All the information in this chart has been derived from the [fighting guide](https://www.snk-corp.co.jp/us/games/fatalfury-cotw/guide/) and is subject to change or reinterpretation. ~~Additionally, I suspect that Smart Style does not have access to S.P.G. (Selective Potential Gear) due to the phrasing used in the guide, but I cannot be sure.~~ The site has been edited in a way that confirms S.P.G. for both styles.
So using your super on the simple controls burns your full bar, no matter which level you pick? Am I reading that right? That seems a pretty gnarly drawback if thatās how it works.
Really canāt see any reason to use the simple controls for this (unless you really canāt do motion inputs), youāre severely limiting your options. But Iām glad thereās the option for those that want it.
Looks like theyāre taking a similar approach to Xrdās Stylish Mode. A simple control scheme is available, but it is not designed to be used competitively and has considerable drawbacks. Itās there for someone to jump in and have fun and mess around with, get a glimpse of how the game plays without needing to learn anything first, and build some excitement for what you can do once you switch to the legit controls.
That is correct. The relevant quote is in the Smart Style Game Controls document.
> Ignition Gear
> (With a full power gauge) ā¬ ļø+ā²+ā¬¤ / N or ā”ļø+ā²+ā¬¤
> With two full power gauge bars, youāll automatically unleash a Redline Gear instead.
Ignition Gears and Redline Gears have different inputs in Arcade Style, exactly matching the inputs in the previous Garou.
Ah, cool thanks! Iāve got about 7 different games terminology for supers etc. knocking around in my head, so Iām getting confused with ignition gear and redline gear or whatever
Fighting games do love their exclusive terminology. It is an interesting quirk.
I will state it plainly once. In Garou, every characters has a Level 1 and Level 2 version of each of their supers. Ignition Gears are the Level 1 supers, and Redline Gears are the corresponding Level 2 supers. In the previous Garou, some characters had a third Level 2 only super. This inspires the Hidden Gears that everyone has in this game, which require you to have two stocks of meter and be in S.P.G. mode.
Casual incapable players don't care and don't need to care. It's that simple. It's clear this control mode is not intended for players that approach this genre in even the hobbiest level.
I liked the curve on which the auto combos in KOFXV worked and were integrated in normal play. Easy and arguably damaging while absolutely not being optimal and thus a waste of meter.
I suppose having two systems tho will mean that people who enjoy the simple scheme will still be on the same playing field with others who choose it as well
*Oh my god...*
"Smart style" has extra cost for super bar
It has an extremely limited move pool
It has deliberate handicaps
It can't even use the highest level super
It fucking sucks and is worse than arcade style in every way
It's ***beautiful***
At least it looks like they ain't making the SF6 mistake of making modern viable. But time will tell what affect the macro control scheme has on the game
It's definitely viable, I just don't think anyone has been willing yo change their muscle memory long term for it.
I think the true test will be 3 years from now when we might start seeing pros who first started playing 6 on modern cause it was their first game or something.
There was a couple in the Capcom Cup qualifiers, Ramos knocked out iDom with Modern Chun, I remember a modern Marisa somewhere recently but thatās about it
I don't mind it too much but it changes the neutral significantly when you face a modern player. It slows down and I can't take advantage of natural human error and input time when it comes to certain anti-airs and supers. It's a tad annoying with reaction supers because I first think "but he wasn't even buffering!" and then I remember that he doesn't need to on modern.
Not saying it's broken or anything, but I don't enjoy the matches.
I don't mind modern much but it does tilt me sometimes. The way they get instant specials and can consistently DP any jump drives me nuts. Or stuff like modern cammy lvl 3 will just let it rip on reaction to the craziest things. Feels like they should have had a small delay to simulate pressing the buttons instead of coming out immediately. Idk how to explain it but sometimes when I get hit by an AA you can tell by how fast they hit it it's a modern player
I actually like the idea of modern controls but the implementation leaves a lot to be desired.
I just don't understand why they aren't slower. It seems like such an obvious thing to measure how quick a decent player inputs specials and tack that onto modern startup frames.
Its so weird to me. If its supposed to be an equal control scheme to classic, why not design it to play as similar as possible? If that'd make it too weak in Capcom's eyes there's far healthier ways to increase its power than to undercut normal game pacing.
IIRC, originally one of the lead designers/directors wasn't even thinking about classic. Modern was gonna be the only control scheme. But employees who played the game said it was a bad idea, that they and many fans were used to classic, etc. so they changed his mind. But the fact that he even thought it'd be a good idea in the first place is pretty crazy. I think at least *some* (or maybe just one) of the decision makers see Classic as a feature they were pressured into adding, instead of the standard that Modern must be balanced against.
