Тёмный

Should Street Fighter 6 Have a Dash Button? 

Подписаться
Просмотров 33 тыс.
% 1 710

I swear to god i wrote this script before the controller discourse.
Music - Malämmar - Màgia Roja
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lrLjClwnInQ.html&ab_channel=Mal%C3%A4mmar
Follow me on Twitter -
TheoryFighter
#sf6 #streetfighter6 #fgc

Игры

Опубликовано:

 

11 сен 2022

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 306   
@TheoryFighter
@TheoryFighter Год назад
As part of the Content Creator Wealth Redistribution Initiative this video is donating £100 to Sodium Showdown XX's King of Fighters XV tournament hosted in Bristol UK on Oct 16th, 2022. To find out more about attending this event go to www.start.gg/tournament/sodium-showdown-xx/details To watch it live visit www.twitch.tv/sodiumshowdown
@Iqzzy-KO
@Iqzzy-KO Год назад
This was interesting! :)
@capefeather
@capefeather Год назад
I kind of wish UNI got brought up more in this kind of discussion. The dash macro in that game/series is peculiar because the buffer window for double tap is much larger than the buffer window for buttons (including dash macro), so it seems like everybody either went entirely double tap or trained themselves to use the macro in neutral and double tap for combos.
@galactic1555
@galactic1555 Год назад
Yeah he brought up MvC2 but French Bread has been using dash macros as early as Melty Blood, even in a more grounded neutral game like UNI
@greenhillmario
@greenhillmario Год назад
Legit only time I use dash macro in uni was when I tried seth combos lmao. Definitely need to train myself for the macro in movement
@redneckedcrake7059
@redneckedcrake7059 Год назад
Tokido was testing hitbox vs stick dashing in a RU-vid video awhile ago, and the one thing he didn't account for was how long it takes the lever on a stick to travel before that first '→' input even appears in-game. If you try some reaction benchmark test, with a stick and hitbox, you should notice a fair difference. I tried testing how long it'd take me to push right on stick, vs tapping right on hitbox, and my times were like 160-190ms on hitbox / 220-290ms on stick. Not a game-breaking difference, but it's akin to giving someone a headstart in a 100m dash. I've only used hitbox for like 3 weeks vs years on stick as well.
@fatyoshi696
@fatyoshi696 Год назад
for most games I'd be in favor of a dash button but I don't think sf6 needs one, the game doesn't look like one where you'd dash often, there's no airdashes and walk speed is pretty fast
@baadshahmiya
@baadshahmiya Год назад
You have drive rush tho
@firewalkwithjuno5421
@firewalkwithjuno5421 Год назад
Eh, anywhere from a 2-5 frame advantage depending on a players input method sounds like an issue
@NandolfBlockbuster
@NandolfBlockbuster Год назад
@@firewalkwithjuno5421 Only for competitive plays, at which point you have to ask yourself whether you'd rather have a perfectly optimised game, or a game that appeals to the casual player. The casual player doesn't care about a three frame difference, but does care about if he can easily throw stylish combos and super arts, if he has a decent story/arcade mode, that kind of things. Imo those days fighting games pampers too much to high level players and not enough to casual players, which limits the scope of fresh blood sent into the mix.
@CrystalMang0
@CrystalMang0 Год назад
Drive rush requires using dash command so I feel like it should.
@ucx-s9040
@ucx-s9040 Год назад
@@NandolfBlockbuster This guy really decided to type out this paragraph when GGST exists as the ultimate McDonaldification of a game series yet. How are modern fighters not trying to appeal to the Casuals and instead "pampers too much to high level players".
@Kudos828
@Kudos828 Год назад
I’ll say it at the highest level I don’t mind if everyone is using the most optimal controller. At the highest level of basketball near everyone is over 6 foot.
@G0rgar
@G0rgar 11 дней назад
The point about it being gatekept by an input device also struck me as weird. It... always was? It's just a new device now. People winning major tournaments with pad wasn't terribly common in the past, you were pretty much expected to buy a stick.
@Raxyz_0
@Raxyz_0 Год назад
One other thing that needs to be mentioned is how it's a huge buff to any charge character. Being able to backdash while maintaining back charge and move forward while maintaining down charge. It's nuts. I personally want a dash macro because for the life of me I can't backdash a tick-throw in even if I see one coming, but I don't know if Street should have one given the prevalence of characters like Bison, Balrog and Guile.
@RTU130
@RTU130 Год назад
They could program the dash button to make you lose charge
@slkjvlkfsvnlsdfhgdght5447
@slkjvlkfsvnlsdfhgdght5447 Год назад
@@RTU130 yes, however this is just reinforces the point that these things need to be considered by game developers, and can't just be thrown in haphazardly
@RTU130
@RTU130 Год назад
@@slkjvlkfsvnlsdfhgdght5447 Definitely, there's not enough consideration
@Amber-py5ts
@Amber-py5ts Год назад
could you address this by perhaps making it so the stick must be in neutral for the macro to work?
