Title is kind of misleading. I was hoping to see arguments for and against the inclusion of modern in ranked/tournaments and the effect it's having on the landscape. This was just talking about accessibility features in general, it never really got into the accessibility vs easy mode debate at all.
@@Kaimax61if you watched Evo finals you'd realise that isn't the only issue. Instant supers essentially make fireballs null, no need to predict when you can react.
Easy mode input wise, at the cost of losing some importsnt moveset and reduced dmg. In the end it wont help ppl past that, as they still need to git gud even with modern control. But yea its good for ppl who just want enjoy the game and pulling off these cool moves without need to pratice much. Its also competitive viable if those ppl decided to stick with it and actuslly learn the game. Its win win situation tbh, good job capcom adding modern control.
i agree with what you say here. Thats what people dont see, they think that by using modern it means that automatically your going to win everytime, you need to learn how to read your opponents moves or else your not winning, even on modern there are moves that need classic input to use
@@fade_13 True. When they trying to git gud, even in modern there are lot to learn, eventuslly even inputting ur combo with classic command to retsin the full dmg instead reduced dmg everytime. Also ppl saying how modern is godlike with instant super and special, but the fact is....90% of top players in tournaments are still using classic anyway. Modern is competitive viable, but the fact ppl still use classic anyway shows how good capcom actually balance the modern control.
@@bloomallcaps Probably cant, its just how it is if they give 1 button super. Only thing they can do maybe just nerf the dmg little bit more if deemed still too high. But idk, unless lot modern players dominsting big tournament, i doubt they would act. Modern has enough drawback already, mostly coz missing importsnt moves. Some character still good without those moves tho like marissa is good example.
Street Fighter has not “historically ignored the need for accessibility for casual players” Their inputs have become a lot more lenient ever since the original SF2. They slowly made hadoukens and shoryukens easier to do, to the point where you can sometimes input a motion that looks nothing like qcf and still counts for hadouken.
SF2 is where most of the chunk of the accessibility came in. Those who couldn't do DPs in SF2 still can't do it today in SF6 but most of the players that could do a DP in SF2 probably wouldn't be able to in SF1
@@BlueLightningSky It would be fun if they added SF1 to EVO though, although pressure sensitive button arcades might be one step too difficult for modern fighting gamers.
Anybody who could ever complain about Modern controls are the same kind of people who would complain about somebody playing at a Friday Night Magic event with a decent precon deck off the shelf instead of bringing their own netdeck with sideboard. Sure, it's not "a complete experience" but it's easy to use *and consistent enough* to hang with the full thing, and that's a huge benefit to everybody.
World tour mode did more for SF6 than modern controls. Most ppl don't play online. Most players online use classic. All you did was explain what modern mode is. You didn't argue on the effect it's having on the meta at all levels of play. Street Fighter has been making inputs more lax over the years. To say they haven't made efforts to make inputs more approachable is misleading. Do a crouching in todays games vs games from 20 years ago. Plus, why didn't yall do a video for Grandblue Fantasy, Fighting EX Layer and Power Rangers battle of the grid? They're the original modern input option games. The Power Rangers one has no inputs.
Agreed, thorgi did a better video explaining why world tour mode is great for newcomers to fighting games. ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg
So glad SF6 added all of these accessibility options, especially the ones for blind people, it's so great to finally have a game that tries to shy away from all that gatekeeping for disabled people or those that don't wanna dive in too deep into fighting games
I've seen mfs with no arms and no legs use their mouth to play competitively and you're crying because you don't feeeel like doing down, forward, punch? Gtfo
Accessibility is often interchangeable with difficulty for a lot of developers, just because that's the only way they really know how to approach the issue. And unfortunately I think the sole focus is often on increasing the audience for a product, and thus its revenue, so it's not really being designed with the intent to remove real obstacles, but rather to drive engagement. And difficulty is just the answer they always land on.
agreed 100% I also think in our discussion of the topic, we have a problem of definitions. Imo, accessibility is not the same as approachability. Just because something isn't approachable to newcomers, doesn't mean it's inaccessible.
@elucidator1277 This! Difficulty is subjective and most of the ppl who complain about something in fighting games, chances are they never hit practice mode.
The one major problem with the Character building system of SF6 is the moveset build is centered entirely around modern controls, even if you’re using classic controls. You can’t have two moves with the same motion, even if the attack buttons are not the same (meaning you can’t put a Hadouken and a Cannon Drill on your character), because Modern controls, which can utilize motion inputs, cannot differentiate between type of attack, it’s all just attacks. It makes sense not being able to have two moves with the exact same input (no Hadouken and Stribog together), but not different attack inputs when you want to play Classic Controls. This prevents your character from utilizing all of one character’s moveset (for example, JP has several moves with the same motion) or moves that would have no problem being differentiated with attacks. Also, still can’t get a box mask for my character, despite having a mask type for every other gang member enemy type in World Tour. Extremely disappointed.
The word "Accessibility" in this case I feel like is very much misused. Nearly everyone has access to the ability to learn the game even with things like motion inputs, It's just that people lack motivation to do so. A non accessible fighting game would be something that only a select few people are even able to play, but considering that a blind man won a set at EVO, I'd say that fighting games are very much an accessible genre.
"but considering that a blind man won a set at EVO, I'd say that fighting games are very much an accessible genre." To be clear: A disabled person being able to do a thing, does not mean that thing is accessible. Disabled people are used to overcoming massive accessibility barriers, because it's something they have to do on a day-to-day basis. The argument that "disabled people have done it, therefore we're already accessible" is an argument that works against the interests of disabled persons.