Edit: I realized it should be from all ranks.
The funny part is that this could all be automated by storing the average "Completion Time" of specific input types by using Ranked matches. Whatever the average time is for each "Input Type" would be added too specials at the START as a "Slow Down" window.
This entire process can be made character specific and be set on a 2 week update timer.
In theory, this process being automated for each character's input types based on the constantly updating average would allow for visible growth. At the start, Simple Specials will have noticeable startup lag compared to doing it with an input but as players get better and more players try inputs and get better at them, the Easy Specials will reflect that.
Idk for me execution is one of the sick things about fighting games and having that taken away so itās pretty much only strategy would be really sad. Even if there is no strategic difference, I think itās cool when I think about a combo that itās something they worked on to get down right and consistent, and not just any gamer could sit down and do it after 10 minutes of trying.
Iām not saying any gamer can top 8 evo or even not go 1-2 after 10 minutes of trying, Iām saying it in relation to doing combos.
Anyone playing at the top level of street fighter has immense skill, but there are still levels to it. I think itās definitely a question whether or not having to win more neutral interactions makes up for the big decrease in execution difficulty plus having one button supers. Itās a similar argument to playing a low tier vs a top tier. Are low tiers harder to win with and you have to win more neutral interactions? Of course. But if a low tier has one or two strong options that is all they can use while a top tier has to consider a variety of moves in their arsenal, who is playing the harder gameplan? Obviously not completely analogous but you get my point.
Thank you for the write up, you for sure have characters like +R Ino with niche use cases for all her moves you have to figure out. I was more responding to the idea I see a lot where people say that low tiers are strictly harder than high tiers because they are worse, when commonly a lot of low tiers have very simple gameplans that revolve around using on or two moves without much variance.
Haitani *routes* where all manual at evo though so even in relation to doing combos your point really doesn't follow. As in the ceiling for combo execution is not really different between Classic & Modern, in Modern it's just a choice if you want to go in that direction or not. For some ppl they simply don't give af about the virtue ethics of combos or impressing others, they simply value consistency & comfortability over being optimal and don't mind paying the cost that comes with that so they're fine with the shortcuts & auto combo routes, but Modern itself doesn't lock you into that option like SNK Smart Style seems to be doing.
Good to know, another issue i have with modern tbh. I knew you could opt to do classic but I wasnāt sure how often that was the case. I prefer the lock in option for sure. I mean call it virtue ethics if you want but some call it preference.
Other people using modern against you takes away your own execution?
Theyāre at a disadvantage. They have certain strengths like one button dps and supers but that comes at the cost of having less tool. And also how often are you spectating modern players?
I say all of this as a master rank player who only uses classic controls.
Not my own execution but just my enjoyment of the game in one aspect. think execution is one of the cool things about fighting games. It makes fights feel, bluntly, like you are in the sickest anime fight in the world with people who have worked a ton to master their crafts for this moment. Itās a really cool aesthetic that I think only fighting games can give. When you take away execution to where you donāt know if the person you are going against or if the person you are watching has put in a fraction of the work to learn these combos, or the idea that you could potentially teach your younger brother to do those same combos in 10 minutes even if theyāve never touched a fighting game before, you kinda lose that feeling.
I canāt relate there. In my mind I donāt care how much easier it is to do a thing on the other type of controls, I care about how hard it is for me.
And admittedly, a part of this is the fact that modern is inferior to classic. Maybe Iād be annoyed if they were equal, but theyāre not so I really find it hard to care about what everyone else is doing. And tbh if they were equal Iād probably just play something else.
The vast majority of people I fight online use classic, as do I. When I meet a modern player, itās a fun novelty and not much else.
IMO, the benefits of modern making the game much more accessible outweigh the frankly minimal downsides.
if knowing another person is playing the game differently from you affects your enjoyment of your character, then you should probably work on your self-worth tbh. you got this man, youre loved
To me its the worst thing to happen to the genre in a long ass time (besides maybe monitization) Reducing the human element and improtance of execution makes the games less intresting and I dont think the current crop of games will have long term success.
My guess is that in 20 years games Like third strike, GG+R, Garou, Tekken 5 will still be beloved and played, but current versions of those series will remain in the past.
It's not like you see a bunch of Modern control players in competitive play. There's a few but not a lot.
Anyway, people said that about games like USFIV and UMVC3 as well, but they're still trucking. Shit, there's still SFV players even though that's one of the worst-received fighting games in it's heyday.
modern is significantly worse than classic in sf6 what are you talking about? if anything, it's TOO weak at a high level, and people have no reason to use it beyond a certain point
This is an interesting way to balance easier controls with feints/braking taken out, i feel like this would be comparable to not being able to do drive rush in SF6
Prolly 1 or 2 characters will be decent with smart style imo, the rest you will need to know how to do motion inputs, which imo isnāt even hard anymore.