@arashi618
@arashi618 Год назад
Asuka 120%, a 90's fighting game, has a movement button that gives you shortcuts to dash, backdash, hop and high jump
@CrossfacePanda
@CrossfacePanda Год назад
Games without really fast movement and/or air dashing don’t really need it, imo
@MyHeadHz
@MyHeadHz Год назад
Agreed
@justrok79
@justrok79 Год назад
Missed the whole point
@CrossfacePanda
@CrossfacePanda Год назад
@@justrok79 I wrote it based on the question in the title, before watching the video. It’s a seperate point, and still relevant to the overall discussion that was going on at the time
@VileLasagna
@VileLasagna Год назад
I as a keyboard player for a long time and have recently got my first stick and been having fun playing Guilty Gear Strive. For me the dash macro is very welcome and what I find interesting is that I use both the regular input and the macro interchangeably, with the macro mostly being used for air dashing and backdashing, with regular forward dash and dashing roman cancels generally being performed manually. While initially I was skeptical of the concept, perhaps from playing on KB for such a long time, I've come to really appreciate it and feel that in that game at least, it makes the whole experience much better. I think you're more or less on the money when you say "if some controllers can kiiiiind of get this for free, then we should just embrace this". Especially because embracing this as a mechanic is what will bring it to the forefront as a balancing issue to be properly considered.
@MommysGoodPuppy
@MommysGoodPuppy Год назад
btw you can do the hitbox dash trick on keyboard too in games that don't have dash macro, just hold forward and immidietly tap back(dont hold back) and its pretty much the same as having a dash macro
@Dahras1
@Dahras1 Год назад
I like this video and I want to emphasize this point: no one is suggesting adding a dash macro and balancing as if it didn't exist. Everyone suggesting adding a dash macro is doing so assuming that the addition will be accompanied by re-balancing to make it fair. One additional point in favor of adding a dash macro, as a pad player, is that rapidly dashing in a game with step dashes on a D-Pad is a) difficult at first because of the possibility of accidentally jumping and b) can be very painful on your thumbs. Dash macros allow even new players to feel like they can be speedy immediately. I honestly think some of GGST's success is down to the fact that its dash macro lets even new players feel like they're playing a fast, anime-style fighter without having to train their muscle memory.
@DoodCT
@DoodCT Год назад
Re-balancing dashes to make adding the dash macro fair. And what does that entail? I'll give you time to think the answer before they put Slayer in the successful GGST.
@Dahras1
@Dahras1 Год назад
@@DoodCT Would probably take less time than it would take you to learn basic reading comprehension. Or does the concept of porting Slayer directly into Strive from Xrd but with a dash macro sound like rebalancing to you? Turns out that balancing around the dash macro usually entails adding startup and visual effects to dashes. And hey! Guess what strive added to air dashes?
@wilburcobb8990
@wilburcobb8990 Год назад
they added startup to airdashes and its absolutely horrible
@Assassin21BEKA
@Assassin21BEKA Год назад
@@wilburcobb8990 what is horrible about it?
@surrendertoji
@surrendertoji Год назад
Dash buttons won’t be added. Sorry kid
@I_recommend_suicide
@I_recommend_suicide Год назад
Pretty wild to see how many people comment in response to the title without even watching the video. No wonder the same conversation happens over and over
@Jedda678
@Jedda678 Год назад
There should naturally be options to cater for both, but as fighting games like Street Fighter exist which are 6 button fighters it becomes a bit taxing to make buttons for these types of mechanics on top of the button combinations for your mechanics. For anime fighters it might be a bit better, but it just comes down to preference really if a majority of players want a feature or a good enough do I think it should be okay to give players the option to dash manually with the stick by double tapping, or tap a direction and a button.
@slkjvlkfsvnlsdfhgdght5447
@slkjvlkfsvnlsdfhgdght5447 Год назад
it's really amazing to me that it took so long for the fgc to realize the advantages of button only controllers. like, if the movement is digital, then digital controls simply make more sense than analog ones
@thechugg4372
@thechugg4372 Год назад
It really makes you wonder if the fighting games genre will one day evolve to include analog movements.
@slkjvlkfsvnlsdfhgdght5447
@slkjvlkfsvnlsdfhgdght5447 Год назад
@@thechugg4372 i don't think that 'evolve' is the right word, but yeah, it does make you wonder
@DanTheMeek
@DanTheMeek Год назад
As a filthy casual who spent thousands of hours in the training room in SF4, my biggest issue with that was always dashing. I just could NOT consistently do it to FADC, and since that was a core mechanic of the game, it made the actual game inaccessible to me. Years later I got around the issue via getting a hit box, now I dash pretty consistently in any game with double forward to dash, but I've never forgotten how not having a dedicated dash button in the various iterations of SF4 significantly reduced my enjoyment of that game.
@kenkoopa7903
@kenkoopa7903 Год назад
I'm one of those freaks who doesn't mind double tap for dash in any context, but also, most of the time, it's just "double tap to start a dash", not "double tap to make a little yump towards the other person", so I see more the use of a dash button there.