Although I agree with most of your point, it's absolutely an accessibility feature for people with physical conditions or disabilities like carpal tunnel. i've read a lot of anecdotes online from people who always had a desire to learn fighting games, but hit a wall because the dexterity requirements could be literally painful. In this video's case, they probably should have used the word "friendly" or "approachable" with how Modern was marketed, but alas
@@arglebargle5531 To be clear, what I meant is that fighting games even without the inclusion of modern input style are at their most accessible point. Removal of complexity from games is often done as "adding accessibility" but I feel like that is the wrong word for it. How would you make the genre more accessible if you had the choice?
@@supernebula101 I sort of agree with that but I must add that this is very much a game specific argument. In a game like street fighter I can fully see modern controls being a great addition to the game as it makes the inputs needed per second significantly less. What I do not really like however that control styles like this seem to be becoming an industry standard even for faster games that already have an extremely high amount of inputs required even if specials would be done with one or two buttons. In something like Guilty gear for example, the addition of modern controls probably wouldn't help people who suffer from things like carpal tunnel as the game is already so fast by design.
Agreed. Accessibility is not the same as approachability. Just because something isn't approachable to newcomers, doesn't mean it's inaccessible. We SORELY need a new term to describe this, other than accessibility. I think approachability makes more sense.
Modern controls in Street Fighter 6 is a very bad case of accessibility. Having "easy mode" or auto combos is fine, it helps new players, and it has been done before. But SF6's Modern inputs are way too good, even at the highest level there has been usage of it and its success is way too close to classic inputs. It simply removes a lot of the depth and learning that fighting games thrive on
Agreed, plus world tour mode does a great job at teaching fighting game fundamentals, without players even realizing it. Thorgi talks about it more: ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg
I’m fine with simple mode controls, but keep that out of ranked, or give me a way not to get matched with them. If they have no interest in learning the game like everyone else has done for the past 40 years and need to take shortcuts, then I have no interest in playing them.
The best thing about modern controls is the fact it allows you to input special moves with classic commands OR using the single button inputs. Something people keep forgetting to mention is that modern inputs do 20% less damage.
I find it really ironic. The things that make Modern quicker and easier at lower levels become kind of a handicap at higher levels and require more effort to optimize because of how you lose certain tools or require you to jump through hoops to access specific tools. Not to mention the Assist System being the way it is, being a whole mental gymnastic of its own to use optimally. Plus, high level Modern players still use motion inputs 90% of the time to avoid the damage penalty, so there's a sense of redundancy that comes with it as well at a certain point... I think I prefer the six button control scheme over the eight button control scheme, thanks.
Ngl call it a major skill issue but plsying against modern players are getting super annoying it feels like i have to play differently against modern players then classic players
Skill issue. But also why don't you try playing differently against them? It's like the solution is in your face but you choose to bang your head against a wall.
@@BlueLightningSky super late but its because of one button specials I dont hate playing against them and think modern controls is fine if it means getting new players but majority of the time I have to play safer because they always have those buttons especially 1 button 3 bar supers
Robust training mode and tutorial should be enough. It's idiotic to blame any controls that fighting games use. If I learned Tekken / Street fighter controls when I was 8 years old, so can you. If you are interested, you do it. And before there's any excuses, my friend for instance have had motor issues with his hands yet he's ready to embrace the challenge. And what do you know? He's at least two times better at the moment than these "controls are too difficult" folks. I guess it's because FGC is more niche than for instance LoL / Dota or Counter-Strike and popular enough compared to Starcraft. There's no discussion for those titles how they should be "more accessible" yet they thrive better than ever. I don't play Starcraft myself but it's brutal as hell. Seeing Serral doing his work is something else. And yes, I'm almost 31 years old. I'm busy just like you guys but I don't seek excuses to dumb down games because of that.
I will never understand why people refuse to learn motion controls in fighting games but will play shooters that require quite literal pinpoint accuracy. Fighting games get a bad rep of being way too hard when realistically almost all competitive games are hard and require many split-second decisions at any given moment. Drawing the line at motion inputs is both pathetic and lame. Especially when modern controls allow access to one button supers and dps (making jump-ins near impossible).
It's as simple as memorization vs practice. What a lot of fighting game players don't seem to realize is that most game genres don't ask the player to spend a long time just learning how their character plays before they even have a chance at getting good as them. Advanced tech does exist in other games, but it's introduced gradually through skill trees or levelling systems or is the byproduct of complex physics/movement mechanics that are easy to learn but hard to master. You get more precise at an fps by playing more and getting used to the subtleties of their controls, and even if you're not good at them at all (i.e. myself), they can still be fun because you can easily understand why doing x results in y and how you can apply that to achieve z. Motion inputs are often not immediately understandable and force a player to spend anywhere from a couple hours to several months just trying to learn and remember the controls and that's not including the fact you still have to learn the basic aspects that apply to any other game such as how far your attacks reach, where your safe spots are, framedata, risk-reward, how other players tend to react, and in the case of fighting games, you also need to at least have a vague idea how other characters move. Motion inputs themselves are not complicated, but they add a barrier to entry that casual players are not willing to overcome especially when that barrier is usually required to even start having any level of fun with the game.
How are motion inputs not immediately understandable? You see the motion and you just do it lmao. Do not act like they take months to figure out man I was 8 years old on SF4 and learned em in 30 minutes. Do you approach every game complaining that the controls need to be tailored to suit you? Assuming you dont then why do you apply it to fighting games? Complaining about motion controls in fighting games is like playing basketball and complaining you have to dribble the ball.@@thenightwriter619
If your experience with competitive games are only with Shooters and FGs you'd think but this also applies with most other skill sets. People also refuse to learn "advanced" movement tech like strafe jumping and instead we get sprint CD based abilities in FPS and the excuses are the same as motion inputs. People also just don't like Brood War because you actually have to control your units. This isn't new, it's just AIMING gets a pass from everyone because everyone agrees it's a skill but most other people have to perform mental gymnastics why this thing that they can't do consistently but others can is not a skill.
