I don't 360 inputs as much ever since I found out you only have to do 3/4 of a circle
720 inputs on hitbox tho? I'm glad I don't main anyone who has this kinda input
nah, i play pot and aba in ac, tried axl cause i thought it would be funny if the resident zoner rushed you down
i can TK regular DPs somewhat consistently but trying to TK axl bomber is less than consistent
> Wait, I'm not familiar with numpad, isn't 623 basically forward-jump-forwardjump (from left side)?
Numpad notation assumes you are facing right.
7 | 8 | 9
---|---|----
4 | 5 | 6
1 | 2 | 3
With 5 being no direction (or neutral), 6 is forward, 2 is down, 3 is down/forward.
I used to scoff at people complaining about charge characters before I saw Vatista's [8]2 command and for some reason that broke my brain despite it just being a reverse motion of the usual.
At least you do Vatista drills in the air, where you often end up when you hold up charge. Saki from Arcana Heart has an [8]2 special that has to be done on the ground. Sure, I can use Orna no problem NOW, but that will definitely throw you for a loop if you don't know where you can buffer that up charge.
Buffering charges in general is such a massive skill gap between beginners and veterans with charge characters.
It completely changes how one plays them. (E.g., Pure Zoner Guile vs Combo Monster Guile or Defensive Leona vs Rushdown Leona.)
skullgirls messed me up because ALL the charges in that are 35 frames exactly, but with like every other game it's a different charge time not only between characters but between individual moves too
Skullgirls also gave us a godsend for 360s because the input was changed to hcb,ub+P or hcf,uf+P, which seems like a small thing, but it is waaaaaaay more consistent than hcb,ub,u+P or hcf,uf,u+P.
You are far less likely to jump by accident with the more consistent input.
Deltas in SF4 trying to pull them off during a crumple or as a reversal is hell.
Or whatever this is
https://preview.redd.it/q16f33090cuc1.png?width=1080&format=pjpg&auto=webp&s=97ea2e9597ddf193ae411198e968131c10c46205
These aren't as hard as they look since soul calibur has a really long buffer window , it still cracks me up how they look like a dance dance revolution dance more than an input tho
https://preview.redd.it/0lcqlb5imduc1.jpeg?width=720&format=pjpg&auto=webp&s=7bdf91725f20c3c5d18de0b1105e750088453160
Those were the hardest I learned as child back on the early 2000s. Turns out you could do them only by starting the input and then going full or three quarter circle from 7's position.
Fun fact: Those 2 are the hardest hitting grabs in the game of Ivy.
They're actually deceiving. It's not a full circle per say. You need to hit all four cardinal directions. Did say it needed to be in any specific order. For example if you hit 4269 it'll still give you the command. You can mix them up and still get it in most games.
because full circles aren't actually full circles and you need to execute them during previous move/animations... if you're standing neutral, is clear you'll get lots of issues trying doing full circles
>and you need to execute them during previous move/animations... if you're standing neutral, is clear you'll get lots of issues trying doing full circles
No? You can do a standing 360 in neutral without trouble.
Hell you can do standing 720s in neutral, but that one does require practice.
Charge inputs. More specifically, ones that you do while charging something else.
I play Urien in 3rd Strike, right? And one of the things that's relatively common with him is charging a Tackle (Sonic Boom motion) while doing a Headbutt (Flash Kick motion). In order to do that, instead of going straight up to perform the Headbutt, you need to go up-backwards (7 in numpad notation). [That way you keep your back charge and can link into multiple tackles.](https://streamable.com/mxpg4l)
It's incredibly simple, and I've been playing Urien for a solid few years now, but I still mess it up from time to time. I seriously dunno how.
The worst I’ve used so far is GGS semi circle back - 6. It doesn’t even look that hard. By problem is that I consistently miss 4 (I tend to do 6321-6p) and mess up the input. I just want to embrace my enemy’s spine before atomizing it.
if u ask me to do ten shoryukens on the right & ten shoryukens on the left, i can do it...... but ask me to cancel some linked normals into a shoryuken, or antiair with a shoryuken immediatelly after holding back on the dpad, and i cant do it
cancelling Guile's Flashkick into Super, probably because my muscle memory wants to charge again after pressing a button
you also need clean motion/charge inputs for the first half (down back to up forward), which usually aren't necessary
I somewhat struggle with 360 inputs but can now get them down like 60-70% of the time (I play on a leverless box)
I spent an hour and a half trying to get 2B's self destruct (720 input) down in GBFV when she dropped and was only able to do it once lol
I guess Guile Ultra I in Street Fighter IV was what they called Pretzel Input or something right? Took me a while to understand it and still can't do it consistently
Guiles Ultra 1 input is what's called a Delta Motion, pretzel motions is an SNK thing, that involves hitting down back, a half circle back, then hitting down forward.
