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The Slow Death Of Street Fighter's Many Motion Inputs (SF6)

68K views · Sep 19, 2026 · Gaming

Comments · 362

  • @RaheemRollair · 11 days ago

    It's crazy knowing that Guilty Gear characters have more Charge inputs and Z-inputs than Street Fighter Characters.

    91

  • @ZioSerpe · 10 days ago (edited)

    Hate to burst your bubble, but the origin of the special move motions in SFI was to mimic the body movement or the character initiating the move. It is actually easy to see in SFII sprites: if you look at Ryu throwing an hadoken he starts the motion low (down) to his stomach, second frame of animation he leans forward while still holding his hands close to the chest (forward and down at the same time) and finally stretches out forward in the 3rd frame of animation.<br>Same goes for tatsu, &nbsp;where the down is to give the idea of the jump and the kick sping is going in the direction of back. Shoryu gives the same idea before the follow through.<br>You can actually do this exercise for charge moves in SFII as well. And well... lightning legs and hundreds hand slaps are self explanatory. Not until the new challengers the motions become less tied to the visuals of the move and more to the function

    16

  • @jacobzacarias · 11 days ago

    the way that multiple new characters should have had charge inputs, spd, and half circle inputs is insane like it feels so wrong for everyone use quarter circles and dp for moves that shouldn&apos;t

    282

  • @trancetabuu1369 · 11 days ago (edited)

    Where my reverse dp truthers at?

    200

  • @_Xroud · 11 days ago

    I&apos;m so scared for charge inputs. I find it both interesting to play against and satisfying to execute, seeing the charge erasure with the DLC releases is legit depressing.

    79

  • @cannotwait2230 · 5 days ago

    Street Fighter 7 design be like: follow the yellow paint to press heavy punch for Hadouken.

    8

  • @cidlunius1076 · 11 days ago

    <a href="https://www.youtube.com/watch?v=qMWSID6GUpk&amp;t=446">7:26</a> Because a Rising Taco is eaten with your hands, not your feet. Duh.

    73

  • @stoneticstudio · 11 days ago

    I prefer charge characters because I find them much more reliable than dp motions. Capcom has slowly been telling me they don&apos;t want my business.

    62

  • @Frozt_KSA · 11 days ago

    As someone who plays rashid religiously in SF6 I am of the opinion that you CAN make fully fleshed out characters with only quarter circles and (non reverse) DP motions. This is not to say EVERY character needs to use only 5 inputs in the whole kit but I dont think rashid or aki or some of the more standard characters like Ryu and Ken have suffered from having simpler motion inputs. Like with 6 buttons and QCF QCB DP you can already give a character lots of special moves idk

    19

  • @xXpakenXx · 11 days ago

    We should just remove all execution barriers and turn street fighter into a tcg.

    115

  • @Michirin9801 · 11 days ago (edited)

    If I&apos;m not mistaken, Down Down was invented by doujin devs designing fighting games for old computers rather than Arcade or Console, because they thought the Z move would be too complicated to do on a keyboard... And then they ported those games to consoles and as it turns out, Down Down IS a pretty easy command, so it stuck, and more and more devs started putting it in their games...<br><br>Come to think of it, Down Down MIGHT have shown up in arcades at around the same time given the absolute flood of the genre in the early-to-mid 90s in response to Street Fighter 2, and how many studios HAD to have their own fighting game... But I haven&apos;t played every fighting game ever, so I don&apos;t know, that&apos;s just the example I&apos;m personally aware of, and how it spread in Japanese dev circles...

    43

  • @videopostrrr · 9 days ago

    Down down- capcom know they have a moral obligation to get people ready to play akatsuki

    5

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