Seriously, what's with FGs attracting tons of people who don't want to actually learn to play the game. No other genre does that, it's mental. Accessibility in FGs are good tutorials, good visuals, good singleplayer content and superb online play and matchmaking, NOT removing or simplifying inputs. Motion inputs exist for a reason: if you want to have a character with tons of tools and some of the really powerful, you need to have motion inputs, period. If you can't stand doing a Shoryuken, or learning the timing of your moves, maybe the genre isn't for you, why is it so hard to understand? I fucking suck at RTS games and I don't want to be strip down for me, I just accept that I suck and I enjoy whatever I can with the genre, period.
No, a lot of genres do it. Tactical PFS: valorant. Battle royal: Fortnite Grand strategies: civ6 Economic strategies: Victoria3 And many more. A lot of genres dump down their gameplay to appeal to the masses
Thats what moderm control is for, its good addition for newer player who wsnt enjoy the game without too much training first. Plus its alsp competitive viable for those who decided to stick with it.
Think it's the fact that these controls were used for decades an some see M controls as not learning the game properly an using or needing it town down for them to get past the door to join the vets.
Sitting here reading all the comments of hardened Street Fighter veterans trashing on noobs like myself who somehow quit Pokken Tournament having never owned it because my friend deleted me at the cafeteria table that one day in high school
you said the problem in the first couple of minutes "for business reasons" these considerations aren't made with the competitive integrity of the game in mind. when you try to make a product for "everyone" you often alienate your core demographic, because what this means practically is to weaken the core identity of the product. sf6 has already lost 70% of its player base since launch, and who has stuck around? the vast majority are the people who are very invested in the game they intentionally dumbed down to try to attract people who weren't going to stick around anyway. competitive "modern" players now are either trolls or people who are willing to leverage any advantage to win, NOT the newcomers they were trying to court. the people who pay the price for these games being oversimplified are the people who care the most about them.
Next time before writing a comment look at the store page. It says 59.99. They already sold the game. All their support for the competitive scene is just PR. Like esports. But it'll trigger too many fg folks, so I'm not going that way
This is a nothing, lazy video. Watch Thorgi's video instead: ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg For those that want a more in-depth video on why EXACTLY SF6 is newcomer friendly, Thorgi did a 1000000x better job explaining.
I was thinking, why am I not liking SF6 ranked? I always thought that: 'if you are getting beat up by Modern autocomboers - then you got bigger problems than just combos' But also - SF6 doesn't have that bottom floor where "anything goes", and people come mash some buttons, see their characters do cool stuff. You are actively being pushed up on the ranked ladder, with no way to fall back down. And even on the 'bottom' you are faced with Modern guys who do objectively bad plays, and still catch you on autocombos. This feels oppressive. It's upsetting. "The bottom" is actually decently high requirement already.
Your not losing because of the combos. The combo is only the reward for beating somebody in neutral. The biggest advantage with modern is the one button specials for things like dp. Not a hard motion, but it still requires some execution that can be tough especially when pressured. Not an issue with modern. Your losing because your fundamentals are lacking. If somebody is leaning on modern for their combos they're going to throw out stuff that is unsafe. They literally kill themselves if you block. These games are frustrating because you end up being way to aggressive for know reason. I won, but literally ate like 6 wakeup dp's in matches because i wasn't being patient. The other type of person is using modern because they haven't ingrained the muscle memory for combos in that specific character and they don't know what the character can do yet. These players do beat me not because of modern, but because their basic fundamentals are more sound. Anti-air, knowing hot to shut down aggressive offense, knowing when to be patient, knowing how to deal with players who are overly defensive, etc all have to do with fundamentals that modern doesn't provide. Unfortunately sometimes matches don't play the way you want them to. If the other person is decent, but jumping like a maniac purposefully or using moves that are difficult to deal with it can be frustrating especially if its working for them. Even more when you know what you have to do, but just can't execute well enough to shut them down.
Easy mode? LOL... Playing on modern and passing rank gold you need to actually go beyond the basics, do research an pratice some stuff that is not easy at all
A lot of fighting games have moved to a modern controls concept and im sure this is for accessibility reasons primarily. What makes those mechanics ok is if there is depth to the gameplay like for example the drive rush mechanic in sf6. Sf5 tried by lowering the ceiling but that wasnt the answer. By lowering the barrier of entry the game becomes alot more accessible and a wider audience becomes available.
@dankgothtrash I can see that but it is a legit stance on it. Fighting games have been moving to a more complex engine rather than complex inputs. Any way to let a wider audience join the fray
Naruto ultimate ninja and Naruto ultimate ninja storm series to me is the most beginner friendly and the most casual fighting games ever. This is just based on my opinion btw, if you have something else to add feel free to tell me.
@@jjsolo28"Remember, gamers have the mental age of a five year old when they're asked to press two buttons at the same time" ftfy. Plus, that just ain't true, maybe for a super casual audience sure, but for the average gamer, not really.
