One of my favorite things about the FGC is how quickly they are to pass judgement on something before they have any understanding of it. Then a year goes by and everyone hops from the hate train to the bandwagon after they learn a thing or two.
Behemoth Typhoon was such a wild move to see for me specifically, cuz when I was brand new to fighting games many years ago I didn't understand the concept of a "half circle" or "quarter circle." I heard the term used so much and would always get confused, I remember thinking "well what half of the circle is it?? And what direction does it go?" And here comes Goldlewis to answer my question: "Yes."
11:52 this one is a lot more elaborate, but Lucky Chloe from T7 has a mini rhythm game in her rage art! The better you stick to the beat and spell her name, the more damage you get!
Vampire Savior had the "rhythm game super" with Lilith's Gloomy Puppet Show. It was a terrible super but it was probably the first. Arcana Heart has a super move that you input by drawing a pentagram with your stick.
IIRC, someone discovered that Gloomy Puppet Show wasn't actually TOO horrible, it's just that non-Japanese wouldn't be familiar with the six randomized rhythm patterns needed to draw out its potential max damage ( _as they're apparently based on extremely common songs in Japan_ ), nor with the exact button presses necessary to do said damage, but considering the other supers in the game, it was lower-mid tier at best.
Big Band from Skullgirls is rather cool in my opinion. I love music/rhythm and fighting games so the fact they put a fully functional trumpet in the game is pretty awesome.
My favourite example of inputs matching the move is from Fate/Unlimited Codes, specifically Luvia's slaps - the input is 4646464646 and so on as fast as possible, and each 46 motion will slap the opponent back and forth across the face once - an extremely satisfying move to do!
@@imaginaryking5276 It would be awesome ngl, some Fate/Zero characters would be great additions like Kiritsugu or Berserker, or including some characters from other universes like the apocrypha, or extra ones
Since I play guile I tried messing around with vatista recently and was wondering where her lasers and drills were. I couldn’t open the menu since I was in an online lobby so it took me like 10 minutes to think to try reverse charging and I nearly threw up when I realized
I love how often people ignore that kind of thing .. where a game company puts a new kind of character or play-style into the game, then later transitions to using it more heavily or more often and it seems like most people never even realize that there was a proto-type of it in the game already.
Donkey Kong in Brawl in 2008 is also an an example as he pulls out the Donkey Konga drums for Konga Beat till Smash Ultimate changed it to a stock super. I imagine a lot of these rhythm game supers end up being bad or filtering out players especially if the rest of the kit doesn't use that control scheme at all, but I do miss more unconventional moves. If Smash removed a lot of them (Jiggly and ICs survived), I can't imagine other series keeping all of them long term.
On a barely related note: Did anyone else just not understand the DP input when they first saw it drawn as that little zig-zag icon? Because I don't think a single human being figured out on their own what the tiny letter zed looking thing in the lower right corner was supposed to represent.
Its also dumb trying to see some inputs like delta where the logic behind trying to interpret them makes almost 0 sense, which is why i always preferred spelling inputs with arrows
Back then I've been playing Tekken for a while using Kazuya so I was very familiar with DP input but when I saw it on Tatsunoko vs Capcom, I didn't realize it was the same thing until I got into SF properly
YES! I struggled with this so much when I first played SF. Ironically, it was only when I played Guilty Gear Xrd did I get the input and used it in other games.
I only got it somewhat recently some time after I started playing on a stick and had the virtual joystick visible in gg xrd, took some 15 years after I remember seeing it the first time to understand you don't need to complete the quarter circle forward you would do to complete the motion after pressing forward.😅
Hodan from Rivals of Aether has some unique charge motions. He has a traditional flash kick motion for his up tilt and up special, as well as the truly unremarkable down charge motion for his down strong, but he also has down -> forward charge motions for his forward air and forward special. You can think of it as a quarter circle motion that requires down charge first. Of course, these inputs are used to power up Hodan's moves rather than being used to activate special moves since Rivals of Aether is a platform fighter instead of a traditional fighting game, but it's still an interesting input.
Even after 20+year, raging demon should still be considered unusual. That's the classic unusual super input. Square-square-forward-cross-R1 as I learnt it as a youth. A wtf moment for my mind at that time xD
@@_Jay_Maker_ the Classic Inspired me to add spells to a fighting game with that formula: button, button, Direction (per Spell Level) button, button. Not sure how many inputs FGC can handle...
Aoko in Melty has a mechanic where if you hold the attack button after inputting the special for her orbs, theyll stay on-screen instead of detonating immediately. What gets really complex is that you can switch which button youre holding down. If you input your A orb, hold down A to keep it onscreen, hold down B, and then release A, the orb will stay onscreen. This means that in your combos, you have to manage which attack button youre holding down so that you can keep the orb onscreen while also being able to press all the necessary normals to do your combo. Combo notation ends up looking kind of insane for her as a result, since you effectively have to keep track of two sets of information at once -- what youre pressing and what youre holding.
That mechanic of holding an input down and then when you release it make a special move,it's called Negative Edge Yeah Aoko is imo a pain in the ass against an experiment player, the things she can do with the orbs are insane
Vatista isn't the first character to have reverse charge inputs (an earlier example goes to Saki from Arcana Heart), but she also has a few tricks to somewhat alleviate her unusual charge methods: her 2AB is a guard point stance which allows her to use a special _without charge_ while AB allows her to briefly hover in place midair. Both have their own pros & cons which dissuades you from overly relying on them. But honestly, charge back-forward for a fireball while vice-versa for a beam is subtly genius for it's inherent risk-reward trade, especially when the gap between you and the opponent gets closer. *(Edit: OK I was way wrong. There’s enough of reverse charge moves that existed before Saki)*
Juuzo (Power) in Last Blade 2 (1998) predates Saki from Arcana Heart 3 (2009) for reverse charge. Though I wouldn't be surprised if another minor fighter predates that.
I always found the "tiger knee" input to be interesting. It started as the original tiger knee input for Sagat, then it became the term for a technique when it was no longer a special move input, then it became basically a catch all for anything instant air.
Its funny cuz they couldeasily give a real tiger knee input for gief or lily cuz they got more jumpsquat frames but nooooooo (i think its a cool input)
I haven't heard this talked about before, but Link in SC2 has some inputs inspired by Ocarina of Time, similar to Arbiter. In OoT, you'd bind your items to the C-buttons in order to use them. In Soul Calibur 2, the gamecube's C-Stick inputs are just shortcuts for 2-button combinations. They made the inputs for Link's items: the Bow, the Bomb, and the Boomerang, all be 2-button combinations. So to use Link's items in SC2, you can just use the C-stick, just like you'd use the C-buttons for his items in Ocarina of Time.
