My favorite "impossible input" has to be Shang Tsung's secret fatality in MK2 - turns into Kintaro and punches opponent in half. It's a simple input... but very difficult to pull off. It's just "hold low punch *30 seconds* and then let go." Yeah there's nowhere near 30 seconds after announcer says FINISH HIM, so you have to hold it down through the entire 2nd round of the fight, which disables all Tsung's morphs and his fireball.
I don’t never really experienced this for mk2 and stuff bur for mk9 I dont know if it was just me but it felt like shangs morph abilty didn’t work in the game cause if i remember it was back down forward 4 and the input just never worked at all it felt impossible for me.
That's why you need to do that 30 second hold BEFORE you actual WIN those MK 2 battles since its normally impossible you can only do those finishers in less then like 10 seconds before the opponent automatically drops dead.
Fun Fact: If you think Aggressors of Dark Kombat has a strange sounding, almost contrived name, it's because it does. The name was chosen because the company that developed it (and the Neo Geo hardware, as a matter of fact) was Alpha Denshi Corporation whose name was changed to ADK. So they chose that name (Aggressors of Dark Kombat) to coincide with the 3 letters of the developer name, ADK.
The reason, so I've heard, for SF1's odd button recognition is that the game originally shipped with _pneumatic pressure-sensitive buttons_ - one for punch, and one for kick. Yep, the light-medium-heavy was determined by how hard you pressed the button, which naturally meant that every non-light input would essentially have to bungee-jump through the lesser levels. Thus, the onset of the signal couldn't be trusted as the final word, only the outset could. I think I heard people were injuring themselves on the pneumatic buttons, though, and so they didn't even last long.
Oh my god 😭☠️☠️☠️☠️☠️ im glad I’m not the only one who remembers. Now I’m not fg educated but is there a name or coined term for the style of input play for games if that makes sense ? . The best way I can explain it is games like street fighter and dbfz you can do your combos and inputs as seen on screen so basically “real time” while others like Mk and primal rage have a sort of “pre Input method” where your doing the whole thing in succession on controller (trying to match inputs with what’s happening on screen would not be recommended) only time that works for you is when your blocking or teching in those games . I apologize for the huge chunk of text I’m just really into fighters , more so to have fun and learn
Primal Rage rev 1.0 used all negative edge inputs just because the lead dev didn't have anyone to tell him that was a stupid idea. Later revisions changed to standard input style because Atari hired an actual tournament-level SF2 player to give feedback and also become lead on Primal Rage 2, which Midway killed because 'hurr we don't need two 2d fighters' and then ate shit three times in three years trying to make 3D happen. Weaponlord would later also do the same thing but entirely on purpose because that game was designed specifically to be played with the XBAND modem peripheral and there was no such thing as broadband or rollback netcode in 1994.
@@birdmanoo0 I've never done mist trap either it's totally impossible.. I think it's the only one that's still a true just frame the rest have 2-4 frames I think
FYI - you can perform the Bobby Dance by starting with a front grapple then hitting Jump, which will put Bobby in a back grapple (so you won't need to manually maneuver to get behind your opponent). The input for the Bobby Dance itself is ridiculously tough to pull off as it is, but at least this makes the setup a bit easier.
So it's like Streets of Rage? A jump moves you from front grapple to back grapple? Given it's a "sports themed kid" I'd be remiss not to point out Skate's neck throw, which isn't hard but just at odds with everyone else's grapples. Everyone else's back grapples are "grab, flip, wait to land, input", but Skate has the unique "grab, press flip and *hold* attack while flipping"
The really horrifying thing about Summon Suffering and Calamity Symphony is that they actually change the input with each entry, seemingly just to screw with you. It's always a bunch of directions seemingly at random though, so for the purposes of this video it doesn't matter.
soul calibur 3 had some truly inane inputs. setsuka had a three-part special combo that switched sides so you had to mirror the horizontal inputs in the second step.
Basically the start if the video. I have some problems making "super fireball" and dude was like "that's very easy, I would give a 1. I think anyone can do that"
As a Dhalsim player, I always hated that they made teleports require the "Dragon Punch" input AND multiple buttons at the same time. I picked up Dhalsim because I DIDN'T want to deal with Dragon Punch inputs, and then they added a teleport and made it use Dragon Punch input in BOTH directions, AND multiple buttons. Bullshit.