Thank god it has modern controls. Always thought Fighting Games looked sick, but my experiences were terrible. I bought Street Fighter 5 half a year ago and it was terrible, it took me like 2 hours to do (very inconsistently) the most basic special moves. It doesn't help that the combo timeframe feels like a nanosecond long. After two days of trying to something cool in the game, the rubber on my joystick was completely off, haven't touched the game since
Two tips: 1.- using the dpad is easier and better than the joystick on a regular controller 2.- do the inputs as slowly as possible(literally snail speed) doesn't matter if the game doesn't register it jutst make sure u hit the buttons(or move the stick on the right path) and speed a bit each time u do it, after some time u will do it fast enough for the game to register it and from there u can keep doing them at similar speed, soon enough it will be natural and u can do it as fast as u need
It literally takes u 10-20 minutes instead of the "2 hours" u mention and I say that as someone that has been playing the genre for 8 years and doing simple BnBs takes me docens of hours in training(but never had problems with shorykens and the like after a short time learning)
@@Shade_Daemonyou know people be blowing things out of proportion 😂. None of these games are that hard, they just don't like admitting they lose hard to human players.
If you can't do circle inputs that's just a straight up skill issue. There are multiple disabled players that have shown they can still play with regular inputs
I never understood why fighting games had to keep the motion inputs, one thing is complexity and dept in the gameplay, but fighting games are the only genre from which I hear complains regarding the controls. What do motion inputs add to the gameplay?
They're fun. Period. They give a certain tactical feel that corresponds with the attack you're doing. They really can't be any harder than aiming in an FPS. Having a lot of specials (versus just, press a button for a skill) lets each character be unique with their own special toolkit. Instant DPs and SPDs are cancerous. You're a lazy scrub who needs to git gud. All of the above.
Special moves are balanced around their motion input. For example, charge moves require you to hold a directional input for a set period of time before you can use the move, so they tend to be more powerful moves in exchange.
@@dankgothtrash You're entire post is irrelevant by saying aiming in an FPS is the same as learning a motion input. Sorry big dog but thats just stupid
The more obvious reason is for balancing reasons. They are called special moves, after all. They are stronger than normal attacks, and the need for a balancing system that also reward learning and playing the game extensively is pretty self-explanatory. That, and the motions correspond with the visual on-screen. A quarter-circle forward has the same flow of motion as Ryu or Ken doing a Hadouken, for example. Squat down, arms in, swing arms forward, and boom, a Hadouken. It's a genius game design language, imo.
You also can not block if you’re going a Dragon Punch, because the inputs don’t allow you to block during it. You have to commit to it fully. Vs instant inputs which allows you to block until the very instant you don’t need to.
fighting games are not actualy hard. there are boring, when you play them alone. the only interesting when you play them at the boring party. They are just hypercasual genre that a bunch of wierdos took too far. Like speedrunnning
If you're not willing to learn the most basic things such as learning to do motion inputs then you shouldn't be playing traditional fighting games. They're simply not for you. You don't see us coming to your game & demanding you to change it. Leave our hobby alone.
Simplification of every possible game genre have been a thing for at least 20 years. Fgc should just stick to older games instead of talking about how great they are on Twitter. Like release of rollback for rev2 not changing player number at all despite boomer saying it will kill ggst. Same thing with sf and mk. Fgc is the problem
SF6 did a lot of things right, but drive impact is a problem. The fact that you automatically stun you opponent when they hit the corner, even after blocking is ridiculous and takes no skill.
I'm just hoping the gaming industry is going to use more simple modern control scheme in their games in the near future 😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢 because I'm like struggling with these games.
Title is kind of misleading. I was hoping to see arguments for and against the inclusion of modern in ranked/tournaments and the effect it's having on the landscape. This was just talking about accessibility features in general, it never really got into the accessibility vs easy mode debate at all.
all the against are : I got CA'd by Zangief with one button
True. I feel like ashkon content almost always goes for the lowest hanging fruit / simplest take. Video was kinda boring over all
I don't find the title misleading by itself but I would like to see a follow up video on how it evolves beyond the easy
@@Kaimax61if you watched Evo finals you'd realise that isn't the only issue. Instant supers essentially make fireballs null, no need to predict when you can react.
Honestly yea i agree nothing was really said in this video
Easy mode input wise, at the cost of losing some importsnt moveset and reduced dmg. In the end it wont help ppl past that, as they still need to git gud even with modern control.
But yea its good for ppl who just want enjoy the game and pulling off these cool moves without need to pratice much. Its also competitive viable if those ppl decided to stick with it and actuslly learn the game.
Its win win situation tbh, good job capcom adding modern control.
i agree with what you say here. Thats what people dont see, they think that by using modern it means that automatically your going to win everytime, you need to learn how to read your opponents moves or else your not winning, even on modern there are moves that need classic input to use
@@fade_13 True. When they trying to git gud, even in modern there are lot to learn, eventuslly even inputting ur combo with classic command to retsin the full dmg instead reduced dmg everytime.
Also ppl saying how modern is godlike with instant super and special, but the fact is....90% of top players in tournaments are still using classic anyway. Modern is competitive viable, but the fact ppl still use classic anyway shows how good capcom actually balance the modern control.
The instant supers are kinda bullshit though they gotta fix that
@@bloomallcaps Probably cant, its just how it is if they give 1 button super. Only thing they can do maybe just nerf the dmg little bit more if deemed still too high.
But idk, unless lot modern players dominsting big tournament, i doubt they would act. Modern has enough drawback already, mostly coz missing importsnt moves. Some character still good without those moves tho like marissa is good example.
Street Fighter has not “historically ignored the need for accessibility for casual players”
Their inputs have become a lot more lenient ever since the original SF2. They slowly made hadoukens and shoryukens easier to do, to the point where you can sometimes input a motion that looks nothing like qcf and still counts for hadouken.
