Should ALL Fighting Games Have MODERN CONTROLS? (ft. jmcrofts)

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Fighting Game Select

Fighting Game Select

2 ай бұрын

Street Fighter 6 revolutionized fighting games in the current era by introducing Modern Controls to the masses. Meant as a way to help new fighting game players get accustomed to controls and just a new way to play for those who prefer it, it really started to plant the seeds for future games to come...or did it? Kizzie Kay and jmcrofts talk about whether or not Modern Controls should be a necessity to include in fighting games from here on out.
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Пікірлер: 128
@bbyowll
@bbyowll Ай бұрын
Modern dominating lower ranks and slowly getting "worse" as you go up the ladder i think is an indicator of it working exactly as intended.
@hoagiesupreme
@hoagiesupreme Ай бұрын
It hurts losing to those diamond modern players playing lame and have perfected that one button instant anti air. It's the copium in my brain saying you only beat me because of your handicap controls.
@bbyowll
@bbyowll Ай бұрын
@@hoagiesupreme I think the damage nerf and the restricted options for modern are really effective for balance. We all lose in ways we don't like regardless whether it be simpler characters or cheese or one-button inputs. At the end of the day if someone is in diamond, they play to a diamond level with their character and their control scheme.
@sloesty
@sloesty Ай бұрын
They don't dominate the low ranks. If they did, they wouldn't be low rank. Scrub characters dominate low rank but remain low rank. I call it the scrub paradox
@z.t.9491
@z.t.9491 Ай бұрын
@@sloesty i think he meant in terms of usage not in terms of win rate
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
To me an accessible system should be a bit more restrictive. Overall the idea is ok but i want future executions of the idea to be adjusted in the direction of making It look more restrictive, so it functions closer to the sense of an assistance that is only meaningful to the newbie in the genre.
@Deano2026
@Deano2026 Ай бұрын
I remember showing my nephews a bunch of fighting games for the first time over the holidays who are all like 9-14. They loved DBFZ and Marvel 3 but really didnt like MK, SF5 or DNF. I think having simple abc combos and auto combos goes a very long way towards making new players have fun. also for the most part, all the special moves are just quarter circles which is the easiest motion input probably. They could even have fun getting beat up by me in dbfz and marvel 3 since they at least felt like they could hit a combo when they get in and they could feel like they were playing properly.
@ninjacats200
@ninjacats200 Ай бұрын
I feel like this is why smash bros is so popular. It’s easy to pick up and play. But the skill ceiling can go insanely high if you want to take it there. This is why I have over an estimated 7k hours in the game. Now for SF6, modern controls help that game have an easier pick up and play factor. I’m a casual fighting game player and still consider myself to be new. My most played non platform fighting game is SF6. But I learned on classic controls. I just love all the single player content in the game. It gives me something to do other than getting my ass kicked by people online. 😂. I also enjoy Tekken 8’s arcade quest mode. That’s been a lot of fun. But even with that I feel like SF6 has been easier to get to a point where I feel like I’m at least doing something good. It definitely contributes to the fun factor for a game. At least as a casual player.
@GenderNeutch
@GenderNeutch Ай бұрын
Hey Kizzie - thanks for the discussion as always, love to see JM on the show. Since you're covering a lot of sort of meta topics on here - one thing I'm curious about: how do different pro players choose the game(s) they commit their time to? Is it where they can win the most cash in tournaments, is it a kind of loyalty to a franchise like Street Fighter, is it what feels most fun to them or game that have a larger player base, etc. I'm sure there's plenty of reasons and more than one might apply to any given player. Maybe you can ask/elaborate in some of your future videos. Thanks!
@runbaa9285
@runbaa9285 Ай бұрын
The thing with SF6's Modern Controls is that, it's very much designed with intermediate-level play in mind. Meaning it's busted at lower ranks, okay, at the middle ranks, and kind of a handicap at higher ranks. And balancing something like that entirely depends on a game by game basis based on a specific game's system. Other fighting games can't just follow SF6 and call it a day. The thing with a lot of fighting game's simple input systems is that a lot of them takes control away from the player. A lot of them are designed for the most casual of the casual audience and handholds the players too much, which instantly diminishes their usability as an alternate control scheme. I can point to Tekken 8's Stylish Mode as an example.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
Ok, i understood that it's not a matter of mindlessly copy SF6's simple control system... But what about when the talk is limited to 2d fgs? Isnt that possible and doable? I say that because i'm against autocombos of games like KOF and DBFZ, and maybe the use of simple controls would help them to look less mindless and still have an accessible mode (that i already accepted that must be standardized in modern fgs). KOF autocombos lets you mash light punch and do a "normal to special to super" high damage combo. So i'd rather the game used something like modern controls instead and become "spammy". Also modern controls are a separate mode that you pick, and it has it's limitations... while KOF autocombos is forced on the standard gameplay and occasionally look reliable to high level players in some scrambles.