Paprika in fighting herds also has a charge-forward to back special. Her teleport is on that. It does mean that if you want to use it to close in on a zoner or something, you have to find the time to stop blocking their projectiles so it's not just a free engage. A really unique way of balancing the move.
Street Fighter 4 was the first fighting game I ever decided to take seriously, I must've been like 10 or 11 when I picked it up for Xbox 360. When I saw the Ultra input for Guile, my life was forever changed.
Charge grappler is one of those really challenging setups where the input method is at odds with the playstyle. Grapplers want to walk up on you, charge characters want to hold back. Admittedly, you could make it work: A character like Lily from SF6 could be made into a charge character and would surprise no-one: resource-based forward advancing plus frames move into strike-throw 50-50 is what it would probably look like.
Main problem would be that if the games hold back to block then the grappler would almost never get to use the grab if theyre forced to block...unless you just meant a grappler with charge moves, in which case, SF alex got you covered
Nine the Phantom from BlazBlue deserves a shout-out for doing different special moves depending on the combination of the last 3 elements you hit with (which are your basic attacks)
I think that all these control schemes and inputs are kinda beautiful that they just exist, it gives a character a lot of uniqueness, you can physically feel the difference yourself, kinda hope i could replicate that feeling
Arbiter's grenande and carbine being on LT and RT respectively is such an awesome detail, I love it Also DK's final smash in Brawl was also a rhythm game
One thing I think you could have mentioned is Cody's Zonk punch from SFV. For those that don't know, to do Cody's zonk punch, you need to hold down one of Cody's punch buttons and release it to actually do the attack. If you held it down for 6 seconds (I think?) You got a strong version you could combo off of. So if you wanted to use the move at any moment you were always holding down a punch button, which kinda crippled you. You either had to hold his Light punch which was a good confirm, his medium punch which was a good poke, or his heavy punch, which was an extremely consistent anti-air. This was made even worse because when you wanted to do the EX version you had to hold down 2 punch buttons which restricted what he could do even more.
There is an entire game that uses rhythm game mechanics for all of its super moves. The game is called Slap Happy Rhythm Busters. I've never played it myself, but the former Best Friends did a Friday Night Fisticuffs episode on it, and it looked really fun.
Checked it out the moment I read your comment and was immedietly let down when I found out it is niche playstation title that I am not even sure it got official english relase based on google results. Devs were way ahead their time, imagine it coming out during Osu! craze and competetive rythm games in general.
Lilith from darkstalkers have this move where she puts the opponent in a stage and you can do a rythm game where the opponent should do the same inputs as you.
Some people mentioned Kusaregedo's command grab in Samsho VSP which is done with a 6428 input, but I wanted to mention Gaira's command grab from the same game. The whole gimmick with it is that it can't be performed without buffering the input behind something like a roll, since it's a 47896 input in a game that doesn't have prejump frames. Once you actually land it, the damage is determined by how fast you can spin the stick around in a circle. Basically, it requires some premeditation and execution, but you're rewarded with the most damaging command grab in the game
When you said you gotta buffer it, it reminded me of how king in tekken is way better when you learn to buffer his throws, and i dont see giant swing (F, half circle F) too much, ortombstone piledriver just being DB neutral F
Samsho games have a bunch if characters with unusual mechanics and inputs, some of which have been mentioned. Lots of SNK games have unusual inputs for supers in particular, but maybe the most noteworthy to me is Mr. Karate (Ryo) in Neogeo Battle Coliseum. After doing the initial super input, you finish the rest of the super by tapping directions on the stick for each attack, simulating the input method from Buriki One (which that version of the character is based on).
The main character and final boss from Buriki One later showed up in the console version of KOF XI, and I believe both of them have the same style of input as Mr. Karate II to reference their home game's controls.
i am honestly fascinated by early street fighter motions that weren't mentioned here and also aren't used much anymore. There is reverse DP motion which is still pretty standard. Tiger knee used to be a motion for many specials that are decidedly not just quarter circle motions done in the air. But the weirdest motion to me is the delta motion which is used by charge characters starting with down back charge and then doing a 319 motion. Also Samurai Showdown has some pretty weird motions as well.
When I saw the title of this video, my intial thought was Yoriko's pentagram inputs in Arcana Heart, so I'm all for that "most difficult inputs" video.
I think Fatal Fury Special deserves a mention. Pulling out Duck King's, Lawrence's or Geese's desperation moves isn't the most trivial thing to do when it comes to fighting games. Heck, even Andy's DM command is funny, since you need to charge down before completing the quarter circle forward
Just like Ivy's crazy grab commands... Hayate from the DOA series has one of the craziest commands for one of his grabs and I don't remember it having a buffer option. You just had to get the timing right lol.
Pretzel Motion is such a classic. I remeber TBFP talking about them during Friday Night Fisticuffs. SNK really were batshit when it came to motion inputs. 😆 Mastering Summon Suffering buffering was still one of the coolest things I've ever learned in fighting games. Learning how to do it and "hide" the input through the use of other moves so the command throw could just come out whenever I wanted was literally game-changing for me. Soul Calibur was so fun.
Two new video ideas for JM in one video? Definitely need both of those to happen. More combo trials are always welcome and a "really weird/difficult motion input" video sounds awesome too
I love Behemoth Typhoons and GL what kept me coming back to strive. I do think watching you do the inbirth combo trails would be fun since some of the characters seem really creative
Kusaregedo from Samurai Shodown 5 special has a command grab that's an absolute nightmare to execute. That command grab alone is enough to give me war flashbacks of trying to figure out how to consistently perform the input
Nothing makes me happier than playing sfiv with a homie and telling him that Guile's super is a delta input and just seeing the confusion on their face😂
Guess I shouldn't be surprised that "Arcana Heart" didn't show up at all. I mean, it is one of the FGC's most despised fighters after all. But still, as far as inputs go, it infamously has a couple characters that are quite up there in terms of being unique or just strange. Saki, similar to Vatista, has 4 way charge motions. [2]8 is a DP, j.[8]2 is a dive-kick, [4]6 is a forward charging kick, and [6]4 is a sweep launcher. To accommodate the fact that she's a rush down character, he has various normals that advance her forward, like 2C is a slide and 5C is a forward hop kick. Combined with homing, she ends up being a very mobile character despite having charge motions which is rare. Oh, and of course her ultimate is a 13 input deadly rave. (632146A+B [+] 2A 2B 5B 5C 5E 2E 5D 5B 5C 8C 2C 5E). Yoriko is basically the meme character. Everyone knows about her Pentagram input. She enters a stance with 632146X and pressing a direction shoots out a little projectile. Shoot the projectiles in the right order and you get a temporary buff which enhances her other specials. There's Triangle which is easier but doesn't last as long (8138 or 8318 or 2792 or 2972) And of course, Pentagram (819738 or 837918 or 273192 or 291372) At least you have a choice in which direction you want to do it in. One of the newest characters is Dark Heart and she can plink her B normals, C normals, E normals, and specials with E where she essentially just tags herself in to make the move either safe or act as a combo extender. It is tied to a unique meter of course so you can't spam it continuously but it's silly she can do this at all. Even without this mechanic, she's still like top 3...and uncontested top 1 with it. There are more, like Elsa's cross input (28X into 8246AB) or what ever this (AC B AC) is from Angelia, but those are the three big ones that came to mind.