Even rekkas got easier and they completely eliminated the mash input needed for Lighting Legs or Hundred Hand Slap.
Fireball in SF1 is so strict, timing and correct inputs only.
SF2 is where most of the chunk of the accessibility came in. Those who couldn't do DPs in SF2 still can't do it today in SF6 but most of the players that could do a DP in SF2 probably wouldn't be able to in SF1
@@BlueLightningSky It would be fun if they added SF1 to EVO though, although pressure sensitive button arcades might be one step too difficult for modern fighting gamers.
Shit I mean, look at how they changed Sagat's Tiger Knee for instance.
Anybody who could ever complain about Modern controls are the same kind of people who would complain about somebody playing at a Friday Night Magic event with a decent precon deck off the shelf instead of bringing their own netdeck with sideboard. Sure, it's not "a complete experience" but it's easy to use *and consistent enough* to hang with the full thing, and that's a huge benefit to everybody.
World tour mode did more for SF6 than modern controls. Most ppl don't play online. Most players online use classic. All you did was explain what modern mode is. You didn't argue on the effect it's having on the meta at all levels of play. Street Fighter has been making inputs more lax over the years. To say they haven't made efforts to make inputs more approachable is misleading. Do a crouching in todays games vs games from 20 years ago.
Plus, why didn't yall do a video for Grandblue Fantasy, Fighting EX Layer and Power Rangers battle of the grid? They're the original modern input option games. The Power Rangers one has no inputs.
Would you like to guess what game is most popular right now and will get the most views
Agreed, thorgi did a better video explaining why world tour mode is great for newcomers to fighting games.
ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg
So glad SF6 added all of these accessibility options, especially the ones for blind people, it's so great to finally have a game that tries to shy away from all that gatekeeping for disabled people or those that don't wanna dive in too deep into fighting games
I've seen mfs with no arms and no legs use their mouth to play competitively and you're crying because you don't feeeel like doing down, forward, punch? Gtfo
Blind warrior sven enter the chat
BrolyLegs has entered the chat
If at least all the developers had learned from Tekken 3's Tekken Ball and Tekken Force modes
Accessibility is often interchangeable with difficulty for a lot of developers, just because that's the only way they really know how to approach the issue. And unfortunately I think the sole focus is often on increasing the audience for a product, and thus its revenue, so it's not really being designed with the intent to remove real obstacles, but rather to drive engagement. And difficulty is just the answer they always land on.
agreed 100%
I also think in our discussion of the topic, we have a problem of definitions.
Imo, accessibility is not the same as approachability.
Just because something isn't approachable to newcomers, doesn't mean it's inaccessible.
@elucidator1277 This!
Difficulty is subjective and most of the ppl who complain about something in fighting games, chances are they never hit practice mode.
It's funny how people forget that Gran Blue Fantasy Versus already has the option for button specials and motion inputs and came out years ago.
Who cares about Granblue?
@@АртёмТор-к2юwho cares about you?
A more popular thing or person gets all the credit for doing something a lesser known one already did, a story as old as time.
This video deserves a follow up where the the accesibility debate is discussed.
Agreed. Accessibility is not the same as approachability.
Just because something isn't approachable to newcomers, doesn't mean it's inaccessible.
The one major problem with the Character building system of SF6 is the moveset build is centered entirely around modern controls, even if you’re using classic controls. You can’t have two moves with the same motion, even if the attack buttons are not the same (meaning you can’t put a Hadouken and a Cannon Drill on your character), because Modern controls, which can utilize motion inputs, cannot differentiate between type of attack, it’s all just attacks. It makes sense not being able to have two moves with the exact same input (no Hadouken and Stribog together), but not different attack inputs when you want to play Classic Controls. This prevents your character from utilizing all of one character’s moveset (for example, JP has several moves with the same motion) or moves that would have no problem being differentiated with attacks.
Also, still can’t get a box mask for my character, despite having a mask type for every other gang member enemy type in World Tour. Extremely disappointed.
The word "Accessibility" in this case I feel like is very much misused. Nearly everyone has access to the ability to learn the game even with things like motion inputs, It's just that people lack motivation to do so. A non accessible fighting game would be something that only a select few people are even able to play, but considering that a blind man won a set at EVO, I'd say that fighting games are very much an accessible genre.
"but considering that a blind man won a set at EVO, I'd say that fighting games are very much an accessible genre."
To be clear: A disabled person being able to do a thing, does not mean that thing is accessible. Disabled people are used to overcoming massive accessibility barriers, because it's something they have to do on a day-to-day basis. The argument that "disabled people have done it, therefore we're already accessible" is an argument that works against the interests of disabled persons.
Although I agree with most of your point, it's absolutely an accessibility feature for people with physical conditions or disabilities like carpal tunnel. i've read a lot of anecdotes online from people who always had a desire to learn fighting games, but hit a wall because the dexterity requirements could be literally painful. In this video's case, they probably should have used the word "friendly" or "approachable" with how Modern was marketed, but alas
@@arglebargle5531 To be clear, what I meant is that fighting games even without the inclusion of modern input style are at their most accessible point. Removal of complexity from games is often done as "adding accessibility" but I feel like that is the wrong word for it. How would you make the genre more accessible if you had the choice?
@@supernebula101 I sort of agree with that but I must add that this is very much a game specific argument. In a game like street fighter I can fully see modern controls being a great addition to the game as it makes the inputs needed per second significantly less. What I do not really like however that control styles like this seem to be becoming an industry standard even for faster games that already have an extremely high amount of inputs required even if specials would be done with one or two buttons. In something like Guilty gear for example, the addition of modern controls probably wouldn't help people who suffer from things like carpal tunnel as the game is already so fast by design.