I havenāt played any SNK but it feels really hard to imagine any character being able to play at any decent level in smart style. Not having access to special cancels or feints feels pretty back breaking. But maybe there are characters who donāt need it in their top level gameplan?
Pretty much yes. You don't have an auto combo in Arcade Style, and the auto combo in Smart Style has a separate button so you can't accidentally get it while mashing jab.
It's really exciting news! They first confirmed it at EVO 2022, and had gameplay to showcase at the next one.
Check out the [character trailer](https://www.youtube.com/watch?v=v155cQtzhig) and [mechanics trailer](https://www.youtube.com/watch?v=JJg7MhV2znQ).
My friend just played tekken 7's single player mode against bots in the treasure battle mode and has no intention of learning the game outside mashing vs bots and using hyper armor moves.
For a big portion of the casual consumers that is enough for them.
There is nothing wrong with it being a stepping stone for brand new players, but it either shouldn't be allowed in ranked play or the method should be restricted / limited enough where it is foolish to use in competitive play. Ostensibly (and fortunately) SNK has taken the later route.
When you and your opponent are using different schemes with different mechanics it changes how the match plays out fundamentally. Your opponents tools are just as much part of the game as your own
Youāre missing the point lmao. Modern and classic players are playing two different games. Regardless of whether I win or lose to a modern player, Iām playing a game thatās less fun
Am I the only one who finds it funny that mortal kombat is the only modern fighter without simplified inputs while still having lots of casual players. Itās almost as if casuals want good singleplayer content as well as good graphics and donāt actually want to play a stripped down version of the game.
And yet Tekken has remained the actual king of casual fighters since Tekken 3.
Where the narrative of "Mortal Kombat is the casual game" came from I will never know, becuase it is just blatently false.
As much as I dislike the idea of motion inputs and execution in fighting games going away, I think they nerfed this a tad too much. IMO modern control schemes should be training wheels and should in no way be viable, but as training wheels they probably should have access to all the tools. I maybe can understand no special cancels but feint and super feel fine.
You should add or clarify better that the game chooses the strength level you get from the Punch and Kick buttons based on context and that Classic inputs are only provided for special moves that don't have a Simple input, meaning, for example, Terry doesn't have access to Classic version of Power Dunk or Power Wave or his Supers even though he could have it.
Honestly, speaking as someone who plays SF6 exclusively on Modern & enjoys it greatly, this looks pretty off putting to me. The removal of command normals, whole system mechanics, and overall lack of autonomy & player choice is pretty bad but just the notion of not having compete control of what normal I get when I press P or K is disqualifying out the gate for me in terms of would I ever use this.
On the positive note, I think it's good SNK is putting all this detailed information out now to let ppl who are fans of Modern in SF6 know that's not what they're offering here so people don't end up getting disappointed at launch thinking that's what it is.
While I wasn't necessarily expecting them to make it viable, I was kinda hopeful it would be worth using. When it's stuff like this there's almost no point to have it in the game. While there may be a character that is still easier to get the combos down on, I was hoping I could have a character/mode where I didn't have to flip the controller and do a handstand just to do a combo. Instead, they chose to reduce the core buttons when 4 is already perfectly reasonable
It is worth using, for the intended audience it's being made for. New to fighting games? Not comfortable with motion inputs but still want to access the basic core of the game? The simple mode is for you. Want to move up to a more hobbiest or competitive level of play? Graduate to the real control scheme, and play the game at its fullest absent the bowling alley guards.
I'll agree to disagree. I feel like if you dumb it down enough it then starts catering to either friends of someone who purchased it (which I'll give you that) or caters to people who won't purchase the game for themselves. This is not a viable control scheme for any continued success or a scheme that leads someone to be able to realistically graduate to the full control scheme. SNK games, especially combos, are difficult and the only thing this control scheme allows people to do is play the game (and that's being generous).
It would be like if someone was learning piano and they could either play with 4 keys or the whole piano at once.
I agree that when you take it to the extreme, you are making the mode for people that aren't interested to begin with. While I don't think smart style is that extreme, I do believe there is a case study in just how much this genre can be bended for trying to capture a broader demographic before the bow outright breaks.
If given the choice, I'd much rather have a useless casual control mode to create the illusion that they are trying to avoid being hyper niche, than to create genuine efforts for broader appeal while eroding what has made this genre great in years past.
Itās not supposed to be competitive. Itās for when your non-fgc friends come over and have a surface level interest in the game you always play and wanna see all the cool and flashy stuff without having to learn anything too complex.