DP is incredibly easy, just act like you’re drawing a “z” with your stick (and for hitbox you want to hold forward, hold down and let go of forward, then hold forward while holding the down button)
DP inputs are quite weird yeah. Not a big fan of how stick inputs for fighting games require so much precision in direction, I swear its almost like if you wanna do a quarter circle forward you gotta go from 1 to 9 instead of 2 to 6. And on keyboard dp and tk inputs kinda suck still. I managed to find a character I like in ggst that doesn't have any non quarter circle inputs but the fact that the button you press to do the special affects the direction will take some getting used to. Also the mandatory tk where you have to release the button at the right time too but at least I can do that.
One thing I remember reading about Heavy Chicken Wing is that move specifically doesn't have input buffer, I believe you do have to push HK and up forward on the same frame
Yeah think of it at first but JMcrofts think it's a combo not a single move command, but he forgot or might not aware that Heihachi's Omen Thunder God Fist is harder that EWGF.
@@luna_kits2345And with Heihachi out of the game, I think JFSR is left with similar characteristics? You miss EWGF and still get a WGF, but if you miss JFSR, it is just d/f+4…
One that always stood out to me is Akira's one-frame knee in Virtua Fighter (and Dead or Alive 5). The input is K+G but you must let go of G in one frame. A decent amount of Akira's moves are pretty hard but this one in particular I could never do consistently. Some pros can land this during juggles and it leaves me awestruck.
@WFROSE I've seen some Akira players go straight into Byakko Soshoda (hold down, back, forward + P). I could never get that move unless I was already ducking.
Ivy's Command grabs in SC6 still allows for the simple input of spinning the stick... BUT... it also has a just-frame version of the moves which are done by pressing each input deliberately.
I find Calamity Symphony to be easy enough by performing a 720° spin, making sure I'm positioning the joystick as "far out" as I can, and then inputting the final motion _very_ deliberately. (I also learned not to perform the motion _too_ fast, as that kept me from executing it in the past.)
She had that in SC2 as well, with slightly more damage, flashier sparks, and a different voice clip. Never managed the "just" version, but Summon Suffering is pretty easy if you can land her harpoon move. Calamity Symphony is a little harder because she won't be in whip state, but you can include a quarter circle back in the moves to force a change before hitting A+K.
As a young kid playing Street Fighter 2 at Pizza Hut the toughest move for me for years was on a arcade joystick attempting to pull off Zangiefs 360 slam lol
Being an avid SNK player in my teenager years I had to learn things like the pretzel motion for Geese's Raging Storm (and reverse pretzel for Lawrence), Takumas's Ryuko Rambu and Yuri's Hien Houou Kyaku (these last two only in AoF 2 & KOF's 94 and 95). There is a bunch of other complicated or tricky super moves inputs. Sick!
Street Fighter 1 ignores button presses, it *only* registers button releases. (This was likely a design artifact of the two button plunger version.) I want to recall that you do not have to release the final input direction before releasing the attack button, but you have to release the attack button within a couple of frames of releasing the final direction. The other critical factor is that instead of having an interruptible walk, Ryu moves with hops that cannot be cancelled after the first couple of frames. While the special move direction inputs normally have generous timing windows, any unbuffered forward input will put you on a very short timer because of the hop that gets triggered. SF1 is also fairly forgiving of incorrect direction inputs.
SF1 uses a pneumatic system, instead of potentiometers. I'm guessing that the system would eventually trigger 2 or 3 different switches, and the first to be released by the mechanism springing back would be the input registered.
For a follow-up video, I suggest you look at Arcana Heart 3. One of the playable characters, a witch named Yoriko, has a special move that is performed as 632146 + any button. That's a super move motion, but not too crazy so far. The crazier part of the move is, during this brief stance, you can draw a triangle or pentagram. If you successfully draw a shape, your moves power up. The triangle is much easier to draw, but the power up lasts half as long. Possible Triangle shapes include 8138, 8318, 2792, or 2972. Possible Pentagram shapes include 819738, 837918, 273192, or 291372. A less extreme example from the same game is Elsa, a nun whose ultimate move is performed doing 8246 + AB, i.e., you are doing the cross.
elsa's is way harder than pentagram, along with a lot of other arcana heart stuff. you have to time 8246ab during 28x coin flip properly, and i can never pull it off. pentagrams are easy as fuck, you can do them the same way on either side, and do it really slow.
Man, I still remember having no idea how Zangief's piledriver was supposed to work, even though I had the booklet for SF2 Turbo. Nostalgia aside, I'm really glad that modern games give you so much info and ways to learn about playing them.
Tbh, I feel that Vega/Claw Meteor Combo in SFEX2 Plus, Rolling Izuna Drop, is pretty insane. Having to do that weird charging down-back and then the "L" motion with a kick, THEN you gotta line up with your opponent while airborne and AT THE END press Down + Punch to grab them. And if you whiff that last part, you just lost all your 3 bars of super
The Ivy throws were one of the main reasons I picked her up in SC2. They're easily some of the coolest throw animations out there, I never get tired of watching them!
