Current Events > Charge > Motion input

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Doe
03/01/24 10:14:42 AM
#1:


sonic boom

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Doe
03/01/24 4:21:16 PM
#2:


somersault

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Tyranthraxus
03/01/24 4:24:16 PM
#3:


Kintaro Morph

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Prestoff
03/01/24 4:27:01 PM
#4:


Hadouken

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DI MOLTO!
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Jerry_Hellyeah
03/01/24 5:12:54 PM
#5:


They make charge moves good to compensate for the shitty input and boring playstyle.

Shoryukens are sexy.

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SailorGoon
03/01/24 5:14:55 PM
#6:


Easy input, but nowhere near as satisfying

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Guide
03/01/24 5:21:21 PM
#7:


Being able to charge through a crossup feels good, even though it's the weird thing where I don't actually know how it works but the muscle memory handles it entirely.

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Smashingpmkns
03/01/24 5:22:47 PM
#8:


I never liked charge characters or grapplers. They're boring to me tbh

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Doe
03/01/24 5:23:05 PM
#9:


I dont play on stick but I think slamming the stick forward feels better than motions

On dpad I think the best feeling input is DP and honestly charge dont feel as good on dpad, its awkward.

On lever less / keyboard is a huge W for charge. Theres symmetry to back/forward, a [2]8 input is as natural as slamming spacebar, whereas motion inputs feel like dialing in a code.

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#10
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Jerry_Hellyeah
03/01/24 5:42:09 PM
#11:


[LFAQs-redacted-quote]


Alone, yes. While jumping forward or dashing? How about blocking high while holding a down charge?

Have fun with that, I'll just be over here doing invincible shoryukens whenever I want to.

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sabin017
03/01/24 5:44:43 PM
#12:


Button mashing >
https://youtu.be/du04t1yGrWc?t=17

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Gurifisu
03/01/24 5:55:34 PM
#13:


Doe posted...
I dont play on stick but I think slamming the stick forward feels better than motions

On dpad I think the best feeling input is DP and honestly charge dont feel as good on dpad, its awkward.

On lever less / keyboard is a huge W for charge. Theres symmetry to back/forward, a [2]8 input is as natural as slamming spacebar, whereas motion inputs feel like dialing in a code.
who tf is playing fighting games on keyboard wtf? No input is particularly hard on stick imo. Then again, that's probably because if you play stick you play fighting games enough for muscle memory to take over a lot of the process.

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Kamen_Rider_Blade
03/01/24 5:59:55 PM
#14:


Gurifisu posted...
who tf is playing fighting games on keyboard wtf? No input is particularly hard on stick imo. Then again, that's probably because if you play stick you play fighting games enough for muscle memory to take over a lot of the process.
The HitBox controller and all it's clones would like to say hi!

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Guide
03/01/24 6:01:08 PM
#15:


Gurifisu posted...
who tf is playing fighting games on keyboard wtf

There was a guy who hit top 16 EVO in SF4 with a keyboard, iirc

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thisworld
03/01/24 6:05:27 PM
#16:


[LFAQs-redacted-quote]


Can you do this simple sequence?
Dash Forward ---> Charged Anti-Air ([d],u)
*the anti-air must come out immediately, no delay allowed*

I can do the above but most people would find it easier to just use motion input for that sequence.
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Gurifisu
03/01/24 6:10:34 PM
#17:


Kamen_Rider_Blade posted...
The HitBox controller and all it's clones would like to say hi!
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.

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Kamen_Rider_Blade
03/01/24 6:12:27 PM
#18:


Gurifisu posted...
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.
=D

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Doe
03/01/24 6:31:04 PM
#19:


Gurifisu posted...
The advantage you get with charges on a hitbox is also there for QCFs/QCBs and DPs. I'd argue it's a bigger advantage for command inputs then charges. I used one briefly back in the UMVC3 days to spam fly cancel fireballs with Morrigan.
Hitbox is so good for charging that SF6 made it illegal for a leverless controller to output Down+Up as Up in Capcom pro tour tournaments

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Guide
03/03/24 1:33:47 PM
#20:


thisworld posted...
Can you do this simple sequence?
Dash Forward ---> Charged Anti-Air ([d],u)
*the anti-air must come out immediately, no delay allowed*

I can do the above but most people would find it easier to just use motion input for that sequence.

Those laymen don't realize that as long as the outputs don't conflict, the inputs don't necessarily have to come out in linear sequence.

For example, you can typically dash into a charged super with something like hold back, forward, back, forward+p

The [hold back, forward, back, forward+p] causes the dash while also counting for the super, which of course comes out right after the dash. It's not particularly difficult execution, it's just people getting it confused.

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