@user-wl2xl5hm7k
@user-wl2xl5hm7k 11 месяцев назад
Dude the metal music you use in your videos is always incredible. Thank you, Malammar, for making the music used in this one 🙏
@PotbellyPunch
@PotbellyPunch Год назад
I am someone who can do complex combos but I have a hard time double tapping a direction. It's a mental block for me and I enjoy having button dash because I feel it's a disadvantage for me because when I dash I always have to commit my whole active attention to doing it right or not doing it too slow or too many times. I can do guile super, buffer charge moves into combos, remember complex series of timing, with practice. But the double tap to dash feels like writing with my left hand. Even in other games like platformers.
@cheesi
@cheesi Год назад
Double tapling a direction always feels bad to me, I knew I wasn't alone! Same with moves that use down-down-button inputs, I love Zato in Strive but invite hell is such an anniying move to use
@TekkLuthor
@TekkLuthor Год назад
Dashing forward combined with the throw or mk is my bread and butter
@SonofTzeentch
@SonofTzeentch Год назад
Same here, gimme pretzels or 1080's any day, just don't make me do 66 / 22.
@thepirateage6396
@thepirateage6396 Год назад
just another hurdle to overcome. don't complain about hard things. just practice until you get it. find different ways to solve the problem. start slow and build up speed , etc. fucking weak ass mentality . musical instruments are extremely difficult and take years to learn yet people still perserve . im so sick of this complain complain complain mentality. i had the exact same struggles doing tight microdashes in blazblue combos. it was super frustrating but i powered through and eventually after some time i started getting more consistent and tensing up a lot less. ofc i mess up sometimes. execution mistakes happen. its a part of life and a part of being human. the longer you play and practice the less likely these execution mistakes are to show up.
@yep8673
@yep8673 Год назад
Another excellent video. I really enjoy your stuff, keep it up my man.
@haggisman0812
@haggisman0812 Год назад
Great vid as always Theory!
@pandabearmadness6263
@pandabearmadness6263 Год назад
Wow did you plan on releasing this literally on my 10 min break thank you
@harryvpn1462
@harryvpn1462 Год назад
The main problem witb a dash button is that street fighter is already a 6 button game + 3 bindable macros You gonna need another button for dash macro
@randomuser-mv7bb
@randomuser-mv7bb Год назад
Some games like Melty blood has dash macro by pressing a combination of inputs, like forward + (A+B). You can bind (A+B) into one button as well
@I_recommend_suicide
@I_recommend_suicide Год назад
@@randomuser-mv7bb what he's saying is Street Fighter has already used up a lot of that real estate. All punches and all kicks already taken, and different sets of simultaneous buttons are already going to be needed for at least 3 other system mechanics (drive rush, impact, parry) already. If the dash macro is something like light punch + medium kick+ heavy kick because all the easy button combinations are taken already, how much is it really going to help?
@jilaelennio6944
@jilaelennio6944 Год назад
This is a great video. I initially thought this was a moot topic. But once you broke it down to frame advantage, I definitely can see this as an issue. They could remove dashes altogether and make it so the longer you hold a direction you move faster. I've never liked having an extra button for another version of moving.
@pauldaulby260
@pauldaulby260 Год назад
One option to balance the controllers is to get rid of some of the execution variance by treating the release of the first forward as the start frame of the dash, and skip or add some startup frames to make the overall action take 24 frames
@NineConsonants
@NineConsonants Год назад
Great video. I want to make one point though as a Hitbox user. The example you gave of double tapping the forward button to dash 2 frames faster than stick isn't all it can do. Because Hitboxes map pressing forward and back at the same time to be neutral, you can dash like: Press (Hold) forward -> tap back This gives a forward input, then tapping back quickly gives a neutral because you're still holding forward, and letting go of back gives another forward input since forward is still held. This is pushing 2 separate buttons instead of the same button twice, which will be significantly faster. I think this just speaks to your point, though, in that this is emphasizing hardware impacts on the game. Unless tournaments start implementing a "stick only" rule (which would instantly kill in person tournament registration lmao), it's impossible to equalize all the hardware. Even if the game software says "Forward + Back = Forward," the hardware's internal software can be mapped differently. Dashes and complex inputs commands get easier and faster with player skill and hardware, and hardware shortcuts, even while sticking to the "one button = one input" rule, even moreso.
@jordangripp3312
@jordangripp3312 Год назад
I love the idea of two/three button dashes. Melty and UNIST have this function and it feels great to use until you accidentally dash or whiff when you least want it. But Street Fighter feels great without a dash macro.
@U4eUh
@U4eUh Год назад
Really enjoy the conversation you bring up. Would love to hear you do an unbiased, multigame viewpoint on the varied control styles maybe as a follow up to the part you brought up at the end??
@misantherio6457
@misantherio6457 Год назад
nice video and sick song!!!
