Skullgirls 2nd Encore

Skullgirls 2nd Encore

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Has anyone played Skullgirls with a 'Hitbox' controller?
I'm considering getting one of these[www.hitboxarcade.com], and was wondering if anyone had any experience using them in Skullgirls.

I've tried setting-up my keyboard movement controls as the following in Street Fighter IV and Skullgirls, to get a rough idea of what it'd be like with a Hitbox controller:

  • A = left
  • S = down/duck
  • D = right
  • Space = up/jump

In Street Fighter IV, performing *any* special, super, or ultra move just worked beautifully. With a small bit of practice, I was able to quickly, easily, and consistently pull-off any type of input I threw at it, no matter how quickly I fired-off those inputs:

  • S,D + P = QCF (eg, Hadoken)
  • D,S,D + P = forward-squiggly motion (eg, Shoryuken)
  • A,D,S,Space + P = 360 (eg, spinning pile-driver)
  • A,S (hold), D, D+Space+KKK = Guile's Ultra 1

So, no problems there. However, when I tried to play Skullgirls with an identical Hitbox-like setup, executing specials didn't work-out so smoothly. It seems that I had to be really careful with how I rolled over the keys.

For example, if I tried to input QCF+P (S,D + P), it wouldn't register the required diagonal and the move would fail - so I had to pay attention to make sure the S key was held down long enough when I went to press the D key. Similar story for the squiggly input.

I'm sure that with practice I could get used to the timing of how to hit the keys/buttons, but the fact is that having to pay attention to that detail introduces both mental overhead, and possible input-timing errors - which'd nullify the entire point of using a Hitbox controller for Skullgirls in the first place. All while this setup (and I'm sure an actual Hitbox controller) worked perfectly in Street Fighter IV, and I could fire-off any input as fast as I could possibly type them.

That's been my personal experience so far with my quasi-Hitbox keyboard setup, at least.

Can anyone who's played Skullgirls with a Hitbox chime-in?

Edit: For what it's worth, I play Skullgirls with a 360 controller (with about 90 hours put in), and am currently evaluating how a Hitbox compares to a more-traditional fight-stick setup. I would prefer to get a Hitbox, but having Skullgirls control poorly with it might be a deal-breaker.
Ultima modifica da Bapabooiee; 15 gen 2014, ore 2:12
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Skullgirls works excellent with Hitboxes, and I would thoroughly recommend using one with it.

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.
Ultima modifica da Florence; 15 gen 2014, ore 1:23
Well, as you say it yourself, Skullgirls actually require you to input all the necessary directions in order to pull off special moves. SF4 allows you to do "sloppy" inputs, which makes it a bit easier to do special moves, but in my opinion it also increases the likelihood of misinputs and also makes you develop a bad habit of doing sloppy inputs rather than the correct motions, which makes it harder for you to transition to other fighting games, like you are now experiencing with Skullgirls.

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.
Messaggio originale di Bapabooiee:
For example, if I tried to input QCF+P (S,D + P), it wouldn't register the required diagonal and the move would fail - so I had to pay attention to make sure the S key was held down long enough when I went to press the D key. Similar story for the squiggly input.

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.
Messaggio originale di DC Krackatoa:
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.
I believe you're right, because I didn't turn on input display in training mode when I tested in SFIV.

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.
Ultima modifica da Bapabooiee; 15 gen 2014, ore 23:21
Hmm, now that I think about it, you are right that SF4 doesn't actually have any input leniency for fireball. I'm fairly sure dragon punch has a more lenient input in SF4 though, and a 360 input in Skullgirls is detected completely differently from SF4 (wouldn't say SF4 is more lenient since in a way the Skullgirls one is actually more lenient). The timing in Skullgirls is definitely stricter.
Messaggio originale di Chrono_Tata:
Hmm, now that I think about it, you are right that SF4 doesn't actually have any input leniency for fireball. I'm fairly sure dragon punch has a more lenient input in SF4 though, and a 360 input in Skullgirls is detected completely differently from SF4 (wouldn't say SF4 is more lenient since in a way the Skullgirls one is actually more lenient). The timing in Skullgirls is definitely stricter.

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.
Ultima modifica da Krackatoa; 16 gen 2014, ore 8:19
My boyfriend has a hard time with Hitbox and this game, but plays fine elsewhere.
Messaggio originale di Calypsx:
My boyfriend has a hard time with Hitbox and this game, but plays fine elsewhere.
Just out of curiosity, what other games does he play?
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Data di pubblicazione: 14 gen 2014, ore 21:11
Messaggi: 8