My favorite "impossible inputs" ever are Athena's "Psycho Medley" in KoF 2002 UM and Ralph's "Bareback Galactica Phantom" also in KoF 2002 UM. They're both stupidly hard moves to both land and do in the first place, but Ralph's move is an instant, One-Hit KO from full health IF you manage to land the second input (which is frame perfect and changes timing depending on the opponent's hitbox, so good fucking luck).
The funny thing about Summon Suffering is the EXTREMELY long buffer time it gives you between inputs. I think it was to the point where you could do individual fast moves using those directions and it would still count them, as long as you ended on the final direction at the same time as A+B. So you could really mask it well if you were creative. Or just start at 3 hit 7 at some point and do a quick double qcfish motion and get it in the animation of a single A attack.
I got two for you. Hayates ''Raijin'' command throw in dead or alive 5. half circle forward to start the throw. right, left, up, down then hit throw button again once the command throw prompt comes again, then up right, down left, up left, down right and hit the throw button on the command prompt again. its so awkward to do. And Akiras ''Teishitsu Dantai'' where you guard, release guard in 1 frame and kick. I got used to that one in command training but in a live match, idk how people did it. And its a required move for juggling.
Hayate's Raijin command throw is even crazier to get in Dead or Alive 4. As you will have to double the amount of inputs to get the second part of the throw.
Some of the fighters I remember giving me the most troublems besides the ones you picked out here are rather obscure. I'll pull the ones from games you've heard of, more fun for you that way. ;] 1) King's Rolling Death Cradle from Tekken 2) Akira's multi input (I forget its name, sadly) from Virtual FIghter. 3) Haoumaru's Tenhafuzensan from Samurai Showdown 4) The Up+Right / Up / Up+Left inputs from "Primal Rage(Arcade)" and "Weaponlord(SNES)" I will also mention Dead or Alive's multi throws because they actually gave me troublems back in the day. Great video! Thanks for your hard work. Cheers!
The Pentagram motion from Arcana Heart, the Toy Transformations from Samurai Shodown II (along with Haohmaru's secret super), and the multiple 360 motions of Tamaki from Aquapazza.
I confirm that SF1’s special moves are performed most effectively using negative edge. It might have something to do with how Japanese arcade machines for SF1 had those pressure-sensitive “piston”buttons. Anyway, the negative edge theory makes sense, considering that normal attacks actually come out when you let go of the button, and not when you press the button down.
Fireball seems easy, but if you learned street fighter from SF2 on PC in the 90s. Forward roll was expressed by down diagonal forward and punch. There was no explanation that a rolling motion was needed. And the inputs would trigger a Shoryuken half the time.
Being an old school Neo-Geo fan, some of those special moves were absolutely insane. It wasn't so much inputting them, it was REMEMBERING them. Same with King from Tekken's chain throws.
Hayate from the Dead or Alive series (specially DOA4) has one of the craziest grab commands and I don't remember it having a buffer option either. You just had to get the timing right lol. It was pretty insane when that came out. It was in DOA5 as well, but they made it easier to do.
This. I had a friend back then who couldn't understand how I could do Ryu Hayabusa's Izuna Drop throw consistently. Swear he was trolling seeing he was able to do Hayate's throw without trouble
Punishing -13 with Kazuya or Reina Ewgf or Jin, Heihachi, Angel, Angel Jin and Devil Jin Punishing -14 is harder. Also punishing with King blue spark giant swing on -10 is probably harder than everything right now in Tekken 8.
@@phlixcarbon i13 EWGF is technically three just frame inputs, just like TJU. They're exactly the same difficulty, except you can buffer the first forward input of EWGF our of recovery (I think, not 100% sure about the buffer)
@@KuenchinDofus The difference is, that its a movement option on Punish. Meaning that there is no buffer frames to prepare the input. TJU is an unblockable attack so the startup can happen whenever. So correct me if I'm wrong but you can buffer TJU in a punish meaning its much easier.
@@KuenchinDofus Also getting the input for Blue spark Giant swing into 10 frames as a punish where there is no buffering is extremely hard (its not really used for punishing anyway unlike ewgf)
@@phlixcarbon I have no idea about Giant Swing so you might be right. I don't really understand why you would buffer taunt as punish since it's i28, you don't punish anything with TJU, it's a setup move not a punish move. And you cannot buffer Jet upper during taunt since it would cancel it.