@gir350
@gir350 Ай бұрын
JM & Kizzie should start a podcast together. I would 100% listen to that.
@FaeRegalia
@FaeRegalia Ай бұрын
Ngl, i don't mind motion inputs, i like them a lot, but in games with one button specials I genuinely find myself not missing them. I think we're a little stuck in our ways in that regard.
@redguardhammerfell1101
@redguardhammerfell1101 Ай бұрын
It's never stated outright in the video but it's implied that Modern = motionless control scheme but actually, and maybe this just isn't known by many, Modern in SF6 has the full range of motions(qcf/b, double qcf/b, 360s, 720s, half circles, & dps). And I don't mean motions in a gbvs sense where like yeah it's there but it's kinda strategically pointless to ever do them over the shortcuts. No, the motions in Modern actually provide utility as in they do moderately more damage than the shortcuts and give access to the varying strength levels, plus certain specials&supers in Modern can only be accessed by motion command like Jamie's Palm.
@runbaa9285
@runbaa9285 Ай бұрын
I don't think most people who play SF6 even realize that high level Modern is pretty much playing Classic but with a handicap for damage potential (due to missing normals) with the trade-off of instant reversals on the off chance you need it. High level Modern pretty much doesn't use autocombos and doesn't use simple inputs 95% of the time. Any player still playing Modern at a high level is pretty much playing it because of button layout preference or ergonomic reasons.
@SalvadorDolbyvsZAWARUDO
@SalvadorDolbyvsZAWARUDO Ай бұрын
Most SF6 players to talk about modern don't seem to realize this. They either don't know or care, but Modern seems to be designed to push you towards using it as a 4 button styled layout rather than just using the Special's Button over and over again. The damage loss from losing normals is minimal in comparison to the raw straightforwardness of that layout, it's one of the reasons most of the top fighting games ARE a 4 button layout rather than 6 buttons. Unfortunately I don't think people want to hear that. They don't want to hear that someone with the modern layout isn't unskilled and knows exactly what they're doing and that you when you take Modern to it's logical max, it's not that different from classic overall. No what they want to hear is that Modern is for the unskilled and newbies while Classic is for the cool kids. At least that's what it feels like whenever the subject gets brought up.
@TheNobleShade
@TheNobleShade Ай бұрын
Yep, the game refers to the classic inputs as "manual control" when you look at the Modern movelists, and I use that term when talking about them. For example, "Ken can only do a manual Tatsu from his command dash".
@runbaa9285
@runbaa9285 Ай бұрын
@@SalvadorDolbyvsZAWARUDO Most Modern players don't even realize you can do manual inputs, let alone the Modern haters. Just look at the comments in this video, and lots of people said things about liking not having to use motion inputs to "get good". Ask them how to do a light Hadoken on Modern and they'll get confused... I feel like there's a very large disconnect between how the general audience perceive Modern and how high-level players like Kizzie and Jmcrofts perceive Modern.
@user-et3xn2jm1u
@user-et3xn2jm1u Ай бұрын
@@runbaa9285 Idk I was brand new in SF6 and I started using motion inputs in World Tour, before I even touched the base game, just so I could access the different move strengths.
@GuiltyKit
@GuiltyKit Ай бұрын
I think you guys hit the nail on the head right off the bat. Modern controls allow less experienced players to immediately assess the meat of the game. The mind games. The spacing. All these elements that aren't just about hitting a bunch of buttons with very precise timing in the right order. You pay a price because you have fewer options and the damage limit and all kinds of things. It is overall less optimal way to play. But it lets you experience the game. As all the pros have said over the years, it's not really about knowing how to do a combo. It's snowing in the matchup. It's snowing your options. It's snowing how to make use of all the mechanics and keeping them in your head throughout a match.
@sefflikejeff1917
@sefflikejeff1917 Ай бұрын
I don't have issue with modern controls, but are they actually getting more people to play Fighting games? Are there a lot of people who picked up Street Fighter 6 because of modern controls or finally picked up tekken because 8 has special style? That's a genuine question, I talk to a lot of beginners and none of them have cited easy inputs as a reason they picked up a game they otherwise wouldn't have
@clyde6082
@clyde6082 Ай бұрын
@@sefflikejeff1917I have multiple friends who picked up SF6 and cited modern as the reason along with WT mode. They’re mainly ppl who play other FGs like DBFZ which has a similar control scheme as Modern
@sefflikejeff1917
@sefflikejeff1917 Ай бұрын
@clyde6082 that's cool, I'm glad it's working for people
@Zomgbbq667
@Zomgbbq667 Ай бұрын
I dont think modern teaches you concepts like spacing or the neutral game. At least in the lower ranks most modern players i have faced will just spam the same combos over and over and over. No throw techs, no footsies, no air punishes. But i do agree that they have the upper hand on the mind games - i have one-and-done and even forfeited a lot of matches due to this style of gameplay xD
@GuiltyKit
@GuiltyKit Ай бұрын
@Zomgbbq667 I mean you can not think that, but you're wrong. I'm not sure how else to put that to you.
