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Complexity of stand up controls: discussion

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Old 12-04-2017, 11:00 AM   #25
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Re: Complexity of stand up controls: discussion

I find the controls are fine, my issue with them is the delay and constantly moving camera. I’ll go to throw the push kick and instead it will throw an uppercut or body uppercut or something half the time.
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Old 12-04-2017, 11:04 AM   #26
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Re: Complexity of stand up controls: discussion

I have to vehemently disagree here, L1+L2 or R1+R2 is just wholly unnatural. Luckily, if you get a "pro" controller from nacon or razer you can easily remap the shoulder buttons. I still think its just really really complex but at the same time I myself cannot think of a better system.

At this time I definitely prefer the stick based strike selection ala UFC 2, but I vastly prefer the moving strikes of 3. I wish there was more effective lunging and vastly improved input lag though.
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Old 12-04-2017, 12:33 PM   #27
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Re: Complexity of stand up controls: discussion

Quote:
Originally Posted by Yaari

I do really hate hitting both square+cross and getting a legkick instead of the uppercut I wanted though.
this x1000
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Old 12-04-2017, 08:32 PM   #28
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Re: Complexity of stand up controls: discussion

This is a HUGE issue for me since I have really big hands and use a small PS4 controller.

The triggers on PS4 controllers are really far back and don't register much without pulling them all the way down. I can't so something like quickly tap L1+L2 with one finger or tap both with my pointer and middle finger, I have to tap L1 which is really easy while also pulling my middle finger towards the back of the controller then pull it down even further at the exact same time while trying to throw a well timed strike based off of reaction.

Using 3 shoulder buttons is really difficult for me having big hands and fingers using a small controller. Doing something like low block into jab+right cross followed by a modified low signature kick L1+L2+R1 is like completing a Rubik's cube.

I'm kind of mixed on the difficulty of certain commands since it's a new system I havn't had adequate time with, and it may parallel the real life complexity of certain strikes and combos making them appear less often in the game for the reasons they appear less often in real life, but the input lag really hurts because it diminishes the fluidity at which you can perform these complex commands on top of them being complex in the first place.

In a game that relies so much on timing, having input lag on top of complex controls makes it feel much worse.

Last edited by killakrok; 12-04-2017 at 08:34 PM.
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Old 12-04-2017, 09:40 PM   #29
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Re: Complexity of stand up controls: discussion

Quote:
Originally Posted by Don Jon
Let's start with special moves. Right now using Pettis, I'm trying to do a push kick to the stomach. I would expect the controls to be a modifier, with the kick button, while pushing forward on the left stick?

Instead it's L2 + L1 + o + triangle
If you have to hit a direction on your controlstick as a modifier for strikes, that means you can't move in any direction while trying to input for said strike.

The fact that they separated different strikes entirely from left stick inputs allows you use omni-directional footwork while striking. It's the same reason they removed swaying from the left stick.

Though the button scheme is somewhat complex, there is no other way to do it. There are too many different stand-up techniques and not enough buttons to map them all. Stacking modifiers is the only way to get it done. Unless you want to automatically do different strikes depending on the distance between the fighters (like how you knee instead of pushkick when you're close).
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