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Skullgirls has very little in the way of inputs that are difficult to perform with buttons/keys over a stick. No half-circles, no pretzels, and there's only one 360.
I actually have a Hitbox and put quite a bit of work into it. I'd say it's personally easier to do any inputs on it than a stick, since I actually started playing fighting games on a keyboard, with the possible exception of the 360 motion. (You have to be more precise with your 360, while on a stick you can just churn) I moved back to my stick though because I don't like the size the attack buttons. If they made Hitboxes with regular sized attack buttons it would be perfect for me.
I'm fairly certain SG handles inputs identically to SFIV, save for the buffers involved in special moves. In SFIV, the same motion you tried to do would result in 26, instead of the required 236. You can't do Hadouken in SFIV with 26.
However, it seems that with the way SFIV handles input (testing just now), when I try to do a QCF+P by hitting 26 as quickly as I can, the diagonal is registered. So I am actually still holding the 2 when I go for the 6, thus completing the 236 motion.
Looks like Skullgirls is just a bit finicky with the timing, because trying to do QCF+P at the same speed I just attempted in SFIV results in only registering 26.
Edit: Though that's not say that I think that's a fault of Skullgirls. Maybe it's designed to minimize accidental inputs, which would reaffirm what Chrono said about Street Fighter (possibly) being somewhat sloppy in that regard.
27 ways to input DP in SFIV.
One way to input DP in SG.
SG is less lenient on special buffer timing. The window is shorter for inputs. This goes for 360s as well, which have a MUCH shorter and stricter buffer window (It's also difficult to trigger Captain Mok's 360 jump protection on a keyboard)
I've been playing on a Hitbox since they were wooden prototypes. They're a wonderful option for keyboard players because they're far more ergonomic. Your hands and wrists will thank you.