@pociksasiskin7285
@pociksasiskin7285 Год назад
Leveling the playing field with controllers would never be truly possible. Even if we remove all short cuts associated with full button controllers, they would still be better than arcade stick just mechanically. There's no travel time on hitbox movement, so unless you intentionally add artifical travel time lag to hitboxes specifically they would never be equal. And I don't know about you, but the thought that we should handicap leverless controllers to a lower level so it retains parity with arcade sticks just because of legacy doesnt sit well with me. As of dashes macro specifically it runs into the problem of macro bloat. In SFV you can only have 2 macros, while there are 6 macroable options.
@Maxler5795
@Maxler5795 3 месяца назад
In the "ease of use" arguement, id say there are 2 parts of it that makes me want dash macros. 1) microdash combos 2) dash and trhow a fireball becomes dash dp in neutral and die
@ChaosRevealsOrder
@ChaosRevealsOrder Год назад
If the frame advantage is a problem then give the Dash a startup animation as a delay.
@Nykdos
@Nykdos Год назад
As someone already commented, I also don't think that adding a dash button would necessarily be a good thing, as it can break the game in ways that the developers weren't able to think about. As a pad player, it also means to have another place to press in a already convoluted space, meaning that this doesn't really fall into the "ease of access" as most developers tend to talk about when mentioning this feature. And regarding the whole controller debate, I think most of the problems people have is that SOCD cleanup is arbitrary and could be improved. I could reference the changes that Nephew talks about in his video "the ongoing FGC 'cheating' situation", and also, as broski mentioned in a recent clip that stick was seen as necessary to play SF4. New features, especially those meant to make these games more accessible, are welcome as long as they don't have a risk of completely shifting the game balance. Because of that, I think it's for the best if they don't add it, as the developers already have the whole modern controls to be worried about.
@jinkies1649
@jinkies1649 Год назад
This is exactly my view. Most games aren’t designed with a dash button in mind and most controllers aren’t equipped to handle the addition of one. But I think the thing that most players are missing is that every controller already has advantages and disadvantages compared to one another and that has been accepted thing for years. Pads have a bit less travel time, sticks are easier to do multi-button moves with, and hitboxes have a control scheme that puts most people off of using one. This is just another in the long list of pros and cons of your controller choice and really isn’t as big of a problem as people are making it out to be.
@MommysGoodPuppy
@MommysGoodPuppy Год назад
except thing is everyone playing on buttonbox or keyboard or pad already has access an input which is the fastest dash possible, the only way to not have that is to not clean socd input which obviously causes problems too either we ban any input device that can press 2 directions at the same time (keyboard, pad, hitbox) or just give the stick players a dash macro
@esthersmith3056
@esthersmith3056 Год назад
the discussion about rebalancing moves for buttons is kind of interesting because it's a tacit concession that controls as a balancing factor in their own right (easily the strongest argument for motion inputs) is starting to collapse as people just, make use of different controllers.
@Cambiony
@Cambiony Год назад
Honestly, dash buttons are such a big comfort features, it'd be just nice of devs put in little extra effort to implement a dash button properly. Also yeah, less you have functions on directions less things like hitbox will have an advantage.
@sergiodominguez6864
@sergiodominguez6864 Год назад
Agreed, it's just where we get that extra button from in a game like SF. Simplified control schemes might have a button to spare, but the rest of us might need to use a 3xK macro, or 3xP macro, which is not a problem. Hopefully this happens as I have been thinking about it for a while.
@TeryonTheHuman
@TeryonTheHuman Год назад
Bro really said “not as commonly used by the average player” then whipped out a controller that 70% of any fighting game’s playerbase minimum uses. Wild
@Bladieblah
@Bladieblah Год назад
Dismissing the "ease of use" argument only to then discuss the "ease of use" argument. The point regarding ease of use has always been that because it's easier it simply becomes stronger and changes the game
@LealFireball
@LealFireball Год назад
I don't think Street Fighter games need dash buttons but there are ways to make a few of inconveniences of dashing easier or more forgiving. Like, after a first dash, if you keep holding forward your character could keep dashing without having to press forward multiple times, keeps the limitations of the burst movement option intact but makes it take less effort when removing those limitations doesn't matter. If they end up adding a dash button however, they should let you map a dash to a single directional input in either the analog stick or the d-pad (depending on which one the player doesn't usually use) so they can have more options of button mappings since the game already uses 6 attack buttons.
@burneraccount7831
@burneraccount7831 Год назад
Speaking of dash buttons, the two touhou fighting games (IaMP and SWR/Hisoutensoku) have both double-tap and dedicated button dash. Both can graze projectiles and propel you forward in most situations, except the button can be held as long as you have orbs and you can spend just a tiny bit of it, making a better option compared to double-tap dashing specially in the air. But then again i never played it at competitive level, so i don't know if higher level play try to balance the use between the dashes.
