Gill Hustle
Well-Known Member
@ Mr.WAH
My SE's are 360 versions. And KOF13?! Lucky Bastard.
So are you disagreeing with what Sorwah said?
Because I've expanded the conversation outside the forum with my SF playing friends.
One said if this followed suit in the next DOA, it would get him really frustrated and he most likely NOT try to play due to the fact like me, he uses a stick for EVERY fighter.
DOA's interface has NEVER alienated pad players because the game only uses 3 buttons. Inputs on the other hand are a big deal, which again has NEVER hurt DOA pad players.
I never had an issue with the game on pad till DOAD and that was cuz I couldn't hit due to the size of the system.
It hurt my game and I was forced to use R shoulder button, something that wasn't natural for me, since even on a 360 pad I could use 2 fingers to hit those buttons.
The only macro I ever used on pad for DOA was :F+P+k: which I used for tag/taunts.
My SE's are 360 versions. And KOF13?! Lucky Bastard.
Making the game easier for stick users and harder for pad users isn't going to fix the problem, and it isn't even going to help fix the problem. It's just going to make it a little bit easier to tolerate for a small % of the community, and piss everybody else off.
Meanwhile, your game will still suck. So focus on shit that actually matters instead.
So are you disagreeing with what Sorwah said?
They aren't arguing that "Stick can't be used effectively in DOA.", or that it's a zero-sum that all must play on one hardware over the other. What's being complained about is that the lax buffering window in the game makes it awkward for other hardcore fighting game players who utilize one set of hardware to jump in.
Here's another way to think of what Gill was explaining, "The buffering window for moves and input recognition is too loose. I'd like to see it tightened up in the future. When you do in other games it comes out , but in DOA4 you'll get . This can cause errors in your move selection as instead of getting Hayate's you get Hayate's to appear.
Dead or Alive though isn't the only one to suffer from this buffering issue. Street Fighter has had similar issue because - even the developers have said for that game - that they added "shortcuts" to help pad players with the inaccuracies of the directional pad. You can do Ryu's Shoryuken () by just entering on a stick. However, this causes issues as sometimes a Shoryuken will appear when a Hadouken () was meant by entering a walking forward animation or move that had a forward input then adding the Hadouken motion (:Link:).
Because I've expanded the conversation outside the forum with my SF playing friends.
One said if this followed suit in the next DOA, it would get him really frustrated and he most likely NOT try to play due to the fact like me, he uses a stick for EVERY fighter.
DOA's interface has NEVER alienated pad players because the game only uses 3 buttons. Inputs on the other hand are a big deal, which again has NEVER hurt DOA pad players.
I never had an issue with the game on pad till DOAD and that was cuz I couldn't hit due to the size of the system.
It hurt my game and I was forced to use R shoulder button, something that wasn't natural for me, since even on a 360 pad I could use 2 fingers to hit those buttons.
The only macro I ever used on pad for DOA was :F+P+k: which I used for tag/taunts.