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报告翻译问题
if anything, sticks are on the low-end of the spectrum from p2w, when it comes to advantages in fighting games.
keyboard/hitbox and pad are way more lenient than an arcade stick, one of the biggest reasons people still play on that is because they are FG boomers who grown up with nothing but on sticks.
not saying you cant be good with a stick or is a bad joystick, just saying that from the perspective of a millenial/zoomer, it makes little sense to get a stick.
I also saw at least one person suggest a macro.....Macros are just straight up cheating and you should be banned for using them.
Given the rise of hitboxes, keyboard is literally a hitbox without having to buy one. All you need is a KB that doesn't suck or cost $5, which isn't our problem.
I actually wanted to try and learn the character since I think he'll fit my playstyle really well but I very quickly realised that there's no way my inputs going to be consistent enough for a serious level of play.
This is a thing with Strive in general. Game is rather shallow mechanically so to avoid being called a "dumbed down Guilty Gear" they add insanely autistic inputs for some stuff. Kara cancels, drift RCs, typhoons - all are unnecessary hard for no reason but allow devs to say "see? our game is HARD, it's not casualized!".
You may feel that Goldlewis doesn't work well with your control scheme, but I'm sure some people feel the same about using charge characters or negative edge characters on a gamepad, and the developer isn't to blame for that.
Kara cancels aren't anything new, drift RCs are made easier with the Dash button (and more mistakes would likely be made if it only required holding a direction), and Behemoth Typhoon apparently has the same leniency as normal 41236: that one in-between direction may be skipped.
Also, this tweet and the following tweet may be helpful on doing Behemoth Typhoon (particularly on hitbox/keyboard): https://twitter.com/svk_jpn/status/1420216960713846785
Also, why not change half circles to quarter circles for Behemoth Typhoons? It'd be the same gimmick - every quarter is a special move yet it'd be infinitely more friendly to the players with any controller. Instead they want you to spend hours and hours of your life grinding consistent inputs for character's basic kit. This is just dumb.
Using quarter circles for Behemoth Typhoon would create ambiguity for whether the start direction or the end direction is the one included in the motion (unless you changed the move animations, but that would completely change the character). Also, it would likely create a bunch of accidental inputs around jumps.
Chances are you've already spent a decent amount of time learning typical motion inputs, so it isn't strange to spend more time to learn uncommon inputs when you need them, just like how I learned to do BlazBlue Central Fiction's no-lenience half circles on keyboard, and how I put effort in to do Ikumi's 214236 quickly in Eternal Fighter Zero.
And if you take advantage of the game's leniences and your device's/the game's SOCD rules (Simultaneous Opposing Cardinal Directions; how the device/game responds to Left+Right and Up+Down), you can sometimes find ways to make certain things easier, such as what's mentioned in the reply to the tweet I linked. (And keyboard can make the up-to-down and down-to-up Behemoth Typhoons easier than the tweet mentions, because Up+Down = Neutral in this game for keyboard, but Hitbox has Up+Down = Up by default)
You can't ask for much more than that.
One is a slight movement of the thumb while the other is pressing multiple buttons with multiple fingers, a big difference between the two.
Most people who insist on using keyboards are:
1. Too underfunded to buy a controller/adapter.
2. Too lazy.
If you can afford to buy Guilty Gear Strive, you can afford to buy a decent controller, methinks.