@arashi618
@arashi618 Год назад
Double-tap recovers faster
@MrBroken030
@MrBroken030 Год назад
The armsrace is already here, the fgc pros are going formula 1 :D who can build the perfect hitbox controller for game/character x and y
@eatsmoke
@eatsmoke Год назад
Some physically handicapped players may struggle to do 2 quick directional presses in the same direction. For accessibility sake I’d like to see a dash button shortcut, but maybe give it a delay to make it take the same time as someone that double taps? Either that or just fully switch to a dash button, I personally prefer double tap dashing, but a universal dash button would standardise the time to dash, balancing the issue of arcade stick dashing being slower than button only…
@theotherjared9824
@theotherjared9824 Год назад
The way to dodge in smash is to simply tilt the stick quickly. Slowly tilting the stick give various walking speeds. Walking has tilt attacks, dashing has dash attacks. I wish more games would use this method, as it adds some depth to how the player interacts with the physical controls instead of just manhandling them as aggressive as possible.
@Sorrelhas
@Sorrelhas Год назад
My take is don't add dash macros to pre-existing fighting games, even if it doesn't seem like the game will become heavily unbalanced, and games like SF and Tekken, where the nature of movement is different, don't need dash macros imo. But games where movement is more prevalent and freeform, like MvC or Guilty Gear, could probably use a dash macro It's the same take I have on inputs. Maybe we can simplify inputs in games where movement and space control are more important, but in games with more deliberate movement and "stronger" special moves, I think inputs should remain unchanged
@wingspantt
@wingspantt Год назад
How do you make a video about a dash button without talking about Mortal Kombat 3??
@TheeHawaiianLion
@TheeHawaiianLion Год назад
I think that a dash button for anime fighters and marvel type games is fine but for a street fighter game I don't think it necessary. Street fighter is more of about having patience and finding your opening. While anime and marvel games are about doing absolutely bonkers type things.
@SonofTzeentch
@SonofTzeentch Год назад
Regarding ease of use: I can do pretzels, dps and 1080's just fine, but cannot press 66, 44 or 22 with any consistency, even after doing them for 10 minutes every day for half a year (I had a daily 15 minute training routine for difficult inputs for myself, it helped, but not for these inputs). Basically, some inputs are not gonna click in some people's minds and hands at all without being shown to you by a person that knows how to do them, but tutorials on how to handle "basic" inputs such as these just don't exist - which means if left alone, you can train all you want, if you train it wrong, you won't ever get it right (given how many people do 66s no problem, I assume I trained it wrong). Not an argument for or against dash buttons, I think considerations on the game should take precedence. But they certainly aren't easy inputs for everyone - this idea has led to some games adopting "22" as an easier DP input for beginners, but for people like me that just means reversals quadruple in difficulty vs a simple "623" input. What I mean to say is: double taps are not by nature easier than motion or circle inputs.
@thepear6684
@thepear6684 Год назад
Can‘t wait for Street Fighter 6 and Tekken 8🔥
@Micha-Hil
@Micha-Hil Год назад
>first game is JoJo's Bizarre Adventure: Heritage for the Future already a good video
@christianchrustev3993
@christianchrustev3993 Год назад
Which is the game in the beginning?
@loohole81
@loohole81 Год назад
Which fighters basic universal controls need to be made more simple or more complex?? I'm always puzzling over this....I think it's not just a problem with the genre but with video games.
@mrpinguimninja
@mrpinguimninja Год назад
wake up, love, new theory fighter video just dropped
@TekkLuthor
@TekkLuthor Год назад
Isn't forward forward the dash button?
@LordRaptor
@LordRaptor Год назад
If you play any of the Marvel games on Fightcade, chances are you already ran into people who use a dash button, as emulators of all the CPS2 fighting games allow you to have 1 button press for 3 punches, so not only is it not rare anymore, it's old, just not used in an official release yet by Capcom.
@magnetzz69
@magnetzz69 Год назад
Yo wheres ur alpha 3 video. Is it deleted??
@-nomi.-
@-nomi.- Год назад
I think input buffers and blockstun would have to change in a large way, allowing more people to put things out frame 1 for parity, or there be input delay to compensate for the speed of button only. Regardless, it's difficult to see a scenario where all 3 controllers are accomodated without a fundamental change. I've always played on stick and only stick, and I'm okay with it left behind over time, but only if that comes with better keyboard support. Hitboxes are expensive, the market is controlled by them and junkfood, both and clones use expensive brook boards and hitbox is litigious enough to keep companies like Hori and 8bitdo from bringing cheaper alternatives to market. It really can become a very significant gatekeep. But everyone has a keyboard and that affords similar capability to hitbox.
@sirellyn
@sirellyn Год назад
Gives me an idea to add a few dash frame invincibility for a super speed character like superman or the flash. You can punish them on block of course. But it would be a nice subtle use.
@Qobp
@Qobp Год назад
Sfv dictator has this! His dash is a mini teleport with a few frames of invulnerability
@sirellyn
@sirellyn Год назад
@@Qobp Awesome! I hope it gets used a tiny bit more with certain speed related characters.
@Assassin21BEKA
@Assassin21BEKA Год назад
I think dash button should become a norm. Difference with modern games is that they can be made with dash button in mind.
