
It doesn’t move at all…
It’s practice, it’s the same with other games too.
Just touching it at the leverless store made me feel like I couldn’t do it at all, and I’m really impressed by those who can.
It seems like talk of not being able to do it is just unfamiliarity, so if you seriously try, you can do it.
Whether it’s a keyboard and mouse, a controller, or an arcade stick.
The pad and leverless give the impression of being the result of hard work.
It might be because I’ve been using a stick all along.
>>4The stick is also the result of effort, it’s just that Anonymous doesn’t think so.
The pole requires much more practice.
In the end, it’s just about what kind of games I’ve played.
It would be quite difficult to play Capcom games with the type of screen in the thread image.
I have a prejudice that the uncle who played fighting games with a keyboard must be good at leverless.
It’s just an extension of the experience of having no choice but to keep playing Street Fighter II on the Super Famicom because I couldn’t go to the arcade.
>>9Well, that’s fine, but when it comes to X, the simultaneous pressing…
I often see people in the FPS community saying that the lever-less part is good, but they can’t move their right hand.
Since I’ve only played on a home console with a pad since I was little, I really can’t understand how people can play with such strange sticks or leverless devices. It’s really a matter of perspective.
If only I had a Saturn pad…!!
What the hell is this stupidly lame pad?
Wasn’t there an official fighting game that used a pad?
>>15Isn’t everything for home use a pad?
You can manipulate everything, but honestly, I think it’s madness to input something like 66 or 22 consecutively with a stick.
Now it doesn’t matter if it’s a pad, a stick, or a talking drum, anything is fine.
I can do 44, 66, 22, and even 77 (74) without any problems, but when it comes to 99 (96), I just want to stop! Please stop! So when I was told to do the fastest low dash on the 1P side, I was about to vomit a little.
There are pros who input with the D-pad, but isn’t it harder with the D-pad?
>>20If you’re going to do it with a pad, shouldn’t it be the D-pad?
>>20The distance of operation is shorter than with a stick, making it less prone to mistakes as input from the pad.
>>20In the end, which device is the most difficult really varies from person to person.
Well, there are discussions about which is better based on theoretical values, but not everyone has a body that follows those.
>>20By the directional pad
Furthermore, it is certain that people who specialize in the Joy-Con D-pad will emerge.
Since the time when sticks were mainstream, there have been those with pads.
There were stronger guys who did it at home.
Those who didn’t go to the arcade will specialize in using the controller.
Simultaneous pressing and long pressing were quite a hurdle, but we’re moving towards reducing that, so honestly, I can totally manage with a pad now.
Beyond that, it’s just a matter of habit, but personally, I think that for precise inputs, a pad is even better.
Watching the way Mena operates the PAD makes me go “?????”.
I have confidence that I can operate any device reasonably well.
I gave up on the stick operation on the pad because I made too many mistakes.
People who input using the analog stick on the pad are the ones I find most difficult to understand.
No matter how many times I practice, it’s seriously impossible and makes me feel sick.
>>29I don’t know if it will become hardware cheating, but if the area where the stick and the cabinet touch is octagonal, I think the difficulty will decrease significantly.
>>34If that’s the case, it will become hardware cheating.
What would happen to an arcade stick with unlimited lever guide replacements?
In the Arc series, they frequently use low aerial dashes, so it seems even tougher.
Isn’t a pad enough for the strut?
The arcade was far away… it was kind of scary… and I spent my allowance on home console games…
You were playing Street Fighter II on the Super Famicom, right?
I don’t think the D-pad on the original controller is very suitable for fighting games.
If I leave it like that, the diagonal input will be really problematic, so I stuck on something like a round assist pad and worked hard.
While using a pad, the clearly tough part compared to other devices is that when you play a lot, the skin on your fingers gets worn out.
I feel it especially because my skin is sensitive.
When I try small jumps in KOF with the pad, it feels like “ugh…”
>>37Is 15 not possible at all with a pad?