@AnthanKrufix
@AnthanKrufix Ай бұрын
I think Modern Controls in SF6 have been added with the most care imaginable. I don't think every game should have them because I don't think they can be something to just throw in without much thought. But in SF6 they're just perfectly implemented.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
Ok, it's clear that simple controls must not be executed carelessly. But the way you talked, doesnt that sound like it underestimates the competence of all other companies fg devs? As if many of them had not proven their competence already. The genre is carried by the same veteran franchises and most of them are already 30 years old, so they are pretty experienced and not too far from SF's age. SF isnt the biggest fg because it's a largely superior product in technical aspects... it surely has those merits but also the franchise's name helping a great deal. Also the huge success in the american market, that is a kind of accidental factor. After all there are other good products that didnt make that breakthrough for varied reasons... like Darkstalkers never went big despite its qualities (much above SF btw) but Marvel did. Marvel was saved by the american market because the Japan fg scene doesnt respects the game, and only americans elevated it to a pillar of the community. So there are these regional tastes and all, and circumstances that makes a game successful in the u.s.
@guilty_neco
@guilty_neco Ай бұрын
Thia is such an interesting discussion Ive been conceptualizing a FG for a few years now and the one question i always come back to is "do i need 3 different control types or just make the controls easy to learn?"
@oloseldarion7117
@oloseldarion7117 Ай бұрын
Most ppl play FG on pad. Even in the recent T8 poll Harada put out, it wasn’t event close. I feel like controls designed around pad first will increasingly become the norm, and FS will disappear into a micro-niche, while maybe Hitbox will be the more mainstream “pro” input. So perhaps not specifically SF6 modern controls, but I feel like the entire genre is going to move in this direction over the latter half of this and into the next gen.
@QGfk1
@QGfk1 Ай бұрын
this is a great point. I think the default sf6 classic layout also works great on pad, having parry and DI on shoulder buttons feels natural
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
SF is the most influential franchise so i really believe that will happen. Also shoulder button macros give interesting advantages for the dev and players, in this era that pushes increasing accessbility and reaching out to larger public, that is the only hope for this niche genre. Secondly... SF is the mainstream franchise and has been doing these accessibility things and SF6 did very well, so other 2d franchises (all much smaller) might actually feel pressured to change in the same direction in order to become more competitive products.
@cylondorado4582
@cylondorado4582 Ай бұрын
To me, Smash Bros actually presents an argument for motion inputs. Terry and Ryu have the same number of moves as everyone else, but you still have more options because you can use the motion inputs for different strengths on attacks. Imagine if EVERY character was like that, it’d be crazy.
@BlueBeastGMNG
@BlueBeastGMNG Ай бұрын
I think the biggest challenge mentally when I was new to the game is the idea that I have no choice but to play someone who has access to certain things that look hard to do with little to no effort. In a ranked setting I’d like to know we are playing with the same rules. As I grew and learned to master my characters I was phased less and less. I think for ranked it would be cool if there was classic only or modern only modes. Maybe it’s more feeder ranks and then it’s blended when it’s not as broken. Idk. I think explaining that you’ll have to spend more time on the game if you want, and new people shouldn’t be forced to take the disadvantage.
@Mr_Dubbs
@Mr_Dubbs 12 күн бұрын
7:33 JMCrofts - "Auto combo's don't really make sense in Street Fighter, I don't really know how they would do it." Has he ever played Modern controls? The biggest draw to modern controls isn't a 1 button fireball, or even instant supers, it's the auto combo button. I've played fighting games since the SNES/Genesis. But I've never been able to actually perform proper combo's at even an intermediate level. Modern's auto combo button is by far the strongest part of the tool kit for me. It also allows you to be able to play on a multitude of characters, and perform at a similar level, versus trying to spend countless hours, learning frame perfect timing's for one characters combo's. Then giving up when you can't hit those combo's in an actual match online.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
I think all fgs should have some sort of secondary accessible control type. Not exactly the same idea of SF6 though, because it might not necessarily work well in every single game. But in a broad sense, yeah, "something like SF6". A clearly positive side of SF6's modern controls is that it's a separate control type, compared to the accessible system of KOF 14-15 and DBFZ, that is the one button autocombo that is forced on the player. To me all these things must always be a secondary option. Doing things that way was an actually good contribution from SF6... that luckily has been influencing other games like T8, and the upcoming Fatal Fury will also not have a forced accessible control stype. Doing the favor of leaving accessible controls outside the default gameplay is the right direction for the fg industry.