@MommysGoodPuppy
@MommysGoodPuppy Год назад
the hitbox dash input trick is essentially the same speed as dash macro already so yes it should be added or we have the same scenario as sf5 where all pro players play on hitbox
@AcceptGamingDKD
@AcceptGamingDKD 4 месяца назад
17 frames is a "reactable" move in tekken. Some tekken combos need like a 2 frame micro dash to keep the air juggle going
@julesduchamps7958
@julesduchamps7958 10 месяцев назад
Damn I love Garou: Mark of the wolves
@KingKalashnikov
@KingKalashnikov Год назад
double tapping forward in games that have a "dash" rather a "run" feel like shit imo. a dash button actually makes more sense in a game like SF to me, but maybe im just weird.
@boomguy2
@boomguy2 Год назад
I’m actually in awe at how consistently amazing your content is, I had just been talking about the controller discourse with a friend and also referred to the similar dash macro discourse and remarked at the generally inconstructive and even hypocritical comments made by many players, even top level ones (ex. dash macros shouldn’t be in every game to consider the pace of the game, which I agree with, but all button controllers should be allowed in all games, which goes against the first point). And yet this video addresses both of these problems beautifully. Obviously not everything has been addressed (such as my aforementioned point of considering the game’s context on whether a dash macro is suitable), but everything you’ve said has been so much more enlightening and constructive on the topic than anything else I’ve heard.
@ChaosRevealsOrder
@ChaosRevealsOrder Год назад
I literally can't dash half the time. I use LS on a PS5 controller to maneuver and every time I need to dash I have to use the arrow keys, it's so annoying, just give me a dash button already.
@Sharky_0456
@Sharky_0456 4 месяца назад
id say absolutely. they should add a dash button as a bonus option that can be turned off if you just want to tap forward twice
@daviduartenascimento1038
@daviduartenascimento1038 Год назад
It was a hard time to go from Strive to Centralfiction because of the lack of a dash button, playing on a controller
@vishramramoutar
@vishramramoutar Год назад
if broly legs can play chun with his tongue you can learn to press ff
@slkjvlkfsvnlsdfhgdght5447
@slkjvlkfsvnlsdfhgdght5447 Год назад
exactly! i'm all for adding macros and stuff that make screwing up inputs less likely, but the games of the future need to be made with those tools in mind, otherwise they would end up horribly unbalanced.
@mollywantshugs5944
@mollywantshugs5944 Год назад
My only real apprehension is that there are already 6 buttons. Personally I actually do have trouble with >> and
@Qobp
@Qobp Год назад
I like dashes because it makes movement more committal At certain ranges a dash can get you a quick combo or if they check if you get rekt. If some like Bison had no dash his movement would be less interesting, it'd also make shimmying even better than it already is
@ToseRoyal
@ToseRoyal Год назад
Dash macro's importance to accessibility is that on a super casual level the dash inputs don't come naturally, and can be difficult to regularly incorporate into gameplay. I am speaking from experience as this was my experience with my first ever fighting game: Street Fighter V.
@thepirateage6396
@thepirateage6396 Год назад
ever heard of practice? everyone can do anything if they try.
@ToseRoyal
@ToseRoyal Год назад
@@thepirateage6396 Sometimes people don't want to put any time or effort into a hobby/activity, especially if it's not an obligation. Same reason many people prefer restaurants over cooking a proper meal at home.
@thepirateage6396
@thepirateage6396 Год назад
@@ToseRoyal thats what we call laziness man If you're learning an instrument or a sport those are hobbies that you must put decades into Fighting games are just not meant to be very easy but they're far easier than that People go to restaurants sometimes when they're lazy but if you spend all your days eating fast food and not disciplining yourself to spend some extra time and cook a healthy meal you're going to hurt yourself long term Practice and making an effort is always rewarding but it just doesn't provide short term gratification I found it quite difficult to microdash in blazblue combos. In guilty gear i played some characters that needed tight instant air dash links that i also had to learn After tons of grinding i got some of that stuff down and i felt extremely proud that the practice and frustration finally paid off Do i fuck up sometimes ? Yes everyone makes execution mistakes. Its only a natural part of life and being human to make mistakes. Im fine with that. Its part of the fun that there's always a risk of human error which puts more at stake.its also always possible for you to find different ways to solve the problem thats frustrating to you. For every technique there's many ways to do it. You gotta look for what's comfortable for you.
@Af0
@Af0 Год назад
Street Fighter button layout with 3 punches/3 kicks already keeps your fingers quite busy on a stick. Where would the dash button even go?
@ChibiRuah
@ChibiRuah Год назад
I think if we dont consider ease of use, the controller issue will just kind of go on forever. Hit Box just make harder input easier as the delay to input is less. I will say that not all fighting games should have easier inputs as "different fighting games for different players" but I do feel games that demand high execution just have to accept that it will make hit box like control the future. I personally favor easier inputs as i feel that i like games to more easily do what im thinking instead of feeling im fighting the game. I would say I want a dash button in most games and probably in sf6 and to have the game balance around the fact. But fully admit that is personal taste.