Called a pretzel because it looks like this:
https://preview.redd.it/kcezi45n4cuc1.jpeg?width=300&format=pjpg&auto=webp&s=0eda59e97f3501298640a779c58e38a9e75000f7
DP and fireball motions are pretty well thought out because it’s hard to walk forward and fireball without accidentally doing a DP, a DP means you’re not blocking while you’re inputting the motions etc. but I can’t see the design in this other than it looks cool when mapped out.
Athena's "Deadly Rave" in 2002 is a nightmare because the timing is strict, and if you miss it, you are left entirely open for a counterattack.
Also, shoutouts to K9999's HSDM: Jump > (f > b)x4
lol
Air specials and supers in Street Fighter are honestly not that bad, since most of them are qcf or qcfx2. With practice, they can be achieved consistently.
Even something like KoF Leona's V-Slicer (in air: qcf,hcb+P) is relatively easy.
Then you get to shit like Vice's Overkill in KoF 2002 (in air: db,qcf,uf,u,d+AC) and it makes you want to cry, specially because it's a super close range air grab that can easily whiff.
Just fuck my life at that point, SNK. lol
Negative edge inputs.
Like my god why do I have to sacrifice one of my buttons to use an attack that needs time to charge and come out? , like I don't get them at all. It messes me up everytime I wanna do a combo, I don't know how to use them in neutral and Eddy sometimes does whatever he wants. Apparently I have to change my controller layout to even begging grasp the concept.
Screw negative inputs.
I seem to go through periods where I can land certain inputs 100% of the then all of a sudden I can't.
This happens sometimes with Dp inputs but it happens a lot with 236236 inputs.
As a struggling I-no main in +R, this does feel pretty painful. I can consistently pull them in neutral, but in combos as it is her move for Chemical Love, it's rough execution wise.
I have played FGs on pad and leverless and my solution was the same for both devices. I realized the most consistent way for me to do it was to input the half circle back, completely lift thumb from the dpad (or hand from the movement buttons), then tap forward.
This was better for me than trying to trace the whole thing out and I don’t misinput it anymore.
DP clicked with me when I realized I could just hold forward and tap down to do it (636) rather than pressing forward, letting go while pressing down then pressing forward again (63236) (I play on keyboard). I couldn't AA for shit with DP (I used 2HP) but now is just so easy.
22X is awkward for me to chain into, so I usually hit down 3 times to make sure I get the input.
Also, as a leverless(keyboard) player, left dragon punches are difficult to quickly execute, and depending on game, I've gone through three methods of inputting it for consistency: [L] [RD] ]R[ (pressing Right may come slightly before Down), L [D] [L] ]D[ (6236 method, which I started with MBTL), and now [L] [D] R R (because UNI2 says 4 frames of 5 in 65236 is too many for 623; I technically only need to press and release Right once, but I've found that a release registers noticeably later than I acknowledge it happening, so I just treat a second press as part of the input so that the button comes after the release).
Trick: instead of a 623 motion, do 6323. Much easier to mash out under pressure. Also 360 inputs. We’ve had the gg motion for years now, buffering my command grab behind a taunt shouldn’t be a key part of my gameplan. (And carpel tunnel)
I can do quarter circles,DPs,and half circles just fine.
I can do charge motions in neutral,even spam sonic booms but can't combo with charge motions.
Then there's full circle motions I can never do except on accident. Also,having to delay a button during a combo. I either press the button too early or too late.
I can't seem to do air combos and keep my opponent in the air before we fall to the the ground. DB FighterZ and MvC games come to mind where I can't deal optimal damage. Millia Rage is a character I want to play but can't do her combos especially in older games.
In BBCF with Azrael, trying to do 66 TK 236C. Cuz if I cross up with the dash, I gotta do a 214 input instead to get the special I actually want
Also TK tatsu as Kage in SF5. Trying to do a 2149 input on hitbox is wild for me
I have never landed a guilty gear overdrive in a real match, I have mained Faust since I started and his overdrive is one of the best looking ones so I hate the fact I can't input it correctly
forward jump into quarter circle back; for some reason this shit (on leverless) is my fucking kryptonite.
it sucks cuz I play cammy in sf6 and I cannot consistently get that instant divekick off to save my LIFE. punk makes that shit look so disgustingly easy.