Idk if this really counts but in Smash, for the SF characters (Ryu and Ken), how long you hold an attack button will effect the strength of the move as a way to sort of replicate the 3 button attack system of L/M/H on one button
If you're looking for difficult fighting game inputs, one that comes to mind is whenever characters have Star Inputs. One character that I can remember with a star input is King Piccolo from Super DBZ.
In Arcana Hearth 3 Saki Tsuzura also has inverted charge motions in all directons and can be cancelled within each other, is pretty cool. And speaking about complex motions in that same game Yuriko's pentagram specials should be there somewhere.
Honorable mention is Charlie's crescent kick in MvC2. It's not that hard, but it's very unique. Like a upsidedown backwards tatsu input 😂 I love it. (896+kick)
Never played Killer Instinct but as soon as you mentioned the button inputs I was like "Wait, on gamepad, those multiple-buttons-at-once inputs are usually also mapped to... Ohhhhhhhhhhhh my goooooood" and it made me smile so hard, that's such a neat little detail.
If I remember correctly, a few characters in Killer Instinct 1 (SNES) have quarter circle inputs that start and end on the lower diagonals. So it starts with back-down, to down, to forward-down and whatever attack button
Good stuff as always! I love how unique these characters are. This got me thinking of Darun's super in Street Fighter EX2, where you have to do a lot of 360 motions to complete the super. It might not be that much of a unique input, but I don't think I've seen anything quite like it since. I suppose the closest is Goldlewis' super, but that's still a bit different, since you input as many 360's as you can before hitting the button.
you can probably make a video about this on arcana heart alone lol, making a pentagram with yoriko or having to mash 100+ inputs to get full damage off a super with akane
Just for some history, Lilith from Darkstalkers has a rhythm minigame super. It works pretty much the same as Rise's And Saki from Arcana Heart has a charge up move like Vatista. I'm surprised that even though you mentioned Akuma, you didn't bring up his raging demon input. A number of Darkstakers characters also have this type of super input (Morrigan's and Lilith's are actually the same input as Akuma's). Or maybe you were just putting them into the ultra hard input category. One of the most unusual inputs I've seen is the slide input from Soul Calibur. It's basically a piano input that activates a special move. It was very rare, and the only one I can think of off the top of my head is Cassandra's shield slaps in SC2 (sadly they change the input for that move in every single game for some reason). Sakura's fireball in Alpha 3 was weird, too. You could mash the punch button to charge it. Thankfully, in later games you could just hold the punch button to charge it.
King's chain grabs deserve a mention. While there's few directional motions having to remember all the insane button combinations while timing their VERY small input window and knowing which order and sequence to press them in can be crazy
I'm gonna be real; Zato's inputs are way more painful to get right than Goldlewis halfcircle hell. and even then, both Dizzy and HOS IKs were infinitely worse in +R, both because of the attributes (Dizzy's has 107ish startup, and HOS's is just stinky outside of style kills) and because of the inputs required being 28462P+H and 632146H P K S H D K S 632146H as a special combo respectively.
I would definitely be interested in hearing about the most difficult button inputs, if only because then I might see videos of people actually succeeding at those and such things encourages me.
There is actually a whole fighting game that contains a rhythm mechanic that works very similarly to Rise's move. The game is called Slap Happy Rhythm Busters, and it was released in Japan for the PS3
The infamous pretzel motion is actually easier than you'd think. If you can do a half-circle back, you can do the pretzel motion. It's just a half-circle back that starts from down-back and ends with down-forward.
It all depends on the game engine though. SvC is way more lenient for pretzels compared to old kofs where you need to be quick and clean for it to come out. CvS2 has the toughest one imo with how incredibly tight it feels to preform
@@pretzels7437 The main game I'm used to that has it is KoF 2002 UM. I can get it to come out about 90% of the time I try (at least in training mode) I don't actually play Geese. Never tried the CvS 2 version. I find Deadly Rave to be much more difficult than Raging Storm.
Okay, I got one for the reverse charge input section, you know Them's Fightin' Herds? Paprika has a dash-teleport move that can put Paprika behind of the enemy, infront of the enemy, or belly flop on them (A, B, and C respectively) by inputing hold 6 release 4
My favorites are the plushy transformation motions from Samurai Shodown II. So totally extra. Angel's motions from KOF would likely fit well on this list, somewhere.
This just reminds me of how badly I want to see a game that includes Wonder Red (from The Wonderful 101) as a guest character. That game's whole "drawing shapes with analog sticks to swap between weapons" already feels so much like fighting game inputs; it would work SO WELL as a command input mechanic. Just turn one of his Punch or Kick buttons into a special "draw" input: while the button is held, he still moves and blocks as normal, but the analogue stick also draws a line/shape based on the directions it's held in (so a 256 or 458 input would produce an "L" shape, while a 214 would look more like a "J"). Pressing Punch after drawing the shape switches to another weapon. Depending on how the devs wanted to balance the mechanic, the game could either require shapes to be drawn in specific directions (like half-circle forward/back for Wonder Fist), or they could all work kinda like Behemoth Typhoon where the start/end/direction didn't matter, as long as you made the right shape with your analog motion. You could summon Wonder Sword by holding a single direction. Wonder Gun could work a little like a charge input (hold back/forward and then go up/down+punch). Wonder Whip would be like a 2363236 motion, and Wonder Claw would be more of a DP input (65256). Wonder Hammer would be another charge-like motion: hold a direction, then do a full/half circle motion. Wonder Bomb could act as a super move: full circle followed by a straight line to summon a bomb that slows down time. He'd have a unique resource bar: as he deals damage (or fulfills some other condition), he gains Wonderful Ones. He starts off with 10, with a maximum of 100. More Wonderful Ones allow him to temporarily create larger, more powerful weapons by drawing larger shapes (holding the input motions longer), or he could summon Multi-Morphs (assists) by pressing Kick with the motion input instead of Punch.
