just pick Ed like every other retarded executionlet or use whichever of the 20 alternate dp motions your parkinsons-hands can actually do.

Imagine getting filtered by a fucking dp motion.

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>Why would I want extra frames of me not controlling my character in a game?
You aren’t controlling your character during a throw or super animation, how is that any different? A flash kick literally forces you to lose control of your character to perform,

Using a completely different genre to prove your point makes you look like a fucking idiot. Starcraft isn't a 1v1 game on a two-dimensional plane. What an obvious disingenuous take.

just do the fireball with hcf instead and stop bitching

So this is what this place has come to...

Faggots

high level starcraft has a huge execution requirement retard

The Last Blade 2, and almost every game since 2009 use 33 inputs for a DP shortcut. It gives you full control still, can be performed from crouching, and takes as many read inputs to perform (353 or 323 frame perfectly is same as 623 frame perfectly).

Do 6~41236 to better time walk forward fireballs. But this problem only exists in SFV with its massive amount of input leniency. You can do a 720, take a few steps, then tap punch and get super with Zangief.

But stupid problems require stupid solutions, and SFV is exclusively stupid problems.

Also only throw plasma just outside mid screen. Full screen you ain't getting punished, and close range fireballs only should come with a button attached.

>in any time of competitive game whether it's FPS, MOBA, or Fighting you'll be focusing on trying to move quickly so 100% of the time the animations are getting cut off anyways.
As an ex-DOTA player I actually appreciate the depth of startup and backswing of animations. It makes CC heavy characters like Earthshaker more interesting because it gives faster characters a chance to retaliate or flee but also allows you to bait or predict movement. It makes the gameplay very satisfying and rewarding. It also makes instant moves much stronger and unique in a roster with cast times. Players that can consistently crush with disadvantageous mechanics is all the more impressive.

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That takes longer to perform and forces you to take a step back. How is this smart design?