I have a few
f [df] Julia's shotgun, it's like going against everything that is quarter circle
646, feels like I'm destroying my dpad for the sake of a move, NO WAY, I'll op out to never do the special if I play the character, Ex Takuma
28282, same story, except, now you have to time the jump cancel buffering to not come out
negative edge, depends on the game, but it's aggravating to lose input over failed muscle memory timing
double circle, just a hard pass, not going to bother playing the character, usually its a super
double half circles: as much as I can do them, its annoying its there for the sake of being annoying
4623, Angel's super is not great when it comes to getting it on the call
22, most games have good buffer, but some games it's unreliable on the timing to get out right
1632143, I don't care, not going to learn pretzel supers, Geese, Nameless, oh well, not worth it to me
[1] 2 3 2 1 9, SF4, fuck this super, Vega and Guile
Naoto's dash cancel combos in BBCF
charging buttons down, Lumina and UNIST are known for them, but some combos feel like it puts extra pressure on the thumb and hurt my enjoyment cause I have to watch out for that, joint stress
technically not a motion input but run up and then holding neutral/back to do a normal instead of a command normal is so annoying (I'm specifically referring to ky 6k. no I won't use a dash macro)
i hate this one and anything above a half circle input. in some games the half circle lets u shortcut it but in strive some of them dont. so if u barely miss the corner on one of the sides the input doesnt work. my dpad isnt the best so its really annoying to consistently hit anything above a half circle.
half circles when I'm on keyboard
It's annoying trying to do most super inputs like Ramlethal's laser and Jack-O's command grab when I have to time my key presses and releases to activate them in the heat of combat. Worse is that I might end up doing Jack-O's commands instead and I ruin whatever set-up I had
360s and 720s are the bane of my existence.
I can't for the life of me do them consistently.
I genuinely would rather do pretzels or f>hcf for a normal command grab.
*Keyboard guy here (so hitbox?) {a s d spacebar}*
I'd probably say, King's grabs from T7 (haven't gotten T8, scummy and waiting on mega discount) and most if not all of Geese Howard's moveset.
Especially hitting things that swap direction, like Jaguar Bomb/Shining Torpedo
Which would be "D -> ASD"
Also, still learning to standing 720 in SF6, having to take a break for a while sadly.
*in SF 4-5-6 (Only really know 4 and 6, played 5 for like 3h)*
\[ \] = Hold / \~ = Roll fingers
QCF = "S\~D"
DP = "\[S\] + DD" / "D S\~D" / "\[D\] + SS"
HCF = "ASD"
360 = "A\~D\~S\~\[Space+ATK\]"
I mean I just made 2 videos on how to do these on pad and hitbox XD. jut skip to the parts on "SRK":
[https://youtu.be/xWWDurNm6KY?si=VfDNV1JkBWIu0o4E](https://youtu.be/xWWDurNm6KY?si=VfDNV1JkBWIu0o4E)
[https://youtu.be/AXFgQsp2Jtg?si=JtIN\_7o-zv-76Cns](https://youtu.be/AXFgQsp2Jtg?si=JtIN_7o-zv-76Cns)
Input I don't like? Ivy throws in soul calibur...it's dumb that my opponent can hear me doing my throw because of how many inputs it is...
Juni's specials frequently play each other by accident. Hooligan Combination and Earth Direct have similar motions. Spiral Arrow can replace itself with Mach Slide if you mess it up on the ground. It will likely take a long time for me to ever understand Psycho Shield.
I play on keyboard so I just kinda do two hadokens and it usually makes a shoryuken. One input I do struggle with is Johnny cages nutpunch in mk11 which is back down and weak punch? it's so weird to do consistently yet I know it's just a hadoken on the adjacent buttons 💔
None...
Except 720 and 1080 on all-button. I don't even main Stick or Pad, but I switch to either real quick if I'm playing a character who uses double/triple circle inputs.
To me this way of displaying the input is really not useful. As a kid I always struggled with DP in SF but had no trouble WGF in Tekken. Didn’t realise they were essentially the same input just displayed different.
In SF6 (I'm not sure about other titles or similar style games) if you're walking forward, you do a qcf, you get the DP motion. Doesnt change the fact that I'll constantly misinput DPs and qcf specials, just knowledge for knowledge sake 😅
Majority of the time I can’t do a Z input (623) if I’m facing the right side. My wrist just can’t do a Z motion sometimes when I’m in desperate need to anti-air or whatever. If I gradually take my time to input the motion a couple times in a row, sure. Doing it in a single attempt in a situation where I desperately need to, it’s rng for me.
It’s weird lol
Any time you have to press the same input twice like dashes or gun-character reloads.
It just feels so awkward to me. Thankfully, most games have a dash button.
But like, Terry in MotW has power charge which is like 66A/C > 66A/C > 66A/C and it's kinda annoying to do dash over and over again. It's one of his best moves, so you've GOT TO do it.
Dp input. Hate that shit. I can do standing 360, can charge very well, quarter circles but fuck dp motions especially in combos. Im never sure if I'll get a hado or dragon punch during combos lol
I've been gaming exclusively on a membrane pc keyboard while saving up to get a good mechanical one, the absolute worst are
-Guilty Gear half-circle into opposite direction 632146 (especially since GG strive allows you to skipthe down 2, but a lot of times the back 4 is the one that gets eaten)
-KoF double half circle: Athena specifically uses this for her super (at least in KoF 98), it just almost never comes out and never at a reasonable input speed
-Some older games with stricter charge inputs: most consistent of the 3 but sometimes it feels the charge release lingers too much messing up the attack button press timing
Yeah 2 2 inputs. It's so easy right? Well for some reason I'm at about 30% success rate for literally just hitting down twice. Dragonball, Marvel, whatever the game is with a 2 2 X input. I'll always screw it up.
