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Sidenote: Why Motion Inputs Still Exist

836K views · Aug 28, 2020 · Gaming

Comments · 3.9K

  • @BritishTeaFGC · 6 years ago

    Sidenote: Why I Really DID Tech That Throw

    4.9K

  • @RobDPenn · 6 years ago

    I really just watched a dog fire a hadoken...

    2.9K

  • @SMXanathar · 5 years ago (edited)

    I play at a local arcade near me all the time. One day, I was playing SF4, and a kid who was maybe in the second grade came and sat on the bench beside me and asked if he could play. I asked if he knew how, and he said no, but what I was doing looked cool, and he wanted to try. <br><br>He picked Yun, the character that I was playing, and we played a couple of games. He didn&apos;t know any of the special inputs, but I let him win some out of courtesy. <br><br>Afterwards, he commented that he never did any of the cool stuff like I did (special inputs) and wanted to know how to do that. It took a little bit to teach him, but he got consistent with it by the end of the afternoon. <br><br>As much as I understand why people call special inputs &apos;gatekeeping&apos;, it really isn&apos;t. Just take some time and nail it down. Like anything else, practice will bring rewards.<br><br>EDIT: Holy crap, even years after, I still get notifications from this comment. It&apos;s great to hear your stories about your first exposure to fighting games. It really goes to show how awesome this community is.<br><br>UPDATE: The arcade brought back the SF4 machine! I now go to the university down the road from the arcade, so I try to play there when I can. It&apos;s fun to relive some of those old memories from so many years ago.

    2.4K

  • @duchi882 · 6 years ago

    <b>Plot Twist:</b><br>The reason why Fake Martial Arts Gurus fail to apply their Chi Energy is because the Action Input is really difficult to do.

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  • @plasmabanana8914 · 5 years ago

    You cannot fool me. You made this video because your favorite restaurant stopped serving buffalo sauce chicken wings. The motion input allegory was there solely to make the complaint less obvious.<br><br>But I agree, buffalo sauce is very important.

    612

  • @BiggestGal · 5 years ago

    I&apos;d love to hear you go more in depth on Ryu vs. Guile.

    2.3K

  • @hemangchauhan2864 · 6 years ago (edited)

    There will never be an occasion when SF II isn&apos;t discussed.

    473

  • @Two-HeadedBoy · 6 years ago

    I don&apos;t even play fighting games that often, but I always drop whatever I&apos;m doing when I see Core-A post a vid.

    2K

  • @LadyImpling · 5 years ago

    I think it was Daigo in one of his Kage streams who explained it well. Ryu and Kage can both throw a fireball, but the difference in motion input for each move gives them different uses. On Kage you do half circle back punch to throw a fireball. That motion starts with the stick at forward, so it&apos;s easier to do while walking forward compared to Ryu&apos;s qcf+punch. This gives it a different use, Kage wants to pressure the enemy with fireballs while advancing, while Ryu wants to use them to space his enemy out. So already just from the different inputs for very similar moves, you have a clear indicator of which character has the more aggressive game plan.

    728

  • @07citychamp · 6 years ago

    I&apos;m surprised that there wasn&apos;t a mention of the fact that you gain access to larger movelists the more possible input types you have.

    1.2K

  • @gothicgreenMhz · 6 years ago

    For me motion inputs are what evoke the &apos;feeling&apos; of martial arts in fighting games. Perfoming a perfect uppercut requires timing, correct form, speed and accuracy both as a player and narratively as the character. This to me is why street fighter is so immersive, why its not just a fighting game but a (Fantasy)martial arts game. Players must train to perform moves as they would if they were real martial artists, muscel memory is required. Full circles for slow devestating grapples, charges for sudden bursts of movement, the the characteristics of moves are conveyed to the player not only by what is shown on the screen but the hand movements required to execute them. <br><br>This leads on to how well though through movements are, games that have poorly thought through movement inputs feel like you are entering arbitrary sequences, overly simple inputs make you feel like you are pulling a trigger of a weapon rather than attacking with your own body but for myself I actually think one of street fighers greatest assests have been a control scheme that makes you feel one with your fighter. <br><br>I find it fitting that the fighting game where special moves are excecuted with the press of a button the characters are robots because thats what such a control scheme evokes of the feeking of. Robots where a complex comand like a spinning kick is recorded perfectly and played back at the &apos;pilots&apos; discretion. The attack is a now a tool at your disposal rather than an ability you can harness.

    1.4K

  • @nkulid424 · 5 years ago

    I remember the feeling 8 year old me had when I mastered the Shoryuken. That felt good.

    45

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