Agreed. Accessibility is not the same as approachability.
Just because something isn't approachable to newcomers, doesn't mean it's inaccessible.
We SORELY need a new term to describe this, other than accessibility. I think approachability makes more sense.
Sf6 gaving single player mode is huge. But it could have been a thing 20 years ago
How successful was SF6 in getting new players and keeping them? I don't think that accessibility is the only issue here
pls never say that any fighting game besides brawl had a good story mode
Modern controls in Street Fighter 6 is a very bad case of accessibility. Having "easy mode" or auto combos is fine, it helps new players, and it has been done before. But SF6's Modern inputs are way too good, even at the highest level there has been usage of it and its success is way too close to classic inputs. It simply removes a lot of the depth and learning that fighting games thrive on
Agreed, plus world tour mode does a great job at teaching fighting game fundamentals, without players even realizing it.
Thorgi talks about it more:
ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg
I’m fine with simple mode controls, but keep that out of ranked, or give me a way not to get matched with them. If they have no interest in learning the game like everyone else has done for the past 40 years and need to take shortcuts, then I have no interest in playing them.
Agree.
this
👏 bravo!
How does it feel to have 40 years of experience but can't beat modern players who have no idea what they're doing?
(5:38) Agreed, sometimes you need a break from fighting the same type of match over and over again.
You knew it was going to be a bad the moment he used Smash as a reference to the genre
The best thing about modern controls is the fact it allows you to input special moves with classic commands OR using the single button inputs. Something people keep forgetting to mention is that modern inputs do 20% less damage.
20% less damage on my INSTANT INVINCIBLE DPs and my 720 SPD supers? Fair fucking trade.
@@dankgothtrash If its truly a problem it will get changed. But the fact its bringing new people into the community is good.
@@x9x9x9x9x9 At this point I'm 100% okay with gatekeeping people who cry about down forward punch 💀
They should remove the ability to do classic inputs if you chose modern. All damage for choosing modern should be scaled down.
@@estebandelgado2002 nah
The idea of it is fine. I would just like a option not to play against someone with modern controls. I would like to play against classic only
Scrub. Don't you want an option to block Ken and JP players too?
5:13 >looks at steam charts
I'm not sure if it's helping but I'll wait till new season to make a judgment
I find it really ironic. The things that make Modern quicker and easier at lower levels become kind of a handicap at higher levels and require more effort to optimize because of how you lose certain tools or require you to jump through hoops to access specific tools. Not to mention the Assist System being the way it is, being a whole mental gymnastic of its own to use optimally. Plus, high level Modern players still use motion inputs 90% of the time to avoid the damage penalty, so there's a sense of redundancy that comes with it as well at a certain point...
I think I prefer the six button control scheme over the eight button control scheme, thanks.
Ngl call it a major skill issue but plsying against modern players are getting super annoying it feels like i have to play differently against modern players then classic players
Skill issue. But also why don't you try playing differently against them? It's like the solution is in your face but you choose to bang your head against a wall.
@@BlueLightningSky super late but its because of one button specials I dont hate playing against them and think modern controls is fine if it means getting new players but majority of the time I have to play safer because they always have those buttons especially 1 button 3 bar supers
Robust training mode and tutorial should be enough. It's idiotic to blame any controls that fighting games use. If I learned Tekken / Street fighter controls when I was 8 years old, so can you. If you are interested, you do it. And before there's any excuses, my friend for instance have had motor issues with his hands yet he's ready to embrace the challenge. And what do you know? He's at least two times better at the moment than these "controls are too difficult" folks.
I guess it's because FGC is more niche than for instance LoL / Dota or Counter-Strike and popular enough compared to Starcraft. There's no discussion for those titles how they should be "more accessible" yet they thrive better than ever. I don't play Starcraft myself but it's brutal as hell. Seeing Serral doing his work is something else.
And yes, I'm almost 31 years old. I'm busy just like you guys but I don't seek excuses to dumb down games because of that.
Multiversus, Brawlhalla cries in the corner.
"Accessibility or easy mode?"
*its both.*
Haven’t even watched the video yet and I know this is the answer.
I will never understand why people refuse to learn motion controls in fighting games but will play shooters that require quite literal pinpoint accuracy. Fighting games get a bad rep of being way too hard when realistically almost all competitive games are hard and require many split-second decisions at any given moment. Drawing the line at motion inputs is both pathetic and lame. Especially when modern controls allow access to one button supers and dps (making jump-ins near impossible).
this
It's as simple as memorization vs practice. What a lot of fighting game players don't seem to realize is that most game genres don't ask the player to spend a long time just learning how their character plays before they even have a chance at getting good as them. Advanced tech does exist in other games, but it's introduced gradually through skill trees or levelling systems or is the byproduct of complex physics/movement mechanics that are easy to learn but hard to master. You get more precise at an fps by playing more and getting used to the subtleties of their controls, and even if you're not good at them at all (i.e. myself), they can still be fun because you can easily understand why doing x results in y and how you can apply that to achieve z. Motion inputs are often not immediately understandable and force a player to spend anywhere from a couple hours to several months just trying to learn and remember the controls and that's not including the fact you still have to learn the basic aspects that apply to any other game such as how far your attacks reach, where your safe spots are, framedata, risk-reward, how other players tend to react, and in the case of fighting games, you also need to at least have a vague idea how other characters move. Motion inputs themselves are not complicated, but they add a barrier to entry that casual players are not willing to overcome especially when that barrier is usually required to even start having any level of fun with the game.