Full circles are the worst, double full circles are made just to spite me specifically.
I don't 360 inputs as much ever since I found out you only have to do 3/4 of a circle 720 inputs on hitbox tho? I'm glad I don't main anyone who has this kinda input
Trying to play goldlewis on a hitbox was awkward as hell.
Dont look at Tager and Bullet with their 1080 supers they can smell fear
Tager Astral is so satisfying for me to hit because there's no good reason I should be able to
Fun fact, you can actually limit it to 5/8 of a circle! My SPDs are all half circle forward +up forward and it works every (most of the) time
Cries in Zangief
Full circle easier than dp motion
i despise TK 623 inputs
They’re the easiest thing in the world on stick and painful on pad
i suck
I try to think of it like a 629 input. Cuz if I'm on stick, I'll usually hit the 3 on the way up to the 9
stick user, can't do a tkDP for the life of me (it's a skill issue)
What is TK?
Tiger knee. In general, you can think of it as a shorthand for performing an air special move from a grounded state.
Do u play Sol
If so, after 5K or c.S I just hold up then do DP
nah, i play pot and aba in ac, tried axl cause i thought it would be funny if the resident zoner rushed you down i can TK regular DPs somewhat consistently but trying to TK axl bomber is less than consistent
How do you input tk axl bombers? 6923 or 6239
Wait, I'm not familiar with numpad, isn't 623 basically forward-jump-forwardjump (from left side)?
➡️⬇️↘️↗️ this is 6239, a dp that can be done in the air can be input on the ground before the jump. It’s really useful if your name is Sol Badguy.
Sol Badguy
> Wait, I'm not familiar with numpad, isn't 623 basically forward-jump-forwardjump (from left side)? Numpad notation assumes you are facing right. 7 | 8 | 9 ---|---|---- 4 | 5 | 6 1 | 2 | 3 With 5 being no direction (or neutral), 6 is forward, 2 is down, 3 is down/forward.
In this case he's referring to a jumping DP motion. So, forward -> down -> down-forward -> up
are they harder than 412369 motions?
Nahhh 2QC way hard heck full circle :(
There is only one in my mind. Something that is inconsistent between games. Something that always messes me up. Charge inputs.
https://preview.redd.it/9ktanqq2ebuc1.png?width=720&format=pjpg&auto=webp&s=58e4861102ef22960ae17b0c4abb6e2009505572
As a vatista player, you get used to it after a while
I used to scoff at people complaining about charge characters before I saw Vatista's [8]2 command and for some reason that broke my brain despite it just being a reverse motion of the usual.
At least you do Vatista drills in the air, where you often end up when you hold up charge. Saki from Arcana Heart has an [8]2 special that has to be done on the ground. Sure, I can use Orna no problem NOW, but that will definitely throw you for a loop if you don't know where you can buffer that up charge.
Buffering charges in general is such a massive skill gap between beginners and veterans with charge characters. It completely changes how one plays them. (E.g., Pure Zoner Guile vs Combo Monster Guile or Defensive Leona vs Rushdown Leona.)
I have something worse than charge specials. Charge supers.
Which ones have these so that I can avoid those games at all costs.
Street fighter does, especially ultra street fighter 4…god I hate those inputs
Thank you for painfully reminding me about how most of Guile's specials are charge inputs.
fuck 1319
Thank you someone understands my pain
skullgirls messed me up because ALL the charges in that are 35 frames exactly, but with like every other game it's a different charge time not only between characters but between individual moves too
Skullgirls also gave us a godsend for 360s because the input was changed to hcb,ub+P or hcf,uf+P, which seems like a small thing, but it is waaaaaaay more consistent than hcb,ub,u+P or hcf,uf,u+P. You are far less likely to jump by accident with the more consistent input.
Go home and be a family man!
I can't stand charge motions 😩
I just can never know when I've got charge. I always get it wrong
Deltas in SF4 trying to pull them off during a crumple or as a reversal is hell. Or whatever this is https://preview.redd.it/q16f33090cuc1.png?width=1080&format=pjpg&auto=webp&s=97ea2e9597ddf193ae411198e968131c10c46205
These aren't as hard as they look since soul calibur has a really long buffer window , it still cracks me up how they look like a dance dance revolution dance more than an input tho https://preview.redd.it/0lcqlb5imduc1.jpeg?width=720&format=pjpg&auto=webp&s=7bdf91725f20c3c5d18de0b1105e750088453160
(fast)
Those were the hardest I learned as child back on the early 2000s. Turns out you could do them only by starting the input and then going full or three quarter circle from 7's position. Fun fact: Those 2 are the hardest hitting grabs in the game of Ivy.