Predicting before watching: Arcana Heart pentagram input Edit: ok, this isn't about difficulty A different interesting input is Angelia's dropkick. It's a button charge like many moves in other games, BUT you can switch buttons during the charge as long as one of the attack buttons is always held. So with finger gymnastics, you can do a full combo with all 3 attack buttons while still holding charge for dropkick. And if you hold it for say, 30 seconds, your dropkick is now unblockable. Another example like Vatista is Saki in AH. She also has up and forward charge motions.
Earlier in Marvel Capcom games we had some odd inputs like Magneto's aerial projectile (quarter circle from up to forward + punch) in Marvel Super Heroes, and Charlie/Nash aerial axe kick in XMvsSF (half circle from up to down + kick).
First time I saw forward charge moves was arcana heart. I was happy to see Under Night shine a light on that style of play with Vatista, its so fun and unique!
Have you ever made a video on command inputs in general? They're probably the biggest hurdle for new players and a bit contentious even in FGC circles. Personally I think simplified controls are more than fine but that's just me.
someone else kind of referred to it and maybe in the 500+ comments someone was more specific, but yoriko from arcana heart has a stance she can go into where any of the 8 directions she presses will shoot a short-range fireball in that direction. furthermore, if she "draws" a triangle or pentagram shape using this directional input, she gets an attack buff. definitely a "unique" approach to execution!
One honorable mention is Gai Tendo in KOF XI: they brought up his home game (Buriki One) inputs (push stick to perform moves) after connecting one of his special moves (f+HP or f+HK)
The behemoth typhoons were so weird at first sight but they make so much sense in practice, it’s pretty wild.
One of the most satisfying inputs imo. I hated it at first but i’ve grown to love it.
Guilty gear in a nutshell
It makes sense tho, you are moving the stick in the way you want him to swing the weapon
@@someaccount5200 exactly - it’s new and seems weird but once you start using GL it clicks really fast.
One of my favorite things about the FGC is how quickly they are to pass judgement on something before they have any understanding of it. Then a year goes by and everyone hops from the hate train to the bandwagon after they learn a thing or two.
the first time i saw the input for Dizzy's instant kill in +R, i didn't believe it was real
Vice from KOF says hello
Boy oh boy do I love up inputs
Rumble Fish - Garnet: World's End
I just went to RUclips. Switch controller is not helping!
XD
[2]8462P+H is wild
Behemoth Typhoon was such a wild move to see for me specifically, cuz when I was brand new to fighting games many years ago I didn't understand the concept of a "half circle" or "quarter circle." I heard the term used so much and would always get confused, I remember thinking "well what half of the circle is it?? And what direction does it go?"
And here comes Goldlewis to answer my question: "Yes."
its not a big deal
we can handle it
at least if you were referring to GGST, love that mf
Arcana Heart is the game for wild inputs, like drawing a pentagram, reverse charge, impossible mashing and whatnot. That game is wild.
Can't forget about the frame perfect, no que timed attacks of Fiona
If I recall correctly, an old ps2 Dragon Ball Z game had Piccolo players do a pentagram motion for his super.
What came first whoever, I couldn't say.
@@goldskarr Arcana Heart had it earlier on arcade (about 3 months earlier), the Dragonball game was ported to PS2 before Arcana Heart.
goddamn I love Arcana Heart
There's also the cross input for elsa's lv3
11:52 this one is a lot more elaborate, but Lucky Chloe from T7 has a mini rhythm game in her rage art! The better you stick to the beat and spell her name, the more damage you get!
Btw deejay lvl2 in stf6 also does that
Donkey Kong from Brawl and 4 also had a rhythm game for his final smash.
Djeeta in Granblue Versus was like that, they got rid of it for the new version tho.
Djeeta wasn't rhythm based her super is called a deadly rave and is something similar to doing order son's instant kill. Still excellent super choice
it's also similar to deadly rave, the super move that geese used to have (he had it in tekken 7 too)@@brokenwing51
Vampire Savior had the "rhythm game super" with Lilith's Gloomy Puppet Show. It was a terrible super but it was probably the first.
Arcana Heart has a super move that you input by drawing a pentagram with your stick.
Arcana Heart 3 also has a reverse-charge character, if I recall correctly. Vatista wasn't the first.
Yeah I'm surprised he never heard of Vampire Savior.
I think Demon King Piccolo also has a pentagram shape to his super in one of the Dragon Ball games
Yeah, Arcana Heart has some crazy inputs.
Also real fun characters to play as.
IIRC, someone discovered that Gloomy Puppet Show wasn't actually TOO horrible, it's just that non-Japanese wouldn't be familiar with the six randomized rhythm patterns needed to draw out its potential max damage ( _as they're apparently based on extremely common songs in Japan_ ), nor with the exact button presses necessary to do said damage, but considering the other supers in the game, it was lower-mid tier at best.
Big Band from Skullgirls is rather cool in my opinion. I love music/rhythm and fighting games so the fact they put a fully functional trumpet in the game is pretty awesome.
came for this coment, how can big band do a jojo music on you and not be here? hahaha
Yes the wild inputs deserve their own video. A good example of one of those wildly difficult inputs is the pentagram input in Arcana Heart!
My favourite example of inputs matching the move is from Fate/Unlimited Codes, specifically Luvia's slaps - the input is 4646464646 and so on as fast as possible, and each 46 motion will slap the opponent back and forth across the face once - an extremely satisfying move to do!
There is also K9999 Max 2 DM which is 64646464 in air. Too bad, Nameless doesn’t have one in favor of a 6321463214 variant of his 1632143 DM.
Best,command grab,ever
Fate/Unlimited Codes deserve a sequel, or at least a remaster
Do you guys agree?
@@imaginaryking5276 It would be awesome ngl, some Fate/Zero characters would be great additions like Kiritsugu or Berserker, or including some characters from other universes like the apocrypha, or extra ones
Since I play guile I tried messing around with vatista recently and was wondering where her lasers and drills were. I couldn’t open the menu since I was in an online lobby so it took me like 10 minutes to think to try reverse charging and I nearly threw up when I realized
I love how often people ignore that kind of thing .. where a game company puts a new kind of character or play-style into the game, then later transitions to using it more heavily or more often and it seems like most people never even realize that there was a proto-type of it in the game already.