How are motion inputs not immediately understandable? You see the motion and you just do it lmao. Do not act like they take months to figure out man I was 8 years old on SF4 and learned em in 30 minutes. Do you approach every game complaining that the controls need to be tailored to suit you? Assuming you dont then why do you apply it to fighting games? Complaining about motion controls in fighting games is like playing basketball and complaining you have to dribble the ball.@@thenightwriter619
If your experience with competitive games are only with Shooters and FGs you'd think but this also applies with most other skill sets. People also refuse to learn "advanced" movement tech like strafe jumping and instead we get sprint CD based abilities in FPS and the excuses are the same as motion inputs. People also just don't like Brood War because you actually have to control your units. This isn't new, it's just AIMING gets a pass from everyone because everyone agrees it's a skill but most other people have to perform mental gymnastics why this thing that they can't do consistently but others can is not a skill.
understand that in fighting games you cannot blame the team. When you lose its your own fault
and people don't like to be the solo reason the lose
Yay arcana heart mentioned
Seriously, what's with FGs attracting tons of people who don't want to actually learn to play the game. No other genre does that, it's mental.
Accessibility in FGs are good tutorials, good visuals, good singleplayer content and superb online play and matchmaking, NOT removing or simplifying inputs. Motion inputs exist for a reason: if you want to have a character with tons of tools and some of the really powerful, you need to have motion inputs, period.
If you can't stand doing a Shoryuken, or learning the timing of your moves, maybe the genre isn't for you, why is it so hard to understand? I fucking suck at RTS games and I don't want to be strip down for me, I just accept that I suck and I enjoy whatever I can with the genre, period.
No, a lot of genres do it.
Tactical PFS: valorant.
Battle royal: Fortnite
Grand strategies: civ6
Economic strategies: Victoria3
And many more. A lot of genres dump down their gameplay to appeal to the masses
Forgot about rts: age of empires 4 is so much easier than aoe2
Thats what moderm control is for, its good addition for newer player who wsnt enjoy the game without too much training first.
Plus its alsp competitive viable for those who decided to stick with it.
Think it's the fact that these controls were used for decades an some see M controls as not learning the game properly an using or needing it town down for them to get past the door to join the vets.
Street Fighter 6 got very popular and it has attracted a lot of newbies that don't like difficulty in fighting games
1:39 I disagree, the biggest barrier for newcomers is surely the price of these games. $70 for a game is just absurd.
With no regional pricing
And dlc
Sitting here reading all the comments of hardened Street Fighter veterans trashing on noobs like myself who somehow quit Pokken Tournament having never owned it because my friend deleted me at the cafeteria table that one day in high school
you said the problem in the first couple of minutes "for business reasons" these considerations aren't made with the competitive integrity of the game in mind.
when you try to make a product for "everyone" you often alienate your core demographic, because what this means practically is to weaken the core identity of the product.
sf6 has already lost 70% of its player base since launch, and who has stuck around? the vast majority are the people who are very invested in the game they intentionally dumbed down to try to attract people who weren't going to stick around anyway.
competitive "modern" players now are either trolls or people who are willing to leverage any advantage to win, NOT the newcomers they were trying to court. the people who pay the price for these games being oversimplified are the people who care the most about them.
Next time before writing a comment look at the store page. It says 59.99. They already sold the game. All their support for the competitive scene is just PR. Like esports. But it'll trigger too many fg folks, so I'm not going that way
This is a nothing, lazy video.
Watch Thorgi's video instead: ruclips.net/video/VU5IF-W5rkM/видео.html&si=P3EbLKZm7tNQy1tg
For those that want a more in-depth video on why EXACTLY SF6 is newcomer friendly, Thorgi did a 1000000x better job explaining.
1:23 "historically ignored" there was actually a mechanic, that there is a chance to make a special move instead of a normal
Yeah in a 1/255 chance. Amazing mechanic.
Does this guy actually play fighting games?☠️☠️☠️
I was thinking, why am I not liking SF6 ranked? I always thought that: 'if you are getting beat up by Modern autocomboers - then you got bigger problems than just combos'
But also - SF6 doesn't have that bottom floor where "anything goes", and people come mash some buttons, see their characters do cool stuff. You are actively being pushed up on the ranked ladder, with no way to fall back down.
And even on the 'bottom' you are faced with Modern guys who do objectively bad plays, and still catch you on autocombos. This feels oppressive. It's upsetting. "The bottom" is actually decently high requirement already.
Your not losing because of the combos. The combo is only the reward for beating somebody in neutral. The biggest advantage with modern is the one button specials for things like dp. Not a hard motion, but it still requires some execution that can be tough especially when pressured. Not an issue with modern.
Your losing because your fundamentals are lacking. If somebody is leaning on modern for their combos they're going to throw out stuff that is unsafe. They literally kill themselves if you block. These games are frustrating because you end up being way to aggressive for know reason. I won, but literally ate like 6 wakeup dp's in matches because i wasn't being patient.
The other type of person is using modern because they haven't ingrained the muscle memory for combos in that specific character and they don't know what the character can do yet. These players do beat me not because of modern, but because their basic fundamentals are more sound.
Anti-air, knowing hot to shut down aggressive offense, knowing when to be patient, knowing how to deal with players who are overly defensive, etc all have to do with fundamentals that modern doesn't provide.
Unfortunately sometimes matches don't play the way you want them to. If the other person is decent, but jumping like a maniac purposefully or using moves that are difficult to deal with it can be frustrating especially if its working for them. Even more when you know what you have to do, but just can't execute well enough to shut them down.
Easy mode? LOL...