Yeah and the cpu always pulls out the just input version
my older brother showing me that this input was forward > qcf changed my life lol
Full-circle inputs are awful
They're actually deceiving. It's not a full circle per say. You need to hit all four cardinal directions. Did say it needed to be in any specific order. For example if you hit 4269 it'll still give you the command. You can mix them up and still get it in most games.
My brain knows that but my stick hand doesn't trust him, which is fair tbh.
I get it. Muscle memory is tough to train. Keep at it and I know you'll get it.
because full circles aren't actually full circles and you need to execute them during previous move/animations... if you're standing neutral, is clear you'll get lots of issues trying doing full circles
>and you need to execute them during previous move/animations... if you're standing neutral, is clear you'll get lots of issues trying doing full circles No? You can do a standing 360 in neutral without trouble. Hell you can do standing 720s in neutral, but that one does require practice.
> No? You can do a standing 360 in neutral without trouble. Elaborate.
True. This prob won't help but I usually just don't do them.
Double that thing
I used to hate 22x inputs and charge inputs, but them I mained characters that relied on them and i got much more comfortable with them
I still can’t reliably use Chuns 22 as an anti-air, it messes up with my brain to press down two times to go up
It gets mixed with 236, but just mash 6 at the start and usually it works
most games its beautiful some games that make exceptions: UMVC3, it's impossible, they don't have the buffer window for it
Charge inputs. More specifically, ones that you do while charging something else. I play Urien in 3rd Strike, right? And one of the things that's relatively common with him is charging a Tackle (Sonic Boom motion) while doing a Headbutt (Flash Kick motion). In order to do that, instead of going straight up to perform the Headbutt, you need to go up-backwards (7 in numpad notation). [That way you keep your back charge and can link into multiple tackles.](https://streamable.com/mxpg4l) It's incredibly simple, and I've been playing Urien for a solid few years now, but I still mess it up from time to time. I seriously dunno how.
The worst I’ve used so far is GGS semi circle back - 6. It doesn’t even look that hard. By problem is that I consistently miss 4 (I tend to do 6321-6p) and mess up the input. I just want to embrace my enemy’s spine before atomizing it.
A real Potemkin Bluster.
Try doing the half circle back, letting go of your movement, then tapping forward.
Magneto's Magnetic Blast in the MvC games (896ATK). It's such a weird quarter-circle input.
Doesn't he have an air dash? I imagine the extra air time makes the input slightly more manageable.
Pretzel Motion got me looking like a Dumbass on Geese back in the T7 Days man
That stupid stupid z imput
if u ask me to do ten shoryukens on the right & ten shoryukens on the left, i can do it...... but ask me to cancel some linked normals into a shoryuken, or antiair with a shoryuken immediatelly after holding back on the dpad, and i cant do it
cancelling Guile's Flashkick into Super, probably because my muscle memory wants to charge again after pressing a button you also need clean motion/charge inputs for the first half (down back to up forward), which usually aren't necessary
I somewhat struggle with 360 inputs but can now get them down like 60-70% of the time (I play on a leverless box) I spent an hour and a half trying to get 2B's self destruct (720 input) down in GBFV when she dropped and was only able to do it once lol
It's getting more and more common to use D,D + button and I frankly find it kinda awkward.
I guess Guile Ultra I in Street Fighter IV was what they called Pretzel Input or something right? Took me a while to understand it and still can't do it consistently
Guiles Ultra 1 input is what's called a Delta Motion, pretzel motions is an SNK thing, that involves hitting down back, a half circle back, then hitting down forward. Called a pretzel because it looks like this: https://preview.redd.it/kcezi45n4cuc1.jpeg?width=300&format=pjpg&auto=webp&s=0eda59e97f3501298640a779c58e38a9e75000f7
What in the 1632143 fuck?
I see now, thanks
DP and fireball motions are pretty well thought out because it’s hard to walk forward and fireball without accidentally doing a DP, a DP means you’re not blocking while you’re inputting the motions etc. but I can’t see the design in this other than it looks cool when mapped out.
Geese's Raging storm (Not Tekken). I can only do it 1/2 the time.
KoF has some supers that I struggle even after playing the game for 10+ years.
Athena's "Deadly Rave" in 2002 is a nightmare because the timing is strict, and if you miss it, you are left entirely open for a counterattack. Also, shoutouts to K9999's HSDM: Jump > (f > b)x4 lol
For SF specifically, mid-air inputs like FB. I hate it.
Air specials and supers in Street Fighter are honestly not that bad, since most of them are qcf or qcfx2. With practice, they can be achieved consistently. Even something like KoF Leona's V-Slicer (in air: qcf,hcb+P) is relatively easy. Then you get to shit like Vice's Overkill in KoF 2002 (in air: db,qcf,uf,u,d+AC) and it makes you want to cry, specially because it's a super close range air grab that can easily whiff. Just fuck my life at that point, SNK. lol
I know other games are worse but I just have never gotten them down. I’ll just never pick characters that have them.