Rise isn’t even the first fighting game character to have a rhythm game super. Lilith had one in Vampire Savior back in 1997.
Lucky Chloe in Tekken, apparently!
There was a whole game where the main gimmick was rhythm game supers, Slap Happy Rhythm Busters.
thanks I wanted to say that as well with Lilith.
Fgc slop content what to expect
Donkey Kong in Brawl in 2008 is also an an example as he pulls out the Donkey Konga drums for Konga Beat till Smash Ultimate changed it to a stock super.
I imagine a lot of these rhythm game supers end up being bad or filtering out players especially if the rest of the kit doesn't use that control scheme at all, but I do miss more unconventional moves.
If Smash removed a lot of them (Jiggly and ICs survived), I can't imagine other series keeping all of them long term.
On a barely related note: Did anyone else just not understand the DP input when they first saw it drawn as that little zig-zag icon? Because I don't think a single human being figured out on their own what the tiny letter zed looking thing in the lower right corner was supposed to represent.
Its also dumb trying to see some inputs like delta where the logic behind trying to interpret them makes almost 0 sense, which is why i always preferred spelling inputs with arrows
Back then I've been playing Tekken for a while using Kazuya so I was very familiar with DP input but when I saw it on Tatsunoko vs Capcom, I didn't realize it was the same thing until I got into SF properly
YES!
I struggled with this so much when I first played SF. Ironically, it was only when I played Guilty Gear Xrd did I get the input and used it in other games.
I only got it somewhat recently some time after I started playing on a stick and had the virtual joystick visible in gg xrd, took some 15 years after I remember seeing it the first time to understand you don't need to complete the quarter circle forward you would do to complete the motion after pressing forward.😅
It wasn't until I started playing on a keyboard that I finally learned what the dragon punch imput actually is.
Hodan from Rivals of Aether has some unique charge motions. He has a traditional flash kick motion for his up tilt and up special, as well as the truly unremarkable down charge motion for his down strong, but he also has down -> forward charge motions for his forward air and forward special. You can think of it as a quarter circle motion that requires down charge first. Of course, these inputs are used to power up Hodan's moves rather than being used to activate special moves since Rivals of Aether is a platform fighter instead of a traditional fighting game, but it's still an interesting input.
Even after 20+year, raging demon should still be considered unusual. That's the classic unusual super input.
Square-square-forward-cross-R1 as I learnt it as a youth. A wtf moment for my mind at that time xD
AKA Darkness Illusion
Darkstalkers has other dial-in Supers like that
Hsien-ko Raining BS
Pyron's Cosmic Collapse
Jab, Jab, Forward, Short, Fierce. Using the old-school interpretation. 😆
@@_Jay_Maker_ the Classic
Inspired me to add spells to a fighting game with that formula: button, button, Direction (per Spell Level) button, button.
Not sure how many inputs FGC can handle...
Since I played on pad in SF4 with an odd controller layout, for me it was LB-LB-forward-LT-Y lol
@@Ramsey276one Morrigan was infamous for having all but *ONE* super (Valkyrie Turn) having dial-in inputs, IIRC
Even as early as the Ed part, "In this Behemoth Typhoon" started echoing in my ears.
Aoko in Melty has a mechanic where if you hold the attack button after inputting the special for her orbs, theyll stay on-screen instead of detonating immediately.
What gets really complex is that you can switch which button youre holding down. If you input your A orb, hold down A to keep it onscreen, hold down B, and then release A, the orb will stay onscreen.
This means that in your combos, you have to manage which attack button youre holding down so that you can keep the orb onscreen while also being able to press all the necessary normals to do your combo. Combo notation ends up looking kind of insane for her as a result, since you effectively have to keep track of two sets of information at once -- what youre pressing and what youre holding.
Sounds like Zero in MvC3 with his buster charging.
There are a lot of characters in FG history that can do that type of thing.
That mechanic of holding an input down and then when you release it make a special move,it's called Negative Edge
Yeah Aoko is imo a pain in the ass against an experiment player, the things she can do with the orbs are insane
I recommend for you to check the Avril anhk super glitch from heritage fro the future it works a bit like that
For anybody curious,@@kayame18 got autocorrected from 'Avdol'.
ruclips.net/video/OqF4-s9CAGc/видео.html
Vatista isn't the first character to have reverse charge inputs (an earlier example goes to Saki from Arcana Heart), but she also has a few tricks to somewhat alleviate her unusual charge methods: her 2AB is a guard point stance which allows her to use a special _without charge_ while AB allows her to briefly hover in place midair. Both have their own pros & cons which dissuades you from overly relying on them.
But honestly, charge back-forward for a fireball while vice-versa for a beam is subtly genius for it's inherent risk-reward trade, especially when the gap between you and the opponent gets closer.
*(Edit: OK I was way wrong. There’s enough of reverse charge moves that existed before Saki)*
I was about to say Saki from Arcana Hearts too, it's very interesting and I hope more characters do it.
Juuzo (Power) in Last Blade 2 (1998) predates Saki from Arcana Heart 3 (2009) for reverse charge. Though I wouldn't be surprised if another minor fighter predates that.
TJ combo in KI1 has reverse charge move which is a linker
I am not sure if is there another character in KI1 who has that move
@@brandonmolina117 How can I forget that? I knew there was an earlier reverse charge.
I was gonna say, y'all are misspelling "Sabrewulf" pretty intensely
I always found the "tiger knee" input to be interesting. It started as the original tiger knee input for Sagat, then it became the term for a technique when it was no longer a special move input, then it became basically a catch all for anything instant air.
Its funny cuz they couldeasily give a real tiger knee input for gief or lily cuz they got more jumpsquat frames but nooooooo (i think its a cool input)
I haven't heard this talked about before, but Link in SC2 has some inputs inspired by Ocarina of Time, similar to Arbiter. In OoT, you'd bind your items to the C-buttons in order to use them. In Soul Calibur 2, the gamecube's C-Stick inputs are just shortcuts for 2-button combinations. They made the inputs for Link's items: the Bow, the Bomb, and the Boomerang, all be 2-button combinations. So to use Link's items in SC2, you can just use the C-stick, just like you'd use the C-buttons for his items in Ocarina of Time.
0:03 hope nobody got bitten that year
Paprika in fighting herds also has a charge-forward to back special. Her teleport is on that.
