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Made by fellow TL'er Amarxist. (sorry for crummy cellphone pictures )
The left hand side controls up/down/forward/back and L2. Up and L2 are swapped back and forth depending on the position of the red switch. For fighting games where pressing up/jumping is a situational thing such as Street Fighter, I use the 'asdf' style layout. For fighting games where pressing up/jumping is common such as Soul Calibur or the Touhou fighters, I use the 'esdf' style layout.
My input speed and accuracy have improved a lot switching over from a proper arcade stick controller to this. I was a bit worried that it would take a really long time to build the same muscle memory I have using arcade sticks for this but it only took a few hours at most. A generic QCF motion can be performed by plinking the D/F buttons in one or two frames ala SF links. I can perform 360 motions far faster on this rather than an arcade stick even though I've been playing on sticks since Marvel Super Heroes hit the arcade.. 15 years ago? Something like that.
Works nice on my PC for emulators too.
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She is the strongest after all.
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That wooden base looks really nice!
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Hong Kong9145 Posts
Really old-school design you have going there. I was wondering where the stick was until your explanation at the bottom.
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On April 11 2012 13:54 itsjustatank wrote: Really old-school design you have going there. I was wondering where the stick was until your explanation at the bottom.
I'm sure I'll get funny looks when I start bringing this to local tournaments. :p
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That looks awesome! I wouldn't have guessed buttons to be more effective than a stick.
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So badass. The wood really makes the package.
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Hong Kong9145 Posts
On April 11 2012 14:09 Noyect wrote: That looks awesome! I wouldn't have guessed buttons to be more effective than a stick.
OP: Are there no pressure-sensitive inputs in modern fighting games?
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On April 11 2012 14:23 itsjustatank wrote:Show nested quote +On April 11 2012 14:09 Noyect wrote: That looks awesome! I wouldn't have guessed buttons to be more effective than a stick. OP: Are there no pressure-sensitive inputs in modern fighting games?
I'm not quite sure what you mean. Are you asking if there is any analog movement in modern fighters? If that's the case, I can't think of any. Everything I play had digital movement.
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Hong Kong9145 Posts
On April 11 2012 14:36 Aurra wrote:Show nested quote +On April 11 2012 14:23 itsjustatank wrote:On April 11 2012 14:09 Noyect wrote: That looks awesome! I wouldn't have guessed buttons to be more effective than a stick. OP: Are there no pressure-sensitive inputs in modern fighting games? I'm not quite sure what you mean. Are you asking if there is any analog movement in modern fighters? If that's the case, I can't think of any. Everything I play had digital movement.
I mean like slight pressure on a stick equating to walking versus hard pressure which will lead to running or dashing. Basically wondering if you are at a disadvantage for not having a stick.
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Very nice. Should up a pic of my friend's modded Hitbox.
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I love the design :3 TL-blue, wood, and cirno. I've always wanted to have a go at fighting games, but it appears that the learning curve is just ridiculously steep :/ Like having to spend years upon years grinding it to be able to at least not look pathetic. Is this true?
5/5
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On April 11 2012 14:38 itsjustatank wrote:Show nested quote +On April 11 2012 14:36 Aurra wrote:On April 11 2012 14:23 itsjustatank wrote:On April 11 2012 14:09 Noyect wrote: That looks awesome! I wouldn't have guessed buttons to be more effective than a stick. OP: Are there no pressure-sensitive inputs in modern fighting games? I'm not quite sure what you mean. Are you asking if there is any analog movement in modern fighters? If that's the case, I can't think of any. Everything I play had digital movement. I mean like slight pressure on a stick equating to walking versus hard pressure which will lead to running or dashing. Basically wondering if you are at a disadvantage for not having a stick.
Yeah, so analog movement. I don't think any modern fighters have that. Regular fight-sticks that people buy/make have 8 binary switches in a square shape pattern that activate when you push the stick in whichever direction so even if the stick itself is an technically an analog device, the inputs are binary.
On April 11 2012 14:41 Ringall wrote: I love the design :3 TL-blue, wood, and cirno. I've always wanted to have a go at fighting games, but it appears that the learning curve is just ridiculously steep :/ Like having to spend years upon years grinding it to be able to at least not look pathetic. Is this true?
5/5
If you have a PS3/360, go download the demo for Skullgirls (just released today!). It features an extremely in-depth tutorial system ranging from simple moving right/left to complex frametraps and linking. Even if you don't like the game in particular everything it teaches you applies almost word for word to every other 2D fighter out there.
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Sick stick.
Me likey a lot.
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On April 11 2012 14:42 Aurra wrote:Show nested quote +On April 11 2012 14:38 itsjustatank wrote:On April 11 2012 14:36 Aurra wrote:On April 11 2012 14:23 itsjustatank wrote:On April 11 2012 14:09 Noyect wrote: That looks awesome! I wouldn't have guessed buttons to be more effective than a stick. OP: Are there no pressure-sensitive inputs in modern fighting games? I'm not quite sure what you mean. Are you asking if there is any analog movement in modern fighters? If that's the case, I can't think of any. Everything I play had digital movement. I mean like slight pressure on a stick equating to walking versus hard pressure which will lead to running or dashing. Basically wondering if you are at a disadvantage for not having a stick. Yeah, so analog movement. I don't think any modern fighters have that. Regular fight-sticks that people buy/make have 8 binary switches in a square shape pattern that activate when you push the stick in whichever direction so even if the stick itself is an technically an analog device, the inputs are binary. On April 11 2012 14:41 Ringall wrote: I love the design :3 TL-blue, wood, and cirno. I've always wanted to have a go at fighting games, but it appears that the learning curve is just ridiculously steep :/ Like having to spend years upon years grinding it to be able to at least not look pathetic. Is this true?
5/5 If you have a PS3/360, go download the demo for Skullgirls (just released today!). It features an extremely in-depth tutorial system ranging from simple moving right/left to complex frametraps and linking. Even if you don't like the game in particular everything it teaches you applies almost word for word to every other 2D fighter out there.
Ah, awesome. I think I will actually go do that. (My brother owns a PS3. I do not have much use for it because of starcraft ^^' Assuming I like it, and want to see more, what is your suggestion for a (relatively easy to approach) 2D fighting game?
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Yea! Everyone download Skullgirls, it's cheap and has a nice tutorial mode which will improve your FG skills in any game (mainly if you are a beginner though)
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