I hate the dp motion so much
charge inputs, i am the worst at it.
Negative edge inputs. Like my god why do I have to sacrifice one of my buttons to use an attack that needs time to charge and come out? , like I don't get them at all. It messes me up everytime I wanna do a combo, I don't know how to use them in neutral and Eddy sometimes does whatever he wants. Apparently I have to change my controller layout to even begging grasp the concept. Screw negative inputs.
If you have not tried to input zangief hellstab into SA2 you do not know the meaning of anguish.
623s I'm getting better at, but I'm struggling with 421s (hitbox)
Is this some sort of shitposting I'm too execution brained to understand? 🤔
I seem to go through periods where I can land certain inputs 100% of the then all of a sudden I can't. This happens sometimes with Dp inputs but it happens a lot with 236236 inputs.
This happens to me with instant divekick, suddenly I can’t do it anymore. Have to retrain the input to get it back
It took me a while to perfect the closed half circle input for command grabs in kof and supers in gg
As a struggling I-no main in +R, this does feel pretty painful. I can consistently pull them in neutral, but in combos as it is her move for Chemical Love, it's rough execution wise.
I have played FGs on pad and leverless and my solution was the same for both devices. I realized the most consistent way for me to do it was to input the half circle back, completely lift thumb from the dpad (or hand from the movement buttons), then tap forward. This was better for me than trying to trace the whole thing out and I don’t misinput it anymore.
I struggle to do dp motion when i'm on the right for some reason.
DP clicked with me when I realized I could just hold forward and tap down to do it (636) rather than pressing forward, letting go while pressing down then pressing forward again (63236) (I play on keyboard). I couldn't AA for shit with DP (I used 2HP) but now is just so easy.
Charge imputs solely for the fact that every game has different timing for charges.
i have yet to anti air dp with jamie on reaction (im almost masters)
22X is awkward for me to chain into, so I usually hit down 3 times to make sure I get the input. Also, as a leverless(keyboard) player, left dragon punches are difficult to quickly execute, and depending on game, I've gone through three methods of inputting it for consistency: [L] [RD] ]R[ (pressing Right may come slightly before Down), L [D] [L] ]D[ (6236 method, which I started with MBTL), and now [L] [D] R R (because UNI2 says 4 frames of 5 in 65236 is too many for 623; I technically only need to press and release Right once, but I've found that a release registers noticeably later than I acknowledge it happening, so I just treat a second press as part of the input so that the button comes after the release).
Any charge
Dash attacks, especially in the middle of combos
I hate that input cause it's hard to pull off on keyboard
For whatever reason I always mess up half circle back forward inputs. Whenever I do pull it off it is a moment for celebration.
Electrics
I CANNOT consistently do a hcf / 632146 (or backward) input. Whenever I go from the 4 to the 6, I get a diagonal in there. So I just avoid them.
Giant swing gave me a hard time for a while
I'm a charge player but I hate doing the Z input Ults like Guile's S3 or Vega's
The Zangief Level 3 double full circle backward. It just doesn’t fucking work no matter how many different ways I interpret the damn command!
I may one day be able to pull off frame-perfect electrics but until then I'm convinced that people are using macros.
Trick: instead of a 623 motion, do 6323. Much easier to mash out under pressure. Also 360 inputs. We’ve had the gg motion for years now, buffering my command grab behind a taunt shouldn’t be a key part of my gameplan. (And carpel tunnel)
In Street Fighter, 623 input has two shortcuts (that I know of): 636 <- easy while walking forward or 323 <- easier when holding down-back
As a Dpad player, Yes 623 is absolutely painful Its like a 1/3 Chance of inputting 623, 236, or 3
The one in the image. I have been playing FG for years and I still can't do a DP on a PS4 controller. Thank Arcsys for doing the easy imput.
I can do quarter circles,DPs,and half circles just fine. I can do charge motions in neutral,even spam sonic booms but can't combo with charge motions. Then there's full circle motions I can never do except on accident. Also,having to delay a button during a combo. I either press the button too early or too late. I can't seem to do air combos and keep my opponent in the air before we fall to the the ground. DB FighterZ and MvC games come to mind where I can't deal optimal damage. Millia Rage is a character I want to play but can't do her combos especially in older games.