If you think these are hard, I'd suggest looking at literally all critical hearts from Arcana Heart 3. I firmly believe the inputs were added as a joke by the devs as a response to people claiming moves are too hard. For an example, here's Saki's. 2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E Looks hard, right? How are you supposed to memorize this entire string? I'm not done. This string of moves have to be entered after the initial super which is 632146+AB. Not hard enough yet? I'm still not done. You have to enter the first string of inputs after the initial super input by TIMING THEM CORRECTLY. Yeah, that's right. Not only do you have to remember that entire string of inputs, but you have to remember when exactly in the super motion to input them. This is ONE character. Most aren't as bad as this, but I remember trying to land this in training mode for several days of attempts and couldn't even do it.
You are the best content creator I’ve ever seen for me personally just because you look so fun and kind and your excitement and joy in sharing these things always makes my day steer a long day in uni so thank you❤
As someone who plays fighting games those Tekken inputs that seem impossible are actually the easiest ones. The scary looking ones are literally just asking you to spin the stick in a circle.
I remember when Street Fighter 30th Anniversary Edition was released and when I was playing original Street Fighter I couldn't perform any moves by doing correct inputs, but when I was panicking, I was able to perform them. Then after few fights, I found that tactic work, so I genuinely started rotating stick and mashing buttons like some hyperactive kid. To this day, I remember beating that game by not looking at all, just rotating stick and mashing buttons.
In the ancient times (roots) of games, this command was born with Geese Howard in Fatal Fury and Art of Fighting, as well as KOF, called Double Reppuken
Do u know they changed guile’s imput in some variation of sf2, some it takes the old bs imput we all know, but in later versions u charge down back, for 2 secs do a half circle back then up forward + button
Hello :) Try Bryan's Taunt + Jet Upper combo ( TJU ) - this is really difficult :) Also, try to punish -13 move with Kazuya's Perfect EWGF - this is waaaay more difficult, then standart EWGF :) TJU example - ru-vid.comEiMSFrNkvfk?si=IeV53ynpWUs9Dhed Perfect EWGF example - ru-vid.com6Q4pgGkNi3A?si=izDHmOu4ToYzzSKd
Kumachan has a really hard throw in Fighters Megamix. The command is really long and requires precise timing. It's called Super Washington Treaty, and if you're fast enough once the move is done it's possible to chain it into another throw. Effectively allowing you to KO the opponent from full health. If you're able to initiate the grab.
I'm only going to just comment about the thumbnail. Summon Suffering is not hard. It gives you a FULL SECOND to make each directional input. AND you can ATTACK while doing it. Meaning you can literally dance you're way up to a player, as long as you hit each direction and end with the grab, you're gonna get it.
9:00: oh yeah, the famous "dureah" from Tekken 4. The name is from this same move when made correctly by Kazuya, electric sparkles come from his hand and he screamed "dureah"
"Press the entire Konami Code in ONE SECOND" for the first super-secret fatality. For the super-secret ULTRA fatality, "Press the entire Konami Code BACKWARD, this time in HALF A SECOND!"
They’re not necessarily hard inputs but “primal rage” has some weird special moves where you need to hold multiple buttons at the same time while doing the input. I remember my hand would start to cramp after playing for a while
I have very limited fighting game experience. So I pretty much just play the SoulCalibur games which is the only fighting game I played, I played a couple other for a few hours but this series I sank 1000s of hours into and still do today. I think Ivy’s is probably one of the harder ones because not only do you have to pull it off, but you can’t be doing it to where your feet do a lil dance. You have to buffer it during the wind down of one of her moves or be so insane you can buffer it in the time you do one simple movement b4 it registers all the directions. Cuz other wise it’s SOOOOOOO obvious when someone is trying to/going to do it. I will say that Ivy’s grab is a lot easier to wrap one’s mind on with a D-Pad/analog stick then the leverless. I just got one like in the first 4 weeks and controls like that seem a lot harder to intuitively wrap one’s head around. Of the video, the Bobby Dance looks the hardest, it’s a very specific/weird command that has to be done at a very a specific time, in a specific state, in a specific situation that probably doesn’t last for more than a fraction of a second.. and it needs to be muscle memory because setting that up on an actual opponent would be really hard I imagine.
The first BlazBlue has a command that's extremely easy on arcade stick, but pretty hard on a gamepad. Tager's astral finish command is to hold down A+B+C and simultaneously mash D. On a PS3 controller that means holding square+triangle+circle and mashing X. The solution is to macro A+B+C to a shoulder button, but without that you have to use either claw-grip or your right palm, and then move your left hand over to mash X.
Fun fact: I was doing EWGF before I even knew it's a thing. Whenever I'd do those inputs I'd just do them really fast. It was "the normal way" to me. Then I go online and see people are struggling with it and I'm just like "Oh...". Not even a Mishima main by the way. It's just how I'm used to playing them.