@Kade503
@Kade503 Ай бұрын
It all comes down to the the game's design. While this wasn't even necessarily purposeful, the difference in competitive depth of Melee vs any other smash title is pretty titanic (All the titles post Melee being watered down was purposeful because Nintendo seems to truly hate their fans, competion, online...). As someone who played Melee mostly and started branching out into traditional fighters fairly recently I personally didn't want to use modern on SF6 in particular because of the limitations and because it just didn't sound/feel like Street Fighter in particular. I will say I probably would have quit if I hadn't gotten a leverless pretty quick after starting because things like accidently jumping when trying to quickly double QCF or something drove me nuts. It's still a bit daunting and rough to get the hang of (properly chaining into supers in the heat of a battle is my bane and still so inconsistent for me) but I knew what I was getting into and don't mind taking it slow and just let the progress come slowly but surely. I don't really like Modern in the sense that they tend to hurt me as a still learning, lower ranked player, but if it brings more players to the game and balances out in the end it's fine(and impressive to pull off). I think 2XKO's success(with all the hype, major name FGC developers with the finicial and manpower backing of Riot, having plenty of alpha builds for top players and influncers to try out and give their feedback, I'm more than comfortable already saying success) will cause a wave of more modern control fighting games that will suck if they don't have the depth(or potentially just get overlooked if they don't have a pre-established characters/franchise unfortunately) or have potentional to be an extremely popular game if they get the depth with very intuative with a low floor and high ceiling in my opinion. Does that mean that QCF, etc input fighting games will die off? No, obviously, but I do think they will continue to try and weave in more macros together with special attacks inputs. Innovation and experimentation is never a bad things with video games and is sadly much less a priority thanks to suits having way too much input on things they no nothing about.
@thecandyrain
@thecandyrain Ай бұрын
Also wouldn’t be surprised if 2xko added a quarter circle input based character later down the line, Mobas and hero shooters often shake up the meta by adding characters that have higher skill floors and ceilings
@RUY2323
@RUY2323 24 күн бұрын
I see it as Work smarter, not harder!
@adlerjeramie
@adlerjeramie Ай бұрын
I've been playing fighting games for a very long time and in SF6 I prefer playing modern in most cases. New players (in a general fighting game sense) will always mash and spam at first. They're trying to find what works and can develop from there. Modern isn't teaching you anything in SF6. You aren't going to learn to do a DP by not doing DPs. If you want to learn something, you will have to learn it. Even in Modern. Modern controls in SF6 still use motion inputs. Honestly, the big diff. between low rank modern and high rank modern is the integration of both directional and motion inputs in their gameplay. I try to use motion inputs mostly so I don't lose damage in some scenarios, but in other scenarios I will use directional for speed or accuracy. I think the biggest hurdle for Modern SF6 is that the value of the Modern character is pre-decided by the devs. Does the character have any decent set-up auto-combos? Are there any decent meterless auto-combos or are they all too meter heavy? Does the character lose way too many of their best classic tools (ex. Modern Blanka loses his overhead). I would love to see a little more player agency with Modern SF6.
@NexZu-
@NexZu- Ай бұрын
If its there its there, if its not then I don't care. I think that any game should be played as intended by its established controls and that includes if it has modern controls from the start. I'm not sure if every game needs this but I'm not the one using it, so I don't care for its implementation to enjoy a game. Like If they go back and add modern controls to SF2T what would people think? I feel games during the height of its popularity is remembered the most by the experience during that time, and also think games are enjoyed for simply playing what is available to the game.
@paccracc
@paccracc Ай бұрын
I see y'all using the DotoDoya FighterZ clips!