The stick requires wrist reaction speed, but…
The pad can be operated with the response speed of just your fingers.
>>38As a super sedentary nerd, playing games with a stick gives me muscle soreness the next day.
>>38The muscles you use change, don’t they?
So either way, an unfamiliar controller is tough.
I’m also a stick player, but it’s really just about getting used to it.
Rather, I’ve only used pads and leverless, so I’m wondering how to move with that strange stick.
I tried it out on an actual machine at the store, but isn’t the arcade stick’s lever noisy? I can’t make that kind of racket at home…
>>45If it’s a silent arcade stick, then that’s about it.
If anything, it’s quieter than the noisy clicking sound of the micro switch on the OCTA.
The silent arcade stick will reach a quieter level.
>>47That’s impossible.
Even if I pack sponge inside with a silent lever and button, it still makes a clattering noise.
>>51The sound changes significantly depending on the item, even with the silent button.
It also depends on what kind of housing is being used.
If you have a thick top plate with a PWS button, it becomes really quiet.
A smaller case is also better for quietness.
When I use a leverless controller, I really think that people who use sticks are amazing.
It’s difficult with dash or stick controls in fighting games…
I want to smash the Sanwa button!
The stick is hard to come out in front, you know…
Even though I understand it in my head that it’s just a matter of getting used to, I can’t believe I can do a one-turn command without a lever…
>>53You can do a full rotation.
Two rotations are impossible.
I’m a PS5 controller user, but the trigger sensitivity in the thread image was too high for me to match.
The pad is much more compatible with other devices.
Filling the weird stick with sound-absorbing material makes it better.
I see.
Game centers themselves are endangered species, so younger people may not have ever encountered them.
>>58However, when it comes to young people in their early teens…
Some kids are actually using arcade sticks passed down from their parents.
>>58Because there are Gundam and card games.
That idea is the thinking of an old man who only plays retro video games.
>>71Wasn’t Gundam and DCD quite popular in arcades a while ago…?
>>71Isn’t it the old man who’s playing Gundam?
Since I was exposed to fighting games from a young age with the Super Famicom, I can only play with a controller.
The stick is still easy to understand because you can intuitively grasp it with things like UFO catchers.
The one that looks the most dedicated is Levaless.
>>60It’s easy to understand when playing PC games since it’s the keyboard’s ASD and space key!
I have a feeling that when the lever is broken, the input might slip away.
>>61…Isn’t that going to be bad on any device?
Some young people today have never even touched a pad.
>>62I heard that people who play games like they use a keyboard tend to get used to leverless.
In the previous step, I used the cross for movement and performed commands with the stick.
My left thumb gets a blister.
It would be good to increase my proficiency to the level where my fingers don’t mess up.
It’s pretty tough to raise the proficiency to that level, so most people just use the familiar controller as it is.
In a state of having my legs amputated, I can only scream “Naaah!” while focusing all my attention there; I can’t do it otherwise.
The keyboard, leverless, and directional pad became usable right away, but the stick on the lever and pad was completely unusable.
It might be physiologically impossible for me to handle a stick.
Those who are used to WASD are probably familiar with everything except command input.
Gundam might finally transition to a pad.
I thought it would definitely be impossible if I tried it at home, but…
I think it’s difficult to accurately input in 8 directions if you’re not used to using a stick or an analog stick.
In terms of such precision, the D-pad and leverless are strong.
I have to create a fighting game that can be operated with a mouse and keyboard…
Alternatively, flick operation.
If you’re going to play Street Fighter 6 on console, the Switch 2 has the best environment.
The weakness of pad fighting games is just that diagonal inputs are difficult, so if a fighting game doesn’t have dragon punches or vacuum moves, there are absolutely no problems.
>>79It’s difficult to play a character that builds up.
When I was little, I was a pad user.
Since I got used to the stick in arcade culture, I can only play with the stick now.
I bought the Octa because of the noise issue, but the buttons are still a problem.
I gave up a little because I couldn’t input as quickly with the D-pad.