Playing on modern and passing rank gold you need to actually go beyond the basics, do research an pratice some stuff that is not easy at all
At least you're not making tekken videos.
modern controls are balanced people saying they shouldn’t be in ranked and tournaments are wrong
A lot of fighting games have moved to a modern controls concept and im sure this is for accessibility reasons primarily. What makes those mechanics ok is if there is depth to the gameplay like for example the drive rush mechanic in sf6. Sf5 tried by lowering the ceiling but that wasnt the answer. By lowering the barrier of entry the game becomes alot more accessible and a wider audience becomes available.
You guys sound AI generated
@dankgothtrash I can see that but it is a legit stance on it. Fighting games have been moving to a more complex engine rather than complex inputs. Any way to let a wider audience join the fray
@@dankgothtrash because he is. His reply basically confirms it.
"Accessibility or Easy Mode?" Also known as "Hey, Modern is pretty neat for casuals, minigames are pretty neat too"
Title don't match with content
Naruto ultimate ninja and Naruto ultimate ninja storm series to me is the most beginner friendly and the most casual fighting games ever. This is just based on my opinion btw, if you have something else to add feel free to tell me.
It's not even a real fighting game and it sucks ass lmaooo
Modern controls are for babies😂
Remember gamers have the mental of 5 years once they have to press more then two buttons at the same time
People really be out here crying about down forward button? It's insane.
Can you try that again in English pls? Sounds like YOU have the mental of 5 years. 😂
@@MezzoForte4 you wanna try reading it again or do you the reading comprehension of a 5 year old
@@jjsolo28"Remember, gamers have the mental age of a five year old when they're asked to press two buttons at the same time" ftfy. Plus, that just ain't true, maybe for a super casual audience sure, but for the average gamer, not really.
@@carb0xyde887 my comment is about how this video makes people sound
Not how I think people actually are
Thank god it has modern controls. Always thought Fighting Games looked sick, but my experiences were terrible. I bought Street Fighter 5 half a year ago and it was terrible, it took me like 2 hours to do (very inconsistently) the most basic special moves. It doesn't help that the combo timeframe feels like a nanosecond long. After two days of trying to something cool in the game, the rubber on my joystick was completely off, haven't touched the game since
Git gud
Two tips:
1.- using the dpad is easier and better than the joystick on a regular controller
2.- do the inputs as slowly as possible(literally snail speed) doesn't matter if the game doesn't register it jutst make sure u hit the buttons(or move the stick on the right path) and speed a bit each time u do it, after some time u will do it fast enough for the game to register it and from there u can keep doing them at similar speed, soon enough it will be natural and u can do it as fast as u need
It literally takes u 10-20 minutes instead of the "2 hours" u mention and I say that as someone that has been playing the genre for 8 years and doing simple BnBs takes me docens of hours in training(but never had problems with shorykens and the like after a short time learning)
@@Shade_Daemonyou know people be blowing things out of proportion 😂. None of these games are that hard, they just don't like admitting they lose hard to human players.
If you can't do circle inputs that's just a straight up skill issue. There are multiple disabled players that have shown they can still play with regular inputs
I never understood why fighting games had to keep the motion inputs, one thing is complexity and dept in the gameplay, but fighting games are the only genre from which I hear complains regarding the controls.
What do motion inputs add to the gameplay?
They're fun. Period.
They give a certain tactical feel that corresponds with the attack you're doing.
They really can't be any harder than aiming in an FPS.
Having a lot of specials (versus just, press a button for a skill) lets each character be unique with their own special toolkit.
Instant DPs and SPDs are cancerous.
You're a lazy scrub who needs to git gud.
All of the above.
Special moves are balanced around their motion input.
For example, charge moves require you to hold a directional input for a set period of time before you can use the move, so they tend to be more powerful moves in exchange.
@@dankgothtrash You're entire post is irrelevant by saying aiming in an FPS is the same as learning a motion input. Sorry big dog but thats just stupid
The more obvious reason is for balancing reasons. They are called special moves, after all. They are stronger than normal attacks, and the need for a balancing system that also reward learning and playing the game extensively is pretty self-explanatory.
That, and the motions correspond with the visual on-screen. A quarter-circle forward has the same flow of motion as Ryu or Ken doing a Hadouken, for example. Squat down, arms in, swing arms forward, and boom, a Hadouken. It's a genius game design language, imo.
You also can not block if you’re going a Dragon Punch, because the inputs don’t allow you to block during it. You have to commit to it fully.
Vs instant inputs which allows you to block until the very instant you don’t need to.
first
fighting games are not actualy hard. there are boring, when you play them alone. the only interesting when you play them at the boring party. They are just hypercasual genre that a bunch of wierdos took too far. Like speedrunnning
"I can drink and smoke it won't affect my baby"
The baby:
@@tingispingis cool but don't forget to shower on your way out
I can see you don’t respect gaming communities
@@destroyerofworlds4663 I'm talking about games not communities
Translation: they are only interesting when I’m in an environment where I can actually win
If you're not willing to learn the most basic things such as learning to do motion inputs then you shouldn't be playing traditional fighting games. They're simply not for you. You don't see us coming to your game & demanding you to change it. Leave our hobby alone.
Simplification of every possible game genre have been a thing for at least 20 years. Fgc should just stick to older games instead of talking about how great they are on Twitter.
Like release of rollback for rev2 not changing player number at all despite boomer saying it will kill ggst. Same thing with sf and mk. Fgc is the problem
SF6 did a lot of things right, but drive impact is a problem. The fact that you automatically stun you opponent when they hit the corner, even after blocking is ridiculous and takes no skill.
I'm just hoping the gaming industry is going to use more simple modern control scheme in their games in the near future 😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢 because I'm like struggling with these games.