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I use the thumb for up mainly because it's the default, and it took a long time for that to feel natural. Once I got used to it it was faster and easier to do diagonal inputs consistently, so I'd suggest just getting used to hitbox setup.
I bound 1+2 and 3+4 to extra keys. I main Steve and, the 1+2 especially, if you don't hit them EXACTLY at the same time you get different inputs. The fact that it's two different fingers for those inputs makes it easier to misalign them. 1+3 and 2+4 seem to be more forgiving, and the fact that you'd just rest one finger on both buttons for that input makes it easier to not misalign the buttons.
And the leverless controller i use works natively so it didn't have any configuration issues. Can't comment there.
I use binds for 1+2, 3+4, and a grab (for parry), it's simply quicker and easier, plus a button for Heat (dedicated), because if you try the double input sometimes you might have the wrong move come out. I'd change the macros depending on the character.
Even pros bind this button: leverless, sticks and gamepads.
Because of this I switched from an arcade stick to a gamepad for this game. Other fighting games have normally working double inputs and no need to bind them. I really don’t like using more than 4 buttons on a stick/leverless.
I use WSAD because it feels natural, though I noticed it's harder to do hopkick from crouch compared to what I'm used to on a pad, so the hitbox set up might be better.
I have 2+3 assigned to the button next to WSAD, so I can activate heat and Xiaoyu's unblockable with just my pinky.
Some button combinations I input manually, but I still have bindings set up (1+2, 3+4, etc). So if I see myself consistently messing up, I start using the bindings.
2. multi-button inputs --> extra buttons, for less misinput chance
i use Haute board b16
the size fit my hands very well, and very compact to carry around :D
and its firmware allow freedom key bind customization
What about ducking and launching highs? I noticed I struggle sometimes with fast highs, where you have to do a very brief duck into immediate hopkick.
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the setup
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- set the cpu to do consecutive 2 Jab
- i need to block the first Jab (that put me into -1)
- i need to flash duck the second
- this is important, I MUST launch the CPU with the "Punish" indicator light up, not counter, not grey text
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the test
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- 1st method, place my point and middle finger on up and down button
- 2nd method, use my middle finger quick tab between down and up
- 3rd method, screw the hop kick!!! i'll do WS2 !!!
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the result
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1. -1st method : risk of misinput the down>up into down+up
depends on the controller opposite direction priority setting
1.1 if i set to "last button win" the character do hopkick too early and got float by the second jab
1.2 if i set to "go neutral" the character do sidestep
1.3 if i det to "ignore the last button" the character keep sitting
2. more success than the first method, since its less likely to misinput
the input timing in the left of the screen say my up come out lower than the first method
3. super easy, success most among 3 method
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the verdict
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1. its fast, yes, but to launch a jab (which should be the fastest recover time for high attack, correct me if i'm wrong) you don't need to do down>up that fast
the risk of misinput doesn't worth it
2. doable, success rate is ok
3. the best, if you has 16f WS move, you don't need a hopkick if you can confirm the whiff
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my thought
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depends on character,
i prefer the 3rd method if your WS launcher has the same risk as the hopkick, in case of your read on the jab is wrong
but in case of Shaheen (the character i tested with), his WS2 is launch punishable, so the 2nd method it better for him
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bonus
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tested the first method on shaheen's guard breaks, it turned out to be sooo easy
i mean, when i wanna use it in neutral, the move is 18f, can't use as a punisher against a whiffed jab, the cpu duck after jab and the guard break whiff instead