@SquallTheBlade
@SquallTheBlade Год назад
BBTAG doesnt even have a dash button. You straight up dash if you press forward. And the game feels like like any other anime fighter would in terms of speed.
@walkinginsingapore8548
@walkinginsingapore8548 Год назад
Absolutely , why not, no harm to make it a alternate choice, make Sf6 has both the classic TAB n a 1 dash button
@feri7mble
@feri7mble Год назад
SF6 shouldn't even have a dash IMO. It already has Drive Rush which should be enough. I would like a less dash-centric neutral for once.
@orllyfools14X8
@orllyfools14X8 Год назад
Why isn’t there a 2 player vs 2 player game mode in any fighting game yet?
@conradojavier7547
@conradojavier7547 Год назад
They should use Neo Geo Battle Coloseum combines Dash & Run in the same mechanic.
@gabrielveiga305
@gabrielveiga305 Год назад
Dash Button on a 6 button game with at least 2 really useful tradicional macros Why use so much controller real estate on a game which doesn't even have airdashes and is a pretty slow game Unironically feel like it would only make it harder for the majority of people to have to deal with basically being forced to use a controller with another button to be able to play the game at a slightly competitive level
@NewGabeOrder
@NewGabeOrder Год назад
Dash button for SF6? Make that an evade roll input. I don't like how SF6 keeps the LP+LK throws four times in a row. They should have changed throw inputs to (4/6)+(MP/MK/HP/HK) and give everyone evade rolls with an LP+LK input. Besides, I wished more characters than just Ken and Akuma had evade rolls. I don't mind running and dashing tied to the 66 input, but I really wanted to see evade rolls become the standard in Street Fighter.
@KittSpiken
@KittSpiken Год назад
To your final concern, to your mind: what distinguishes a player limiting themselves due to controller preference and limiting themselves due to character preference? These are dedicated professionals, not weekend warriors, being cost prohibitive is not acceptable rational. How are these distinct issues?
@MacZephyrZ
@MacZephyrZ Год назад
I think most people ideally want balanced character rosters as well, it's just that characters are so complex it's near impossible to keep them perfectly balanced while still being distinct. Character preference limiting players is something the community begrungingly accepts, but most of us still want devs to strive for better balance where they can.
@KittSpiken
@KittSpiken Год назад
@@MacZephyrZ yes but your skirting the point: a game can not be perfectly balanced with asymmetrical design. I wouldn't even say begrudgingly, it's an axiom. They begrudgingly accept that a patch will tank their top terror. How is preferring to use a less effective controller any different than preferring to use a less effective character?
@TheoryFighter
@TheoryFighter Год назад
Alternative controllers can be an absolute saving grace for differently abled people and I think that's an important consideration.
@KittSpiken
@KittSpiken Год назад
@@TheoryFighter in that regard, it's a no brainer.
@fernandopires135
@fernandopires135 Год назад
Modern controls have a dash button It costs 1-3 bars but it is a dash button
@devinlyne199
@devinlyne199 Год назад
As a newish / low level fighting game player, I actually find double tap dashes much more awkward than most motion inputs. In my opinion they're kind of uncomfortable and, unlike motion inputs, aren't fun or rewarding to pull off.
@OGamelon
@OGamelon Год назад
Imo give things more time, a lot of this is more theoretical advantages, hitbox players aren't overwhelming competitions
@jy-li1jq
@jy-li1jq Год назад
Street fighter is already a 6 button game do we really need more
@MokonaModokiES
@MokonaModokiES Год назад
you can make it a button combination like melty blood or MvC2 and 3. Doesnt have to just be like strive making it a whole new button. and for the "modern controls" in sf6 they can just make that the assist button works as a dash button too like how it works as an Autocombo on/off
@baadshahmiya
@baadshahmiya Год назад
@@MokonaModokiES we already have throw, ex moves, drive parry, drive impact and drive reversal for input combinations
@BIaziken2
@BIaziken2 Год назад
I mean some people already do use extra buttons, I use the left bumper on my controller for V-trigger in SFV cause I find pressing RT and RB at the same time kind of awkward, so for me SFV is a 7 button game.
@jhsrt985
@jhsrt985 Год назад
dash buttons are ok bc I'm 35 now and double tapping during combos cramps my thumb instantly, then I can't press any buttons for a few seconds
@captainphoton1693
@captainphoton1693 Год назад
If you want to use the ease of use argument, then use it for a jump button. That's literaly the movement option most of my friends starting out had problem with. And I think just the fact of having the full stick to create Intresting motion imputs to give different feeling to characters is alone a good point towards it. And it doesn't interfere with the fact that you can't block while holding forward.
@slkjvlkfsvnlsdfhgdght5447
@slkjvlkfsvnlsdfhgdght5447 Год назад
or maybe, just balance the game with macros and hitboxes in mind? this way you get accessibility without harming the balance if the game
@yocyber5711
@yocyber5711 Год назад
I don’t think sf6 needs one imo, but I wouldn’t be against it either. As long as they let us turn it off and on or map it however we like. I mean who knows I could end up liking the dash button
@PeeGeeThirteen
@PeeGeeThirteen Год назад
As a charge character player, I say bring it!