@thecandyrain
@thecandyrain Ай бұрын
I think it’s cool how viable modern is in street fighter ranked and I’m overall for it but honestly nothing on earth is more tilting than losing to a modern player by dropping a combo or missing an input then getting one button super’d
@DerrickBarrows
@DerrickBarrows Ай бұрын
I can do all of the motion inputs fine, but coming from anime fighters I prefer having less buttons and just combining shoulder buttons with face buttons to get the various alt strikes. Plus if you are still getting use to links over magic series or gattling combos it helps to have a couple of fall back auto combos.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
There is also the point that these games have fairly varied gameplay, which makes a case by case judgement the ideal and most reasonable approach. The thing is that SF in some aspects looks like the simplest fg franchise, if we compare to other 2d fgs that are richer in base mechanics and gameplay ideas... and some are team based too. So that complexity that makes them less invinting actually raises concerns about the "need" of simpler controls in newer versions of those games, in order to look attractive to a larger public and become more competitive products. In the current fg scene SF6 elevated the franchise to unthinkable popularity levels, and it even has the "SF" franchise name to support it... while anyone else is automatically in grave disadvantage, being a smaller name and even having an uninviting gameplay style.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
KOF and GG were made in a fg history period when it was actually cool to show you are more complex than SF. And that's not even an "anti-SF" move either, because Capcom itself made Marvel, Darkstalkers and Jojo to have that hardcore and complex base, wanting those games to be "next level" on purpose and not an "entry level" game like SF. So for these franchises like KOF, GG, and other anime games, that are more hardcore based, it might be a good idea to get simplified somehow (that already happened to GG but i feel like Arcsys will do even more in the future). At least having a simple control mode. Also let's remember that MvC3 didnt became simpler in the system but it simplified the button scheme, that also counts here (Marvel was born as a 6 button game). And i've been wondering if how KOF could be simplified in the future... that is also a game in serious disadvantage because it's mechanically bloated and 3v3.
@Itslewcario
@Itslewcario 7 күн бұрын
Facts. Imma hybrid so depending on if I play on Hitbox or controller dictates if imma use modern or classic 😂
@DerrickBarrows
@DerrickBarrows 5 күн бұрын
@@carlosaugusto9821 I agree. I feel like GG did it right, it is much simpler than xrd or reload etc. but there is layers of complexity in there. They stripped down many mechanics to just a few universal options and concepts. At first I felt the game was too slow but now I see the pacing is pretty perfect. The slow downs and large impact stuff gives people a chance to try out new mechanics they are learning and pull some wild stuff off and have those "Oooh okay" moments. The tower system is such a great idea because it keeps people playing at the level they need to as they improve. Then you watch the high level fights where the mechanics are all strung together seamlessly along with the character specific game plans and you are like " wait... This isn't slow... You certainly can't call it simple, Tok many micro decisions and adjustments are being made to be simple. I see now, and I can build toward that!" My opinion of course, but I would love to see KoF or others follow suit. Keep the complexity there but layer it under mechanics that people can build on slowly.
@vitorjacob5923
@vitorjacob5923 Ай бұрын
No game should have invencível supers with one button. It's madness.
@QGfk1
@QGfk1 Ай бұрын
I mean sf6 has it and there are only a few modern players at top level. but the game has to be balanced around it. 2xko has an interesting solution in that there are no motions, but supers are a down down input so there is a built-in delay
@vitorjacob5923
@vitorjacob5923 Ай бұрын
@@QGfk1 It's a better way to simplify inputs and maintain delay, cause the problem is exactly the no delay modern has.
@ektran4205
@ektran4205 Ай бұрын
capcom should have an online dynamic control mode
@Comrade-Broski
@Comrade-Broski Ай бұрын
Modern controls are fine. If you're getting washed by Modern, you either don't know the MU or are too predictable. One thing I will rage about is "modern reactions"/ one-button DPs/ supers but that's a me problem not realizing the moment for it.
@invertbrid
@invertbrid Ай бұрын
Rather than giving games modern inputs, they shouldve remove the motions altogether like 2XKO or do it like GBFVS which has cooldown on it. But if it can be balanced and implemented nicely as SF6, modern is good too tbh. The one that ppl has most problem is instant super and DP, which can be solved if done like GBFVS. I think yea GBFVS so far the one who done it the best. Still keeping motions, while giving ppl to do specials and super without motions.
@patricklorran1960
@patricklorran1960 Ай бұрын
I don't want no discourse about Modern being busted, even on low ranks. SF6 was the first fighting game it took it seriously to learn. Started with literal ZERO LP on rookie. I've 4 characters on mid diamond and slowly grinding do master played it all on classic and never had an issue facing modern
@patricklorran1960
@patricklorran1960 Ай бұрын
On classic u also have a one button AA, u also have plenty of ways to get a super out from a simple combo
@user-et3xn2jm1u
@user-et3xn2jm1u Ай бұрын
Same. It really never phased me. I started on Classic, faced plenty of Moderns, it never felt like the determining factor of the match.