The pad’s stick is probably the most difficult to operate.
They’re not going to release Gundam for home use, you know.
I want them to release Macross R on PS5 or Steam because it’s already tough.
What you use is really just a matter of habit.
In the first place, the arcade stick is for people who are used to the lever in arcades to use at home.
The analog stick is too floppy…
Abolish the command.
Assign a move to each key except for WASD.
I found it exhausting to hold the D-pad with my thumb for a long time with characters that require charging, so I graduated from the gamepad.
It’s tough to keep my thumb held down with force for a long time…
The ones that really make no sense to see are the professional players using pads.
>>90Most people have some really crazy ways of holding things or inputting.
Isn’t the simultaneous press pad more difficult?
>>91Because it’s button mapping.
>>94Isn’t it a bit tough on L2 after assigning them with 6 buttons + 2 simultaneous presses?
>>91I don’t know the number of simultaneous presses in fighting games, but it’s normal to press the two buttons in front.
It might be off-topic, but is there a button cap that makes it easier to press slides?
I’m using Haute.
>>92I think the slippery one with a low profile is the PWS cap.
If it’s Haute, I think using shadow hunting would lower the height, making it easier to push the slide.
>>98Thank you.
I’ve already swapped to Shadow something, so I’ll try the PWS cap.
Considering portability, a tablet is good.
I can’t do it because I accidentally burned my fingers.
>>95I saw a steel plate pad for the first time.
Victrix should sell parts like the D-pad separately as soon as possible…
That wear out quickly there…
>>96It seems the official account made a suggestive tweet.
When I saw a woman’s opinion saying that you can do it while getting your nails done, I thought I never had that idea…
Is the one under the stick in the thread the D-pad?
>>99That’s right.
It can be made into other forms.
I’m using the analog stick on the box controller.
The stick commands are good, but 22 and 66 are impossible.
>>101This is normally easy to do with a pad.
>>101If you’re using a stick, a silicone ring that attaches to the stick part, like for FPS, is good.
It can be controlled with strokes, and the rubber rebound makes it easier to input something like 66.
>>101I completely agree.
If I can use the current thought-out pad, I can manage it pretty well. A strange controller for fighting games? My thumb gets sore…
People who can only play games with WASD think players who use a gamepad are amazing, and the same goes for the reverse.
It’s all about getting used to it.
In street fights, Tekken, Guilty Gear, and Granblue, controllers have been winning.
Seriously, any device is fine.
The pad puts too much damage on the skin of my fingers, it’s impossible.
Arcade controllers and leverless ones can have buttons and levers added on, so maybe their running costs are lower, but I wonder if a PAD would wear out in a month.
The Pad Pro is pretty common now among overseas brands, isn’t it?
Just by holding a part in a strange way, it becomes a topic of conversation.
>>109There’s no arcade culture, so young people overseas mostly use controllers.
PWS is nice, but I also like the matte button caps sold by Comic Noise; they feel silky smooth.
>>110I personally like that, but I think it’s not suitable for slide input because the edges are sharp.
I tried other pads, but the official PS5 one is the easiest to use.
The pad is good.
The box is too much of a nuisance except when I’m playing fighting games.
Maybe switching left and right is unexpectedly a high hurdle.
If it wasn’t designed with the premise of moving the D-pad around a lot, then your thumb would get completely worn out, right…
It’s painful that my thumb is peeling.
Both the stick and the pad stick are easy to move, but their accuracy is not great.
Leverless can only move in 8 directions.
The mouse is good for the system, but just for the perspective.
I started to think that maybe the touchpad is the strongest if you get used to it…
But the excitement of buying a good button and replacing it is a privilege of the box and stick…
About 90% of the time (I don’t feel much of a difference…), but it still gets me excited…
Put on a finger cot.
If you think about it normally, isn’t it a movement key that requires precise operation to the right?
All devices have the left side for movement input, but
>>124If you think that way, you can just make your own arcade controller that you can operate on the right side.
