Granblue Fantasy Versus: Rising

Granblue Fantasy Versus: Rising

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IsthisKosher Dec 23, 2023 @ 3:57am
Are the direction inputs bad on purpose?
To start off, yes. I get it. "Just use the non-directional inputs". But TLDR, I hate non-directional inputs.
Directions inputs feel more satisfying to do. I don't think there's a reason to cripple directional inputs just because there's an alternative. And with the fact that they enable you to turn off "technical inputs" entirely, I worry this is done intentionally.

Doubt me? Well, look.
I went to training mode with command history and the visual indicator for the stick enabled. In the training mode, I tested this input: 2 -> 3 -> 2. For those who don't know numpad notation, that's "Down, down-forward, down".
Doing this, I got almost every single skill to come out at different points, just by repeating it. I got fireball, I got DP, and with characters that have down-down motions I got that instead.
Keep in mind, I'm LOOKING at the display on the screen showing that I'm clearly not inputting 6/forward at any point, and the command history verifies this. I also know that many games prioritize DP motions to avoid mis-input on wakeup options.
But even with DP being available, it was still a lottery.
I've tried varying the speed of the input, seeing how far the stick needs to be in any direction to count as "forward" or not, etc. It's deceptively difficult to make directional inputs responsive and functional in fighting games, but I really don't think this is it.

And boy do I hope it gets patched to make it better. I feel like it's the point I hear complained about most on a technical level about the game outside of character balancing.
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Showing 1-9 of 9 comments
Nauct Dec 23, 2023 @ 4:42am 
Works perfectly to me. I have good habits for inputs, like for 236 I do 41236 to make sure I don't get a DP input. The inputs are more restrictive than SF6 or GGST. You want them to be even more lenient or whats the problem?
IsthisKosher Dec 23, 2023 @ 6:18am 
Originally posted by Nauct:
Works perfectly to me. I have good habits for inputs, like for 236 I do 41236 to make sure I don't get a DP input. The inputs are more restrictive than SF6 or GGST. You want them to be even more lenient or whats the problem?
In terms of preference, I don't like it when DP is a priority motion, but that's not really the problem.
The problem is that it doesn't seem consistent using stick. I can understand 22 happening when I do 323 or 232; It should do that. But I don't think DP should ever be triggered from 323. 226, sure. That makes sense on hitboxes and such as a shortcut. But I don't want DP to come out until I actually press 6 first.
I don't really understand what you mean by inputs being more restrictive though, nor "lenient". Precision is better than leniency.
Nagandrea Dec 23, 2023 @ 7:33am 
Eeh. I think this is mostly just you. Something like 66 gap 236 does often lead into a dp though, because the buffer for the input is too generous. Often noticed in training combos and quickly resetting>forward walk>stop>qcf>get a dp instead again.
breast milk🥛 Dec 23, 2023 @ 7:50am 
Directional inputs work fine for me, what pisses me off is the jumping and dashing. 50% of the time when I try to diagonal jump, it goes straight up instead, and theres a delay in the double tap dash. I don't have this problem in any other game except Granblue
Regolant Dec 23, 2023 @ 7:51am 
Definitely just you.

My inputs are not always clean under pressure situations so I use the easy input when that happens, but other than that. it works fine like ... 99% of the time.
Nauct Dec 23, 2023 @ 8:04am 
Originally posted by IsthisKosher:
Originally posted by Nauct:
Works perfectly to me. I have good habits for inputs, like for 236 I do 41236 to make sure I don't get a DP input. The inputs are more restrictive than SF6 or GGST. You want them to be even more lenient or whats the problem?
In terms of preference, I don't like it when DP is a priority motion, but that's not really the problem.
The problem is that it doesn't seem consistent using stick. I can understand 22 happening when I do 323 or 232; It should do that. But I don't think DP should ever be triggered from 323. 226, sure. That makes sense on hitboxes and such as a shortcut. But I don't want DP to come out until I actually press 6 first.
I don't really understand what you mean by inputs being more restrictive though, nor "lenient". Precision is better than leniency.
SF6 you can spam 123212321 and you'll DP the correct side if you're not sure if it's left/right. So when the gold standard fighting game has the most lenient inputs, by lenient I mean you don't have to be exact at all, it's hard for the smaller games not to follow suit.

I get what you're saying, it should at least require a 6 in there, but games now will give it to you. Strive I can get a 236236 Super with 23623, this game if you dont get that second 6 it will give you DP. So compared to Strive (and SF6 ofc) it requires slightly more accuracy and precision.

For DP you want it to be 623 right, you're not saying you want 6236? In Tekken 7, for example, you'll only get DP input if you end on 3, if you end on 6 it'll give you a 236 move.

Are you getting DP when you just mean to fireball? Just gotta join the half circle fireball gang

FYI I play on hitbox so I'm all about precision and accuracy, but it's the way of the world.
IsthisKosher Dec 24, 2023 @ 10:33pm 
Originally posted by Nauct:
Originally posted by IsthisKosher:
In terms of preference, I don't like it when DP is a priority motion, but that's not really the problem.
The problem is that it doesn't seem consistent using stick. I can understand 22 happening when I do 323 or 232; It should do that. But I don't think DP should ever be triggered from 323. 226, sure. That makes sense on hitboxes and such as a shortcut. But I don't want DP to come out until I actually press 6 first.
I don't really understand what you mean by inputs being more restrictive though, nor "lenient". Precision is better than leniency.
SF6 you can spam 123212321 and you'll DP the correct side if you're not sure if it's left/right. So when the gold standard fighting game has the most lenient inputs, by lenient I mean you don't have to be exact at all, it's hard for the smaller games not to follow suit.

I get what you're saying, it should at least require a 6 in there, but games now will give it to you. Strive I can get a 236236 Super with 23623, this game if you dont get that second 6 it will give you DP. So compared to Strive (and SF6 ofc) it requires slightly more accuracy and precision.

For DP you want it to be 623 right, you're not saying you want 6236? In Tekken 7, for example, you'll only get DP input if you end on 3, if you end on 6 it'll give you a 236 move.

Are you getting DP when you just mean to fireball? Just gotta join the half circle fireball gang

FYI I play on hitbox so I'm all about precision and accuracy, but it's the way of the world.
I'll try doing half circles more often. But most of the time in-match, I'll get fireball instead of DP from what feels like the game not buffering in my original 6 input as I'm waking up and only reading a 23, getting fireball instead.
Spooky7.62 Dec 25, 2023 @ 7:14am 
i have issues with special input from normal buttons in the middle of combos. and depending on what normal combo ive started the timing of each skill from a normal button press changes. skills from the skill button have no issues coming out; which i think is dumb.

so unlike a few people here, no its not just you.
Brian Kasugano Jan 26, 2024 @ 4:22pm 
Same problem is happening to me. Been missing many supers, dps and such for some time.

Today I've hit the training mode and kept doing the dp motion over and over, just to realize the game is skipping diagonal inputs from time to time. Way more often than what I've experienced in any other fighting game

I got either a dp or a dash + atk

That might explain why sometimes I feel my character doesnt run when I try to

I play wired, using a dualsense
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Date Posted: Dec 23, 2023 @ 3:57am
Posts: 9