@mrnozchalazt7199
@mrnozchalazt7199 Ай бұрын
I wouldn’t be against it but definitely just depends on the game and it’s mechanics. Modern Control is really simplifying the controls but what if they’re already simplified? Ironically, you can switch to quarter circle motions in NRS games through the control settings; but I’ve never see anyone use it 😂
@TyniWins
@TyniWins Ай бұрын
Hoping to see some FOMO Boys merch at available
@jaynyc154
@jaynyc154 Ай бұрын
Ryu + Ken, Mike Ross + Gotecks, Ultra David + James Chen, T. Steve + Sajam, Brian F. + Robtv, Kizzie Kay + JmCrofts
@Ulrich_von
@Ulrich_von Ай бұрын
Commenting on every video requesting Makoto’s BBCF combo trials, video 97.
@user-et3xn2jm1u
@user-et3xn2jm1u Ай бұрын
SF6 does Modern right. Most games don't. Granblue for example, every character is Modern by default and there's next to no tradeoff to the simple inputs, if you're not using 1-button inputs you're handicapping yourself. SF6 it's a real choice, as a beginner Modern is helpful but as an experienced player it's usable but not optimal. Capcom did a really good job on it.
@clyde6082
@clyde6082 Ай бұрын
It’s inevitable that all FGs in the future will have some kind of M control system or just be solely that. It’s less of an issue if they’re built with that in mind and imo complexity should come from how ppl interact with the game systems and their decision making anyway. Thats the real meat of fighting games not quarter circles
@oloseldarion7117
@oloseldarion7117 Ай бұрын
This. And as the input scene across 99% of the playerbase is increasingly pad or leverless, it’s just not going to make sense to design your systems with FS/Arcade controls in mind if you want to sell the most copies.
@Nyagro
@Nyagro Ай бұрын
Execution should still be a part. Decision making also involves whether you should go for more rewarding, executionally difficult routes -be it pressure or combos- and risk dropping it while time spent practicing execution lowering said risk. It also adds to the overall skill ceiling. You wouldn't have players diverse in different skillsets like Sako was in SF4 if it was about removing another aspect of skill expression. Otherwise you can literally go play chess.
@clyde6082
@clyde6082 Ай бұрын
@@Nyagro I agree and I think it’s more about creating a balance. I know fighting game purists feel some way about smash but they got it right imo. The barrier for entry is low enough due to the controls that plenty of ppl can jump into and play but there’s still an incredibly high skill ceiling at the top level. Thats what most FGs seem to be trying to achieve. You used SF4 as an example but from what I remember of that game there was a lot of arbitrary and tough execution stuff for even the most basic BnBs that made playing the game casually unfun. That seems like what SF has strayed away from with later installments
@clyde6082
@clyde6082 Ай бұрын
@@oloseldarion7117 yeah that’s probably my biggest gripe with SF despite how much I love how the game plays I’m not a fan of the 6 button layout on pad. I much prefer 4 button games like Injustice or DBFZ
@user-et3xn2jm1u
@user-et3xn2jm1u Ай бұрын
Quarter circles are fun though. The execution challenges make the game more fun, they shouldn't go away entirely.
@The_Claymores
@The_Claymores Ай бұрын
yes they should, for the memes alone
@Dabbingduck420
@Dabbingduck420 Ай бұрын
Motion inputs are what balance out moves. If you can’t do a dp that’s too bad just get better at the game. I hate modern controls
@condescending28
@condescending28 Ай бұрын
I hate 2D Fighting Games that have no Motion Inputs at all. Just takes the whole fun aspect for me. I play on Fight Stick. Doing a DP Motion is fun. Quarter Circles for Fireballs are fun. I lost interest in 2XKO & HunterXHunter said it was just all Directional Inputs. I think Games should give you the option to have both. Thank God for SNK for staying Hardcore. Fatal Fury: City Of The Wolves is the only Game I'm looking forward to.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
FF will have something similar to SF6's modern controls... and KOF 14 and 15 have autocombos, that is almost more "brainless" than a simple control scheme, and has the additional problem of being forced into the default gameplay. I actually hope the next KOF has "modern controls" in the sense of a separate option to choose, and get rid of autocombos in the default gameplay. So it's not that SNK is the pillar of hardcore gameplay... the company's already embraced accessible features. Maybe it's because you main SF or play too much of it, and that also means focusing too much and exaggerating Capcom and SF's issues.
@condescending28
@condescending28 Ай бұрын
@carlosaugusto9821 at least, it isn't the only option to play. My problem is with not having no Motion Inputs at all or having a limited amount like DBFZ. If I wanted to play a Game that isn't made with Motion Inputs in mind, I would play NRS Games or 3D Fighting Games.