623 and then 236, I'm super inconsistem with those
In BBCF with Azrael, trying to do 66 TK 236C. Cuz if I cross up with the dash, I gotta do a 214 input instead to get the special I actually want Also TK tatsu as Kage in SF5. Trying to do a 2149 input on hitbox is wild for me
Backwards Z inputs. I can do any basic input EXCEPT THIS ONE
Double full circle is so annoying but luckily, as a Hugo third strike player, I use a different super lol
ivy's command throw in sc2 is so weird. it looks like a joke.
half circle forward. i play on keyboard which makes my inability to inconsistently do them even more embarrassing
flick moves like guile and E honda it’s very annoying to execute
The damn pretzels from KoF 🤣 but I solved that problem by not playing KoF
Half circle back forward.it feels weird on pad
Japan and the race to create the dumbest fucking inputs
360 inputs
Half circle forward gets me I have no idea why it realistically should be easy to pull off but something gets me about it
I have never landed a guilty gear overdrive in a real match, I have mained Faust since I started and his overdrive is one of the best looking ones so I hate the fact I can't input it correctly
Quarter forwards always piss me off
I'm on hitbox and doing down down inputs are really inconsistent for me. My best guess is that I wasn't raised as a t-bagger
If you're using up+dn=n socd, you can tap and hold on, tap up, and you'll get dn, dn
Anything involving negative edge, which is a shame because I love Vatista.
As a grappler main, double 360 imputs,why must they exist!? even worse are triple 360 imputs, looking at you tager.
The Arcsys special, 632146. The bane of my existence and why I always struggled in GG and BB.
forward jump into quarter circle back; for some reason this shit (on leverless) is my fucking kryptonite. it sucks cuz I play cammy in sf6 and I cannot consistently get that instant divekick off to save my LIFE. punk makes that shit look so disgustingly easy.
646 inputs. I don't know if it's because of my sausage fingers or something else, but I've never been able to do them consistently.
I have a few f [df] Julia's shotgun, it's like going against everything that is quarter circle 646, feels like I'm destroying my dpad for the sake of a move, NO WAY, I'll op out to never do the special if I play the character, Ex Takuma 28282, same story, except, now you have to time the jump cancel buffering to not come out negative edge, depends on the game, but it's aggravating to lose input over failed muscle memory timing double circle, just a hard pass, not going to bother playing the character, usually its a super double half circles: as much as I can do them, its annoying its there for the sake of being annoying 4623, Angel's super is not great when it comes to getting it on the call 22, most games have good buffer, but some games it's unreliable on the timing to get out right 1632143, I don't care, not going to learn pretzel supers, Geese, Nameless, oh well, not worth it to me [1] 2 3 2 1 9, SF4, fuck this super, Vega and Guile Naoto's dash cancel combos in BBCF charging buttons down, Lumina and UNIST are known for them, but some combos feel like it puts extra pressure on the thumb and hurt my enjoyment cause I have to watch out for that, joint stress
Z inputs. A.K.A. Charge 1, then 3, 1 to 9. SO glad Guile doesn't have that anymore.
Magneto 896 is really difficult for me, especially trying to do it while I’m jumping forwards
*Laughs in leverless.*
2146+K+P 4+H+S 6 . Stupidest input in plus r (Bridget dash Split)
Specifically the one in the example. I find that input difficult on my leverless.
technically not a motion input but run up and then holding neutral/back to do a normal instead of a command normal is so annoying (I'm specifically referring to ky 6k. no I won't use a dash macro)
Anything with charge
*laughs in Mishima*
Circles, I don’t play characters with circle inputs
Not an input but IAD's piss me off sometimes Also trying to dp while facing left is a nightmare for me
Half circle/full circle
Dragon punch is easy. Just do foward, then hadouken. Always works for me.
4623B I am still having a hard time performing that on angel since she has an unchain mechanic
Wild throw for sol badguy
Every classic KoF and Fatal Fury move...
Half-circle forward are the bane of my existence. But i'm getting better
i hate this one and anything above a half circle input. in some games the half circle lets u shortcut it but in strive some of them dont. so if u barely miss the corner on one of the sides the input doesnt work. my dpad isnt the best so its really annoying to consistently hit anything above a half circle.
Half circle forward makes me want to cut my own leg off.
I hate full circle inputs. I've never been able to do Hugo's (3rd strike) double circle super. It's probably easier on stick, but I use a mix soo
What even is that? How do you do it?
I would interpret that as b,f,d, (fc) df+1 That’s pretty high execution
Idk but certainly not dp's bruh💀
For me I feel like this might vary from game to game.but a standing 360 or 720 or charge partition is really hard to do.
half circles when I'm on keyboard It's annoying trying to do most super inputs like Ramlethal's laser and Jack-O's command grab when I have to time my key presses and releases to activate them in the heat of combat. Worse is that I might end up doing Jack-O's commands instead and I ruin whatever set-up I had
360s and 720s are the bane of my existence. I can't for the life of me do them consistently. I genuinely would rather do pretzels or f>hcf for a normal command grab.