@KirbyOnCronic
@KirbyOnCronic Год назад
If ruining the pacing and balance is the argument, couldn't you just increase the start up of the dashes to compensate for ease of use? Wouldn't that give you the best of both worlds?
@BlueLightningSky
@BlueLightningSky Год назад
I don't want devs changing the way the game is played based on which $200 controller is at a disadvantage. If this isn't a huge advantage over pad, it doesn't matter. You're shouldn't change the game so a small group of people using sticks can keep up with modern devices. Pad should be the standard which is why I'm ok with a dash macro in a game where you have instant air dash but not in a game like Street Fighter.
@ricardoludwig4787
@ricardoludwig4787 Год назад
Yes because double tapping on a lot of controllers feel terrible and exhausting for a lot of people, especially some with disabilities
@jorgemartinez6902
@jorgemartinez6902 Год назад
Dude, the video looks at it from a balance perspective and a peripheral perspective. Execution exists not as a gatekeeping tool but as a balance mechanism. Granted, it isn't perfect, but that's because fighting games are so nuanced and intricate that changing even one thing about them can change the entire game. With regard to peripherals, adding a one button dash macro still shifts the favor to hitboxes and pads because of how easily they can perform a dash. There's just so much variability here that reducing the argument to "it feels bad to do, so make it one button" is self-serving and short-sighted. Also, why are you speaking on behalf of people with disabilities? I've seen peripherals made that help accommodate them, and not all people with disabilities experience the same difficulties.
@nines2566
@nines2566 Год назад
​@@jorgemartinez6902 how would adding a 1 button dash macro make hitboxes/pads better than they are now? I feel like the controller that would benefit most from a dash macro would be arcade sticks.
@jorgemartinez6902
@jorgemartinez6902 Год назад
@@nines2566 Hitbox has a technique called the instant dash that works on SF5. Even then, double tapping forward is very easy to do, and the video itself says that double tap dash is faster on hitbox than on lever. Even if the dash is only 2 frames faster, that's 2 frames the opponent doesn't get to respond in a genre where frames are everything. Pad has the benefit of the d-pad and the joystick. There are ways to get a dash out pretty fast on pad as a result. So, if double tap dash is inherently faster on hitbox and pad, it stands to reason that the two free buttons typically reserved for macros can be used for other inputs on those peripherals. Meanwhile, lever might need to opt to using one dash macro just to keep up, leaving the other button free for any macro. I'm looking at it from a button economy standpoint.
@nines2566
@nines2566 Год назад
​@@jorgemartinez6902 As you said, hitbox and pad can dash faster than stick when there is no dash macro. IMO, getting rid of that gap in dash speed would be a bigger deal than giving hitbox and pad extra button space. Besides, what other inputs would they use the free buttons for?
@Xerachiel
@Xerachiel Год назад
No and no fighting games should have a dash button. Same with a "specials" button. No game should have that
@Pastamancer_FGC
@Pastamancer_FGC Год назад
Theory Fighter your videos are the best 💪
@pizzafria52
@pizzafria52 Год назад
Mvc for psx had a dash button
@daring_fgc
@daring_fgc Год назад
finally, a good take 😌
@conradojavier7547
@conradojavier7547 Год назад
KOF Dosen't have a Dash Button(unless it's Back Dash), but a Run Button.
@evilded2
@evilded2 Год назад
Something people often don’t consider is some advanced techniques require a dash button. For instance you can input the directions for a Running 8X2 Behemoth Typhoon Buffer with 842~5dash~2H, you must use the dash macro for this.
@R0kushi
@R0kushi Год назад
My fragile tendonitis hands would appreciate but understandable if it doesn't
@DigiMatt52
@DigiMatt52 Год назад
Would this discussion regarding the dash button also be something to consider in the KoF series for hops/super hops? i.e. Changing configuration of controllers(be they pad, stick, or box) so that all jumps/super jumps can be converted into hops/super hops by holding down an additional button?
@UncontrollableOne
@UncontrollableOne Год назад
It depends on the games speed & meta. To play UMVC3 at high level being able to wave/plink dash is essential depending on your team. (Nova/Spencer). This type of dashing is a bit more complex, but movement is extremely important especially for the Nova/Spencer shell. We’ll have to see what kinda neutral SF6 has when the game drops.
@henriniemela1746
@henriniemela1746 3 месяца назад
at the same time, however, dash macros make the game just so much faster, as well as being easier. i think that totally beats the downside
@kaishmuper
@kaishmuper Год назад
should sf6 have airdashes and double jump?
@EXFrost
@EXFrost Год назад
No, thats what makes Street fighter street fighter really.
@KaguraHibachi
@KaguraHibachi Год назад
Never
@jacksonleonard1874
@jacksonleonard1874 Год назад
Too bad he didn’t talk about how the dash button affects charge characters
Далее