>>124Isn’t it important that the keys are leaning to the left side when using a keyboard normally? Shortcut keys are generally operated with the left hand too.
>>124It’s often said, but I think it’s correct because the instruments generally have more complex movements on the left-hand side.
It seems that the inventor, Gunpei Yokoi, had always regretted it.
>>142The instrument requires more movement from the right hand, so isn’t it just that it’s done with the dominant hand as a result?
>>165Isn’t it the same for fighting games that the right hand has more movement due to finger positioning?
I don’t know other games.
Anaste is unbelievable in terms of accuracy, and I think fatigue clearly shows in the input.
The convenience of the cross is well understood.
(I also had a time like that…) It’s not like that; I’ve been using PCs and game consoles since I was a kid, so I feel a sense of “can’t do it…? Why…?”
Some people say they prefer pads that allow for diagonal entry like the Satapa.
On the contrary, there are people like me who find something round like Satapa too sensitive and can’t handle it.
But adjusting the push is impossible with a pad.
Simultaneously pressing buttons on the pad is quite common outside of fighting games, so it’s not particularly difficult.
>>131Well… the simultaneous button presses in fighting games are much more considerate now, but until a little while ago, there were even diagonal buttons…
>>131It all depends on the game… there’s a world of difference between a game with strict input controls and one that has mysterious accidental inputs.
I’ve been having a hard time with the R2L2 on my recent pad being loose…
B and A are reversed in Japan and overseas, but the movement keys are unified on the left.
>>135The ancestor of game consoles, the Famicom, had movement to the left.
I always think there are too many buttons to use in a store.
I’m not setting the drive button anymore; I’m pressing the triangle and circle at the same time.
In fighting games, posture is important.
What pad is everyone using?
When using the pad, simultaneous presses are totally fine if the positional relationship is something like □ + ✕.
When the simultaneous pressing of □ and △ becomes necessary due to their positional relationship, the need for simultaneous press buttons arises, and there just aren’t enough buttons…
I can manage with a multi-button pad like the OCTA.
>>141△+× is tough.
What’s tough is the hold, not the simultaneous press.
>>143It’s really impossible to push aside with a hold on a pad…
I’m afraid the pad will slip because I get sweaty hands.
I truly think it would be convenient if this could be settled.
Back in the days of Street Fighter 4, it was surprising to see someone placing high in tournaments using a pad.
>>145Street Fighter 4 is still impossible with a pad.
>>145In old fighting games, there were techniques like piano pressing, slide pressing, and hold input.
In Street Fighter 4, there were also combo techniques like Tsujishiki, which were tough to pull off with a gamepad…
I switched to a leverless setup because my left hand was about to break when using a pad for Guile.
The compatibility between the saving character and the pad is inherently tough…
The stick user has strong input.
This is serious.
>>148I wonder what it means to be strong…
I think there are a lot of dirty people out there, including myself, but it would be good if they just left.
Street Fighter 4 is from the arcade era, after all.
I brought my leverless controller to the arcade to play Street Fighter 6.
Since I can only set 8 buttons, I couldn’t assign anything to the additional parry button located below 1K, so for the first time, I had to use a simultaneous press of 2 buttons for a rush or parry.
Street Fighter 4 has a parade of input buffering, so the box (controller) is strong.
I couldn’t even perform a Hadouken when I used the joystick at the arcade.
When I try to attend the offline meetup, the stick is heavy…
>>158I really feel that pads and leverless are strong in that area.
Characters that frequently use button charging in tandem-type characters, which is common in arc games, really make it impossible to play with a pad.
Isn’t it difficult to dash with the lever when you’re using the pad?
Additionally, due to the structure of the human body, it is difficult to input a vacuum tornado.
I did reasonably well in all of them, but…
The pad puts too much strain on my thumb, and it gets tiring after a long time.
Reversal techniques like dragon punches from backward walking or any sudden dragon punch are difficult.
I became a lever through the process of elimination.
There are factions among pad users, depending on whether they prefer the D-pad or the stick.