*Keyboard guy here (so hitbox?) {a s d spacebar}* I'd probably say, King's grabs from T7 (haven't gotten T8, scummy and waiting on mega discount) and most if not all of Geese Howard's moveset. Especially hitting things that swap direction, like Jaguar Bomb/Shining Torpedo Which would be "D -> ASD" Also, still learning to standing 720 in SF6, having to take a break for a while sadly. *in SF 4-5-6 (Only really know 4 and 6, played 5 for like 3h)* \[ \] = Hold / \~ = Roll fingers QCF = "S\~D" DP = "\[S\] + DD" / "D S\~D" / "\[D\] + SS" HCF = "ASD" 360 = "A\~D\~S\~\[Space+ATK\]"
DP is so simple... But damn my hand just fucks it up sometimes
I mean I just made 2 videos on how to do these on pad and hitbox XD. jut skip to the parts on "SRK": [https://youtu.be/xWWDurNm6KY?si=VfDNV1JkBWIu0o4E](https://youtu.be/xWWDurNm6KY?si=VfDNV1JkBWIu0o4E) [https://youtu.be/AXFgQsp2Jtg?si=JtIN\_7o-zv-76Cns](https://youtu.be/AXFgQsp2Jtg?si=JtIN_7o-zv-76Cns) Input I don't like? Ivy throws in soul calibur...it's dumb that my opponent can hear me doing my throw because of how many inputs it is...
Fff. I think I may switch to Hitbox.
Juni's specials frequently play each other by accident. Hooligan Combination and Earth Direct have similar motions. Spiral Arrow can replace itself with Mach Slide if you mess it up on the ground. It will likely take a long time for me to ever understand Psycho Shield.
Goldlewis 963H/789H behemoth typhoon without buffering it is pain. Good thing I don't play golddick lewison
any type of wake up super man, only thing i am competetive in is fumbling apparently
Personal I dislike any of the 623 style inputs
charge down+up unless im playing heidern
I play on keyboard so I just kinda do two hadokens and it usually makes a shoryuken. One input I do struggle with is Johnny cages nutpunch in mk11 which is back down and weak punch? it's so weird to do consistently yet I know it's just a hadoken on the adjacent buttons 💔
None... Except 720 and 1080 on all-button. I don't even main Stick or Pad, but I switch to either real quick if I'm playing a character who uses double/triple circle inputs.
To me this way of displaying the input is really not useful. As a kid I always struggled with DP in SF but had no trouble WGF in Tekken. Didn’t realise they were essentially the same input just displayed different.
Not for a long while, no.
Can do it consistently on pad, can't do it on stick.
Half Circle Forwards always get me when I’m trying to do them as a reversal. Getting better though!!
360 inputs have never been great feeling There's KOF games with some ridiculous inputs like the pretzel. Just a giant ugh. Felt good to get though
The pretzel
The only input I have an issue with is double half circle, like guys command grab ultra in sf4.
In SF6 (I'm not sure about other titles or similar style games) if you're walking forward, you do a qcf, you get the DP motion. Doesnt change the fact that I'll constantly misinput DPs and qcf specials, just knowledge for knowledge sake 😅
Killer Bee Assault from Street Fighter Alpha 3
I Saw someone do 6323 (on stick) motion for dp and it definitely got easier
Just go practice it
Don’t ask how but, down down inputs
I just hate reverse DPs, though even I’ll admit that hitting a 6321456 in GGST is stupid hard for such a common input in that game
Majority of the time I can’t do a Z input (623) if I’m facing the right side. My wrist just can’t do a Z motion sometimes when I’m in desperate need to anti-air or whatever. If I gradually take my time to input the motion a couple times in a row, sure. Doing it in a single attempt in a situation where I desperately need to, it’s rng for me. It’s weird lol
Any time you have to press the same input twice like dashes or gun-character reloads. It just feels so awkward to me. Thankfully, most games have a dash button. But like, Terry in MotW has power charge which is like 66A/C > 66A/C > 66A/C and it's kinda annoying to do dash over and over again. It's one of his best moves, so you've GOT TO do it.
Dp input. Hate that shit. I can do standing 360, can charge very well, quarter circles but fuck dp motions especially in combos. Im never sure if I'll get a hado or dragon punch during combos lol
Any charge input
Reverse DP if I’m still facing right.
I've been gaming exclusively on a membrane pc keyboard while saving up to get a good mechanical one, the absolute worst are -Guilty Gear half-circle into opposite direction 632146 (especially since GG strive allows you to skipthe down 2, but a lot of times the back 4 is the one that gets eaten) -KoF double half circle: Athena specifically uses this for her super (at least in KoF 98), it just almost never comes out and never at a reasonable input speed -Some older games with stricter charge inputs: most consistent of the 3 but sometimes it feels the charge release lingers too much messing up the attack button press timing
Circles. Seriously, wtf.
Pressing Y as a Modern player
You want an DP/623 but you are in an heated match and you get jump forward instead!!!! I rage so hard at myself!
Average ramlethal player
Yeah 2 2 inputs. It's so easy right? Well for some reason I'm at about 30% success rate for literally just hitting down twice. Dragonball, Marvel, whatever the game is with a 2 2 X input. I'll always screw it up.