It does mean that if you want to use it to close in on a zoner or something, you have to find the time to stop blocking their projectiles so it's not just a free engage.
A really unique way of balancing the move.
Def do the difficult input video. Need me some of those Arcana Heart inputs
Seriously, we need more unique and unusual inputs in fighting games.
@@MANTISxB Twitter is not a real place
Street Fighter 4 was the first fighting game I ever decided to take seriously, I must've been like 10 or 11 when I picked it up for Xbox 360. When I saw the Ultra input for Guile, my life was forever changed.
The input is just dumb
I can't wait till we get a charge grappler, walking up to a opponent and busting out a grab punishing those who fear you
Charge grappler is one of those really challenging setups where the input method is at odds with the playstyle. Grapplers want to walk up on you, charge characters want to hold back. Admittedly, you could make it work: A character like Lily from SF6 could be made into a charge character and would surprise no-one: resource-based forward advancing plus frames move into strike-throw 50-50 is what it would probably look like.
Main problem would be that if the games hold back to block then the grappler would almost never get to use the grab if theyre forced to block...unless you just meant a grappler with charge moves, in which case, SF alex got you covered
I also meant reverse charge, i.e forward back and up charges. Walking forward and going for a grab, jumping up and coming down with a grab, etc
@@PillzmansFox alex has the second but i never seen a charge forward to get grab (starts getting ready to program that in my non existent FG)
Nine the Phantom from BlazBlue deserves a shout-out for doing different special moves depending on the combination of the last 3 elements you hit with (which are your basic attacks)
I think that all these control schemes and inputs are kinda beautiful that they just exist, it gives a character a lot of uniqueness, you can physically feel the difference yourself, kinda hope i could replicate that feeling
Arbiter's grenande and carbine being on LT and RT respectively is such an awesome detail, I love it
Also DK's final smash in Brawl was also a rhythm game
Honorable mention to Dizzy’s instakill in xx. Carpal tunnel is a myth.
One thing I think you could have mentioned is Cody's Zonk punch from SFV. For those that don't know, to do Cody's zonk punch, you need to hold down one of Cody's punch buttons and release it to actually do the attack. If you held it down for 6 seconds (I think?) You got a strong version you could combo off of.
So if you wanted to use the move at any moment you were always holding down a punch button, which kinda crippled you. You either had to hold his Light punch which was a good confirm, his medium punch which was a good poke, or his heavy punch, which was an extremely consistent anti-air.
This was made even worse because when you wanted to do the EX version you had to hold down 2 punch buttons which restricted what he could do even more.
Raiden (FF) & Angelia (Arcana Heart) dropkicks in to say hi
*smirks in Balrog*
There is an entire game that uses rhythm game mechanics for all of its super moves. The game is called Slap Happy Rhythm Busters. I've never played it myself, but the former Best Friends did a Friday Night Fisticuffs episode on it, and it looked really fun.
Former best friends love it
Checked it out the moment I read your comment and was immedietly let down when I found out it is niche playstation title that I am not even sure it got official english relase based on google results. Devs were way ahead their time, imagine it coming out during Osu! craze and competetive rythm games in general.
mvc3 magneto's air projectile is a 896 and I cannot wrap my head around that
It's such a dumb input
So its an upside down quarter circle? Wouldnt that make iteasier to as an instant air neutral jump fireball?
@HELLRAISER02 you'd think that, but the startup is so slow and it's primary usage is in combos or in neutral when you're at super jump height.
@@duo317oh pffff, ok that only, good thing all those 3D platformers made me good at spinning my stick anyway i need (i dont play mvc)
Charlie/Nash had a similar input for his air special kick in MVC2
Lilith from darkstalkers have this move where she puts the opponent in a stage and you can do a rythm game where the opponent should do the same inputs as you.
Some people mentioned Kusaregedo's command grab in Samsho VSP which is done with a 6428 input, but I wanted to mention Gaira's command grab from the same game. The whole gimmick with it is that it can't be performed without buffering the input behind something like a roll, since it's a 47896 input in a game that doesn't have prejump frames. Once you actually land it, the damage is determined by how fast you can spin the stick around in a circle. Basically, it requires some premeditation and execution, but you're rewarded with the most damaging command grab in the game
When you said you gotta buffer it, it reminded me of how king in tekken is way better when you learn to buffer his throws, and i dont see giant swing (F, half circle F) too much, ortombstone piledriver just being DB neutral F
When I thought of strange inputs I immediately thought of K9999's hidden super in 2k2
Samsho games have a bunch if characters with unusual mechanics and inputs, some of which have been mentioned. Lots of SNK games have unusual inputs for supers in particular, but maybe the most noteworthy to me is Mr. Karate (Ryo) in Neogeo Battle Coliseum. After doing the initial super input, you finish the rest of the super by tapping directions on the stick for each attack, simulating the input method from Buriki One (which that version of the character is based on).
The main character and final boss from Buriki One later showed up in the console version of KOF XI, and I believe both of them have the same style of input as Mr. Karate II to reference their home game's controls.
The fucking moment that the Xbone controller was on screen, I already figured it out. That was pretty clever
The ultra complex motion inputs video would be sick! Love these looks at so many different games
i am honestly fascinated by early street fighter motions that weren't mentioned here and also aren't used much anymore. There is reverse DP motion which is still pretty standard. Tiger knee used to be a motion for many specials that are decidedly not just quarter circle motions done in the air. But the weirdest motion to me is the delta motion which is used by charge characters starting with down back charge and then doing a 319 motion. Also Samurai Showdown has some pretty weird motions as well.
When I saw the title of this video, my intial thought was Yoriko's pentagram inputs in Arcana Heart, so I'm all for that "most difficult inputs" video.
I think Fatal Fury Special deserves a mention. Pulling out Duck King's, Lawrence's or Geese's desperation moves isn't the most trivial thing to do when it comes to fighting games. Heck, even Andy's DM command is funny, since you need to charge down before completing the quarter circle forward
I never figured out how to do charge moves in SF until 4. I always saw "" and thought it meant I was supposed to walk back and then 'charge' forward.
Just like Ivy's crazy grab commands... Hayate from the DOA series has one of the craziest commands for one of his grabs and I don't remember it having a buffer option. You just had to get the timing right lol.
Ivy’s whip grabs in Soul Calibur two immediately came to mind.
Pretzel Motion is such a classic.