@Precision_Peter
@Precision_Peter Ай бұрын
Nah MK is the same as Tekken we say numbers instead of actual controller buttons lol
@isaiahfaux5674
@isaiahfaux5674 Ай бұрын
Yes so people can shut up about it,and yes have separate matches modern vs modern classic vs classic mode again so people shut up modern was mostly made for controllers while classic is built for arcade controller that utilizes all six buttons of attack,plus if you really lose to basic autos your just bad.
@duxnihilo
@duxnihilo Ай бұрын
I read the title as "SHOULD ALL GAMES HAVE MODERN CONTROLS?" and immediately thought of Modern Counter Strike: click anywhere on the top half of the screen for a headshot. I want that.
@doublestarships646
@doublestarships646 Ай бұрын
I love the controls for Injustice 2 and Dragonball FighterZ. I love the mixture of both classic amd modern these days. Just feels better to play.
@Flash02558
@Flash02558 Ай бұрын
NO
@ibechuu9695
@ibechuu9695 Ай бұрын
For sf6, If they defined about how modern controls are in ranked, i wouldn't be tripping. Also, i think the approach is the assist in making things easier to execute things in the game, i feel that will open up the fighting game world more for all people. To this day, inputing QCB twice to do a super art in sf6 isn't convenient. Something that would help, rather than going the modern controls route, maybe provide a SA button assist button to perform supers and maybe make a three button input with QCB perform an alternate way to do a super art. That way, the stigma being assisted with modern controls would be lessened.
@pleaseshutup7053
@pleaseshutup7053 Ай бұрын
No
@clydu91
@clydu91 Ай бұрын
Yes.
@dunkelgrau538
@dunkelgrau538 Ай бұрын
i am sure sf7 will be only modern. just like majority of new fgs
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
I believe SF is a too valuable and influential franchise to do something like that. Giving two options is totally fine and doesnt even take much work.
@kayanims
@kayanims Ай бұрын
Honestly, difficult inputs should not be a hurdle to get into fighting games. It just reduces your audience.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
SNK made a reputation in the 90s around complexity and complicated commands, and showing their games are more complex than SF overall. Now SNK became a midget in the fg scene and will release Fatal Fury City of the Wolves next year with most supers (so far) being double quarter circles and having a control scheme like "modern controls". I believe SF6's success might actually pressure smaller games to adopt some sort of simple control scheme in the future, in order to be more competitive. SF was always the most influential franchise, and now it will get stronger after all the SF6's achievements.
@garretwoeller7669
@garretwoeller7669 Ай бұрын
I don't really think modern controls are good or even should be in some games it fundamentally breaks games it's a shitter idea to say I don't know how to play a game so gimme different controls like shooters don't have an issue like this and we got some super complex control schemes that can't even fit on a pad so personally to me people need to get better. Note that no other genre has ro deal with this and therefore its people not the genre.
@TheGaara802
@TheGaara802 Ай бұрын
🤓
@PSNMirru
@PSNMirru Ай бұрын
@@TheGaara802you typed this trying to be funny but this take is absolutely right. FPS games don’t give players an alternative way to play to PLAY-they just change the matchmaking parameters lol
@johkerx9107
@johkerx9107 Ай бұрын
The reason these games even have “complex” control schemes is cause back in the day they had no idea how to not make them that way. It’s not a matter of them making the games hard by choice. Also using shooters is a horrible example cause most of the time there’s no variance in play styles like you’d get with fighting game characters
@garretwoeller7669
@garretwoeller7669 Ай бұрын
@@johkerx9107 true but major issue my guy you do play different in the same way as a fighting game character your gun defines your limits and abilities but not your capabilities plus like playing a different character also old game motherfucker have you played any shooter that is "hardcore" you'll notice the difference in control schemes and how they are not simple if you can aim and shoot get better if not get out same thing with fighting games can't get it then get out because it's adapt or die and just tacking on simple controls won't fix that
@joe_mama__
@joe_mama__ Ай бұрын
@@johkerx9107 you are so right. Old fighting games were made by actual idiots.
@punkypony5165
@punkypony5165 Ай бұрын
No.
@PSNMirru
@PSNMirru Ай бұрын
Modern Controls biggest problem is one button supers and DPs If supers could be done with one button for every control type then it wouldn’t be a problem
@AlexanderMartinez-kd7cz
@AlexanderMartinez-kd7cz Ай бұрын
making a game with easy controls is fine, but shoving them into older games is pure cancer. and it doesn't even work. RIP DNF.
@user-rc1ux4gp9y
@user-rc1ux4gp9y Ай бұрын
brutal reality: Classic Controls will keep fighting games a niche, oldhead, genre. The Fortnite, Roblox, Minecraft generation and beyond will never play fighting games if they still have to QCF.