>>163When recommending that pads are good, it is generally assumed to be the former.
Once you get used to the pad, it’s the second joint of the middle finger supporting the pad that ends up in a bad state, more so than the thumb.
>>166Are you making it hover in the air?
>>171Isn’t it about how when you put your finger on the LR, the finger that holds the pad becomes the middle or ring finger, making it difficult?
I can only do it with a pad, so I can’t even execute the Shoryuken command with a lever.
It depends on whether the game takes it into consideration for simultaneous inputs…
It’s not uncommon for games to place QTE buttons in a way that doesn’t even consider the button layout.
Haute’s lever-less model with a lever attachment is…
I thought it might be a bit nice as a super lightweight, slim lever-type arcade controller.
But I stopped using it because it seems like I would break the lever.
The current PAD doesn’t damage my fingers, so it’s really nice and easy.
It was tough during the SFC and SSPS.
The pad of my thumb has gotten as tough as a guitar.
When I reduced the frequency of playing fighting games, I became softer again, but it no longer hurts.
Wasn’t there someone at a tournament in America or somewhere using a device for rhythm games?
>>175Evo attracts people with various bizarre controllers every year.
>>175There was a person with a guitar controller.
For now, if you’re going to play modern, using a pad is fine, right?
Evo has a bit of a vibe like a venue for showcasing bizarre controllers.
The basic point is that you need to practice on any device to make it second nature to your body.
So it’s impossible for the uncle, then.
>>180That’s not true, I’m 40 this year but I’ve transitioned to leverless.
It’s not about age; it’s all about motivation.
I don’t feel motivated to do 66 or 22 with the lever or the stick on the pad.
I wonder if weird specialized controllers are still being released.
Leverless is such a new experience that I feel like I can’t learn it now.
The pad works with SFC, but it’s impossible with anything else.
The result will be an arcade stick, but if possible, I would like the Noir layout.
I just thought about it while pressing simultaneously, but I wonder what direction the new Virtua game will take regarding the devices.
If there’s a ridiculous input like “Crushing Strike Cloud Heart Twin Tiger Palm,” it’s basically impossible.
>>185In the first place, since it’s a 3-button device, I think the difference in devices is only on the left-hand side.
I don’t think they’ll add more buttons.
>>196I, E has revived…
What was interesting about the input method at the end of the competitive pursuit was Tetris.
It requires abnormal rapid tapping, so you press one button with two fingers.
By placing a finger on the button and rhythmically tapping the back of the controller
A technique for rapid button mashing has been created.
The controller operated in the potter’s wheel position felt like a dream.
There was a huge cardboard arcade cabinet with a ton of buttons at EVO…
I’m not having any trouble with the lever, so there’s no need to switch to leverless.
A device whose input accuracy changes depending on whether it’s on the right or left is not good.
Well, the structure of the human body is flawed.
>>191According to that theory, all devices are useless, right?
>>191Everything is no good!
Since the virtual ones have fewer lever rotations, I feel like a leverless setup might actually be easier to use.
Is putting in a command macro for a weakling?
>>193Banned from entry.
When you become an uncle, you realize you no longer have the energy, time, or mental capacity to devote a lot of time to things, but if you have the motivation, you can still do fairly well.
If you truly reach a world beyond extremes, it becomes just a physical contest.
Because I come from an FPS background, leverless is the easiest for me.
I practiced with a pad and a leverless controller to go to offline matches someday, but since I stayed home for a year, I should have just continued using the arcade stick.
As expected, it’s brainwave control.
>>201That manga is really great, but it’s tough that the original author passed away at such a good point.
I couldn’t find a comfortable position for my fingers to touch two spots on LR, so it’s impossible without a pad that has back buttons.
Most people do not switch devices because even the time to transition is precious once they become professionals.
People at a semi-pro level or below don’t need to be as strict, so you often see people switching devices.
>>203Pro players in Street Fighter 6 took quite a bit of time to transition devices during Street Fighter 5.
Right now, I’m just looking at the results.