I remeber TBFP talking about them during Friday Night Fisticuffs. SNK really were batshit when it came to motion inputs. 😆
Mastering Summon Suffering buffering was still one of the coolest things I've ever learned in fighting games. Learning how to do it and "hide" the input through the use of other moves so the command throw could just come out whenever I wanted was literally game-changing for me. Soul Calibur was so fun.
I love your commentary on fighting games in general. Keep up the good work for the FGC
Oh yeah, you should make super hard input video. Can't wait for the arcana heart one
Two new video ideas for JM in one video? Definitely need both of those to happen. More combo trials are always welcome and a "really weird/difficult motion input" video sounds awesome too
Every time I hear about Goldlewis, my brain always thinks of that special of his where you churn the butter to get more damage out of it.
I love Behemoth Typhoons and GL what kept me coming back to strive.
I do think watching you do the inbirth combo trails would be fun since some of the characters seem really creative
Kusaregedo from Samurai Shodown 5 special has a command grab that's an absolute nightmare to execute. That command grab alone is enough to give me war flashbacks of trying to figure out how to consistently perform the input
What's the input?
Reminds me of ivy in Soul caliber she had a crazy command grab, think you could do it with 2 full circles
I just looked it up, holy. two up inputs in there; rolling from 6 to 2 the long way then a 58 buttons? ROUGH!
@@Guitar-DogIvy's is extremely easy once you get used to it, but it seriously depends on which SC game you're playing.
@@Guitar-Dog 698741258C+D
I came for the ultra hard difficult complicated input motions.
I would like to see an ultra hard difficult complicated input motions video.
wow Im glad I stayed till the end and saw the Arbiter part. Thats so cool! I appreciate the content :)
I would love to see the most difficult input video! That's what I thought this was gonna be lol
Nothing makes me happier than playing sfiv with a homie and telling him that Guile's super is a delta input and just seeing the confusion on their face😂
Guess I shouldn't be surprised that "Arcana Heart" didn't show up at all. I mean, it is one of the FGC's most despised fighters after all. But still, as far as inputs go, it infamously has a couple characters that are quite up there in terms of being unique or just strange.
Saki, similar to Vatista, has 4 way charge motions. [2]8 is a DP, j.[8]2 is a dive-kick, [4]6 is a forward charging kick, and [6]4 is a sweep launcher. To accommodate the fact that she's a rush down character, he has various normals that advance her forward, like 2C is a slide and 5C is a forward hop kick. Combined with homing, she ends up being a very mobile character despite having charge motions which is rare. Oh, and of course her ultimate is a 13 input deadly rave. (632146A+B [+] 2A 2B 5B 5C 5E 2E 5D 5B 5C 8C 2C 5E).
Yoriko is basically the meme character. Everyone knows about her Pentagram input. She enters a stance with 632146X and pressing a direction shoots out a little projectile. Shoot the projectiles in the right order and you get a temporary buff which enhances her other specials.
There's Triangle which is easier but doesn't last as long (8138 or 8318 or 2792 or 2972)
And of course, Pentagram (819738 or 837918 or 273192 or 291372)
At least you have a choice in which direction you want to do it in.
One of the newest characters is Dark Heart and she can plink her B normals, C normals, E normals, and specials with E where she essentially just tags herself in to make the move either safe or act as a combo extender. It is tied to a unique meter of course so you can't spam it continuously but it's silly she can do this at all. Even without this mechanic, she's still like top 3...and uncontested top 1 with it.
There are more, like Elsa's cross input (28X into 8246AB) or what ever this (AC B AC) is from Angelia, but those are the three big ones that came to mind.
Why is Arcana Heart hated?
Idk if this really counts but in Smash, for the SF characters (Ryu and Ken), how long you hold an attack button will effect the strength of the move as a way to sort of replicate the 3 button attack system of L/M/H on one button
Saki from arcana heart also had reverse charges which was pretty cool imo
If you're looking for difficult fighting game inputs, one that comes to mind is whenever characters have Star Inputs. One character that I can remember with a star input is King Piccolo from Super DBZ.
In Arcana Hearth 3 Saki Tsuzura also has inverted charge motions in all directons and can be cancelled within each other, is pretty cool.
And speaking about complex motions in that same game Yuriko's pentagram specials should be there somewhere.
As far as reverse charge motions go, the chick with blue hair from Arcana Heart also has up-down and probably forward-back charge motions.
Future games need to come up with more inputs like this so we can title some brand new archetypes.
12:30 ignoring Donkey Kongs bongos is nasty work
Angel from KoF works in mysterious ways.
So glad you mentioned why they put heavy kick and grenade on the buttons they did for arbiter!
Honorable mention is Charlie's crescent kick in MvC2. It's not that hard, but it's very unique. Like a upsidedown backwards tatsu input 😂 I love it. (896+kick)
Never played Killer Instinct but as soon as you mentioned the button inputs I was like "Wait, on gamepad, those multiple-buttons-at-once inputs are usually also mapped to... Ohhhhhhhhhhhh my goooooood" and it made me smile so hard, that's such a neat little detail.
Didn't knew Vatista have a forward charge and up charge. I played Saki in AH3 when she got her forward charge, her up charge was with her before that.
If I remember correctly, a few characters in Killer Instinct 1 (SNES) have quarter circle inputs that start and end on the lower diagonals. So it starts with back-down, to down, to forward-down and whatever attack button
Good stuff as always! I love how unique these characters are. This got me thinking of Darun's super in Street Fighter EX2, where you have to do a lot of 360 motions to complete the super. It might not be that much of a unique input, but I don't think I've seen anything quite like it since. I suppose the closest is Goldlewis' super, but that's still a bit different, since you input as many 360's as you can before hitting the button.
awesome video! I would love to see the most difficult inputs in fighting games
you can probably make a video about this on arcana heart alone lol, making a pentagram with yoriko or having to mash 100+ inputs to get full damage off a super with akane
Great video! Definitely interested in a most difficult inputs video.
Just for some history, Lilith from Darkstalkers has a rhythm minigame super. It works pretty much the same as Rise's And Saki from Arcana Heart has a charge up move like Vatista.
I'm surprised that even though you mentioned Akuma, you didn't bring up his raging demon input. A number of Darkstakers characters also have this type of super input (Morrigan's and Lilith's are actually the same input as Akuma's). Or maybe you were just putting them into the ultra hard input category.
One of the most unusual inputs I've seen is the slide input from Soul Calibur. It's basically a piano input that activates a special move. It was very rare, and the only one I can think of off the top of my head is Cassandra's shield slaps in SC2 (sadly they change the input for that move in every single game for some reason).