I do remember that before you did dizzy instant kill you would have to an special taunt that gave you access to her instant kill in gg plus r. But I could be wrong
Not really all that hard, but I really wanted to see how many tries it would take for you to churn the truest butter with bullet's seven full circle super in BLAZ blue CF
I have heard somewhere (youtube vid) that the reason the SF1 inputs are so hard is because they have no "smoothing" type feature on the inputs. This was a person actually going through the games code, not just playing it. They explained that it just had super rigid timing etc and they totally mentioned this was touched up big time for SF2. Basically each input of all special moves needed to be frame perfect it seemed or it gets rejected.
Ivy's grabs can actually be buffered from literally anywhere. You can buffer while being juggled and some more. You even can press each input 1 at a time and take mad time before the db
There is a character in Arcana Heart, Elsa. She has a move called Agnus, where she flips a bullet up in to the air and the input is down, up and any attack (A, B or C). That's easy, but her ultimate move is called Requiem, where the input is up, down, left, right, A+B, and you have to do it when the flipped bullet from Agnus shines at the peak of the flip and she catches the bullet and fires it. I tried for some time in practice mode, but I couldn't get it.
Personal favourite is arcana hearts, can't remember the character but they have a super thats pretty much just fireball super but you have to do it in less then a second for it's full potential
FeiLong really just the keys to TK this whole time. If you can do (numpad notation) 2369 (qcf+UF) with feilong, you can do special 236 airborne moves "grounded" with 2369. The character has a built in TK only move which is nuts. If you have GGST you can practice modern TKs with like Baiken c.S/5k into 2369 slash for youzansen grounded conversion.
Surprised to see no mention of Alpha Patroklos' combos in Soul Calibur V. His most infamous bnb required four just-frame inputs, Blueboy was an actual god for pulling it off consistently at tournaments.
Used to main King in Tekken 3. Never managed to do his Rolling Death Cradle. Still never seen anyone do it legit. Got to be one of the hardest moves of all time.
i am 2d fighter player, but i can do egwf consitently without any issues:) i just dont get what is the big problem with this input? pretzle is much worse imho
My favorite impossible input is a stance in Arcana Hearts 3, I don't remember which character has this move, but there is stance, where you should input a pentagram in 4 different ways
My favorite part is when he ranked QCF motions as a 0. Part of the reason fighting games are so hard to get into for people is because a QCF motion isn't trivial. I've got a friend that's played video games all his life and still can only do a QCF like 50% of the time. It's part of the reason Tekken and its clones got so popular. Hell, it's also why Mortal Kombat 2 was considered the better game to us children, because there were tons of moves that were just forward forward button or holding a single button. It's why modern controls and games like Granblue exist. Also controllers these days really change up some difficulties. Like, EWGF is real hard on a stick or pad, but it's trivially easy on a hitbox. DP motions are also easier than QCF motions on a hitbox.
To be fair this was 1987, when fighting games didn’t really exist with an exception or two and fighting game inputs were awkward and clunky, there wasn’t an exact way to do inputs so it’s fair to give SF1 a bit of slack.
Of all the ones you showed, the only one I had never heard about was the Bobby dance. I can't imagine trying to *learn* that motion in the arcade days. 😬 I see you put the star motion in the thumbnail, but then didn't mention it in the video. Arcana Heart 3 has a bunch of crazy input moves. You could make an entire video just trying to pull off all the non-standard ones. When I was younger I hated trying to do Raging Demons, but now I actually dislike double quarter circles even more. They're not hard, just feel kinda clunky. As for other difficult motions, shout outs to all of the "Raging Demon-like" moves in Darkstalkers, and the Speed/EX manual super combos in Last Blade 2 that all feel like the timing is completely off.
For me, one of the most entertaing yet difficult is Deadly Rave/Neo Deadly Rave. Memorizing the string and getting the timing right for each input was pretty tricky for me.
I always really struggled with down to up supers in SF... But Blanka's down up in Alpha 3 was always the hardest. He's got a really fast jump in that game, so you need to nail the up motion... And I'm stinky pad player, so I map three kicks to L2, but Blanka has a command mapped to 3 kicks and 3 punches, so you can't cheat the supers with the shoulder buttons like you can with the other charge characters.
Saki Tsuzura: *Flipping her hair* What about my Critical Heart from my franchise Arcana Heart called "Gulff Dagda"? It's insanely difficult and almost impossible to pull off.
Order Sol's IK from GG Accent Core are by far one of the hardest inputs i've ever see in a fighting game, its very timing frames + a lot of lucky to land