@oloseldarion7117
@oloseldarion7117 Ай бұрын
All FG will need “Modern” controls to appeal to the most players, which are people who play on Pad and grew up 20 years after Arcades were no longer a thing.
@user-rc1ux4gp9y
@user-rc1ux4gp9y Ай бұрын
@@oloseldarion7117Most players use cheap walmart controllers. None but the biggest basement dwellers buy pads. You are not currently in high school in 2024 talking about dropping $100 to click loud buttons and make the most noise ever 🤣 Most parents would ban that hitbox from their homes. Fighting games are for Grown Ass Men who are paying their own bills giving them freedom to slap that box all day like a monkey on a drum all day looking stupid as fck🥁 Fighting games are not really popular with the fortnight/minecraft/CoD:Warzone “I live with my parents cuz im in HS” generation.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
And fg franchises cant afford to depend on their fgc boomer audience. And that actually never worked, even in the past... It was very particular circumstances that helped the fg genre to last as much as it did. Like arcades popularity, renting/trading/pirating console versions. Also the general tolerance about recycled sequels (reusing most of the last game's sprite assets). Fgc boomers didnt even support those franchises back then because they were too young. In fact it must have sucked to buy 5 different (but not very different) versions of SF2 coming literally every year. And all other games had yearly schedule, and there were more fgs in the 90s than now... so imagine buying everything. So reaching out to a larger audience is an absolute necessity for fg companies. All those games stopped recycling sprites and had to turn to 3d, and making new 3d graphics at every sequel, increasing costs like never before for those devs. Also these games are old... the younger ones are about to reach 25 years old (like MvC2), and they have a repetitive nature, so later sequels need to bring new gimmicks that help to make them look fresh, which adds extra creative effort on staff. So naturally they will aim to make the games more attractive to a larger audience in order to reward that higher scale of efforts and investments.
@gamelord12
@gamelord12 Ай бұрын
I look forward to a day where new fighting games come out and no one even expects motion inputs to be there.
@redmage5251
@redmage5251 Ай бұрын
sf6 is the best modern controls can be implemented, and it still sucks. the modern control fad needs to die, it's not good for fighting games
@AkazaKR
@AkazaKR Ай бұрын
modern controls are wack
@ssgcheddar5785
@ssgcheddar5785 Ай бұрын
No learn how to motion
@JcgLounge
@JcgLounge Ай бұрын
I’ve said it before and I’ll say it again. To the people who are upset about modern/simple controls existing in fighting games. Stop getting mad that companies are implementing these. They are an option. They don’t make the game worse. Project L may be the game that might change that because that game is basically modern controls all around. But I’m sure there’s still depth to it. People wanna play how they wanna play. Let them enjoy it.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
I mean, when the "accessible feature" is an option then that's fine. Not all games do that yet and that's where i disagree with the staff's decision. Like, KOF devs forced autocombos into the default gameplay. To me all games' accessible feature needs to be made as an option that you can choose or not. That way i dont mind if literally all games gain that from now on.
@TMWilson71
@TMWilson71 Ай бұрын
Thats a great to ruin fighting games . SF6 is trash bc of this option .
@user-et3xn2jm1u
@user-et3xn2jm1u Ай бұрын
You so right, dead game no one cares, back to SFV
@jonandorose5361
@jonandorose5361 Ай бұрын
if this happens fighting games are dead
@johkerx9107
@johkerx9107 Ай бұрын
Yeah just look at Smash Ultimate! One of the most simple fighting games out there and definitely one of the least successful!
@jonandorose5361
@jonandorose5361 Ай бұрын
@@johkerx9107 dont mention that garbage ass game this is grown folks buiness
@johkerx9107
@johkerx9107 Ай бұрын
@@jonandorose5361 garbage ass game that’s also by far the most successful and influences the rest of the genre. I hope more fgs are like smash if it gets scrubs like you outta the community
@isaiahroman4763
@isaiahroman4763 Ай бұрын
@@jonandorose5361 they have a point though, sf6 has so many tools and two really great single player modes, I think, as an optimist, we’ll see more games implement modern and also improve on streamlining the process on going from modern to classic.
@carlosaugusto9821
@carlosaugusto9821 Ай бұрын
All games that are making accessibility features are becoming more successful lately than before. Look the difference of commercial performance between SF3 and SF6. And GGST vs older GG games. And SNK's upcoming game next year will have "modern controls".
@sf6288
@sf6288 Ай бұрын
Modern must no existing at all 🤮😡
@foenfriends
@foenfriends Ай бұрын
Should ALL Fighting Games Have MODERN CONTROLS? That's easy. the answer is NO. Save yourself 20 mins and skip this video. We know the answer.
@zacharyrichardson6426
@zacharyrichardson6426 Ай бұрын
No.
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