Sakura's fireball in Alpha 3 was weird, too. You could mash the punch button to charge it. Thankfully, in later games you could just hold the punch button to charge it.
>rhythm game super in a fighting game
Lilith says hello. It even has hidden notes (the dings) that allow over 100 points
King's chain grabs deserve a mention. While there's few directional motions having to remember all the insane button combinations while timing their VERY small input window and knowing which order and sequence to press them in can be crazy
I'm surprised the Z motion supers from sf4 weren't mentioned here, I remember seeing them as a kid and just being so confused
Same, looking back now DP motions make perfect sense but the way the game “showed” how to do the motion with the Z input was horrible for new players.
"Strangest inputs"
>Seems normal to me.
I'm gonna be real; Zato's inputs are way more painful to get right than Goldlewis halfcircle hell.
and even then, both Dizzy and HOS IKs were infinitely worse in +R, both because of the attributes (Dizzy's has 107ish startup, and HOS's is just stinky outside of style kills) and because of the inputs required being 28462P+H and 632146H P K S H D K S 632146H as a special combo respectively.
Nice video as usual.
This reminds me of Angel in KOF 2002. She was very special (and weird) to play as well.
I would definitely be interested in hearing about the most difficult button inputs, if only because then I might see videos of people actually succeeding at those and such things encourages me.
There is actually a whole fighting game that contains a rhythm mechanic that works very similarly to Rise's move. The game is called Slap Happy Rhythm Busters, and it was released in Japan for the PS3
PS1
The infamous pretzel motion is actually easier than you'd think. If you can do a half-circle back, you can do the pretzel motion. It's just a half-circle back that starts from down-back and ends with down-forward.
It all depends on the game engine though. SvC is way more lenient for pretzels compared to old kofs where you need to be quick and clean for it to come out. CvS2 has the toughest one imo with how incredibly tight it feels to preform
@@pretzels7437 The main game I'm used to that has it is KoF 2002 UM. I can get it to come out about 90% of the time I try (at least in training mode) I don't actually play Geese. Never tried the CvS 2 version. I find Deadly Rave to be much more difficult than Raging Storm.
@@HanMasho
Take a look at Vanilla 2002 Angel's Hidden Desperation Move Motion
Raging storm was EZPZ in Tekken
@@Guitar-Dog
Rock's raging storm EZ just 2x 236
Okay, I got one for the reverse charge input section, you know Them's Fightin' Herds? Paprika has a dash-teleport move that can put Paprika behind of the enemy, infront of the enemy, or belly flop on them (A, B, and C respectively) by inputing hold 6 release 4
I would watch the extreme inputs video. I wish there was a comprehensive list of every motion that has ever been in a game
I love watching people do UNI trials in general. I'd enjoy watching you tackle Vatista.
Id love to see the pentagram special from Arcana Hearts Yoriko Yasuzumi for your hardest input move.
My favorites are the plushy transformation motions from Samurai Shodown II. So totally extra.
Angel's motions from KOF would likely fit well on this list, somewhere.
Vanilla KOF 2002 Angel Hidden Desperation move was hard to do
This just reminds me of how badly I want to see a game that includes Wonder Red (from The Wonderful 101) as a guest character. That game's whole "drawing shapes with analog sticks to swap between weapons" already feels so much like fighting game inputs; it would work SO WELL as a command input mechanic. Just turn one of his Punch or Kick buttons into a special "draw" input: while the button is held, he still moves and blocks as normal, but the analogue stick also draws a line/shape based on the directions it's held in (so a 256 or 458 input would produce an "L" shape, while a 214 would look more like a "J"). Pressing Punch after drawing the shape switches to another weapon.
Depending on how the devs wanted to balance the mechanic, the game could either require shapes to be drawn in specific directions (like half-circle forward/back for Wonder Fist), or they could all work kinda like Behemoth Typhoon where the start/end/direction didn't matter, as long as you made the right shape with your analog motion.
You could summon Wonder Sword by holding a single direction. Wonder Gun could work a little like a charge input (hold back/forward and then go up/down+punch). Wonder Whip would be like a 2363236 motion, and Wonder Claw would be more of a DP input (65256). Wonder Hammer would be another charge-like motion: hold a direction, then do a full/half circle motion. Wonder Bomb could act as a super move: full circle followed by a straight line to summon a bomb that slows down time.
He'd have a unique resource bar: as he deals damage (or fulfills some other condition), he gains Wonderful Ones. He starts off with 10, with a maximum of 100. More Wonderful Ones allow him to temporarily create larger, more powerful weapons by drawing larger shapes (holding the input motions longer), or he could summon Multi-Morphs (assists) by pressing Kick with the motion input instead of Punch.
Predicting before watching: Arcana Heart pentagram input
Edit: ok, this isn't about difficulty
A different interesting input is Angelia's dropkick. It's a button charge like many moves in other games, BUT you can switch buttons during the charge as long as one of the attack buttons is always held. So with finger gymnastics, you can do a full combo with all 3 attack buttons while still holding charge for dropkick.
And if you hold it for say, 30 seconds, your dropkick is now unblockable.
Another example like Vatista is Saki in AH. She also has up and forward charge motions.
Earlier in Marvel Capcom games we had some odd inputs like Magneto's aerial projectile (quarter circle from up to forward + punch) in Marvel Super Heroes, and Charlie/Nash aerial axe kick in XMvsSF (half circle from up to down + kick).
Most difficult inputs seems like it would make a great lk collab video.
I'm surprised that Arcana Heart wasnt brought up, the pentagram is quite a funny input
First time I saw forward charge moves was arcana heart. I was happy to see Under Night shine a light on that style of play with Vatista, its so fun and unique!
Have you ever made a video on command inputs in general? They're probably the biggest hurdle for new players and a bit contentious even in FGC circles. Personally I think simplified controls are more than fine but that's just me.
someone else kind of referred to it and maybe in the 500+ comments someone was more specific, but yoriko from arcana heart has a stance she can go into where any of the 8 directions she presses will shoot a short-range fireball in that direction. furthermore, if she "draws" a triangle or pentagram shape using this directional input, she gets an attack buff. definitely a "unique" approach to execution!
For hard inputs, Virtua Fighter's Akira knee was the first thing to pop into my mind
One honorable mention is Gai Tendo in KOF XI: they brought up his home game (Buriki One) inputs (push stick to perform moves) after connecting one of his special moves (f+HP or f+HK)
Yoriko in Arcana Heart still has the weirdest one to me like damn