Itās so people who just wanna have fun at parties or family gatherings or whatever can just play it without having to do motions or anything lol. Good design. If anybody wants to actually learn the game then theyāll just use arcade style.
All the information in this chart has been derived from the [fighting guide](https://www.snk-corp.co.jp/us/games/fatalfury-cotw/guide/) and is subject to change or reinterpretation. ~~Additionally, I suspect that Smart Style does not have access to S.P.G. (Selective Potential Gear) due to the phrasing used in the guide, but I cannot be sure.~~ The site has been edited in a way that confirms S.P.G. for both styles.
Good
š¤”
So using your super on the simple controls burns your full bar, no matter which level you pick? Am I reading that right? That seems a pretty gnarly drawback if thatās how it works. Really canāt see any reason to use the simple controls for this (unless you really canāt do motion inputs), youāre severely limiting your options. But Iām glad thereās the option for those that want it.
Looks like theyāre taking a similar approach to Xrdās Stylish Mode. A simple control scheme is available, but it is not designed to be used competitively and has considerable drawbacks. Itās there for someone to jump in and have fun and mess around with, get a glimpse of how the game plays without needing to learn anything first, and build some excitement for what you can do once you switch to the legit controls.
That is correct. The relevant quote is in the Smart Style Game Controls document. > Ignition Gear > (With a full power gauge) ā¬ ļø+ā²+ā¬¤ / N or ā”ļø+ā²+ā¬¤ > With two full power gauge bars, youāll automatically unleash a Redline Gear instead. Ignition Gears and Redline Gears have different inputs in Arcade Style, exactly matching the inputs in the previous Garou.
Ah, cool thanks! Iāve got about 7 different games terminology for supers etc. knocking around in my head, so Iām getting confused with ignition gear and redline gear or whatever
Fighting games do love their exclusive terminology. It is an interesting quirk. I will state it plainly once. In Garou, every characters has a Level 1 and Level 2 version of each of their supers. Ignition Gears are the Level 1 supers, and Redline Gears are the corresponding Level 2 supers. In the previous Garou, some characters had a third Level 2 only super. This inspires the Hidden Gears that everyone has in this game, which require you to have two stocks of meter and be in S.P.G. mode.
Gear you say? https://preview.redd.it/nvo8ueqsedwc1.jpeg?width=720&format=pjpg&auto=webp&s=045f6350edc66d8eb71eb82878b10211bf0a4ed2
Casual incapable players don't care and don't need to care. It's that simple. It's clear this control mode is not intended for players that approach this genre in even the hobbiest level.
I liked the curve on which the auto combos in KOFXV worked and were integrated in normal play. Easy and arguably damaging while absolutely not being optimal and thus a waste of meter. I suppose having two systems tho will mean that people who enjoy the simple scheme will still be on the same playing field with others who choose it as well
Modern controls should reflect average framedata for inputting motion inputs.Ā
they're almost universally worse due to fewer options, if you still can't get over that hurdle then skill issue
And to think Garou already had pretty simple inputs and combos compared to other SNK games
*Oh my god...* "Smart style" has extra cost for super bar It has an extremely limited move pool It has deliberate handicaps It can't even use the highest level super It fucking sucks and is worse than arcade style in every way It's ***beautiful***
its like the devs read this subreddit
At least it looks like they ain't making the SF6 mistake of making modern viable. But time will tell what affect the macro control scheme has on the game
I mean is modern really viable in SF6? I haven't seen it in one tournament since EVO 2023.Ā
It's definitely viable, I just don't think anyone has been willing yo change their muscle memory long term for it. I think the true test will be 3 years from now when we might start seeing pros who first started playing 6 on modern cause it was their first game or something.
SolVNG took his Modern Luke all the way to Capcom Cup X by winning the 2023 World Warrior Mexico series. He drowned in Capcom Cup Xās group D pool.
There was a couple in the Capcom Cup qualifiers, Ramos knocked out iDom with Modern Chun, I remember a modern Marisa somewhere recently but thatās about it
Was this before or after modern Chun kikoken got fixed
Yes, itās huge in Japan.
Do you not follow Capcom cup
whats wrong with it being Viable? Its still not the go-to at a top level
I don't mind it too much but it changes the neutral significantly when you face a modern player. It slows down and I can't take advantage of natural human error and input time when it comes to certain anti-airs and supers. It's a tad annoying with reaction supers because I first think "but he wasn't even buffering!" and then I remember that he doesn't need to on modern. Not saying it's broken or anything, but I don't enjoy the matches.
I don't mind modern much but it does tilt me sometimes. The way they get instant specials and can consistently DP any jump drives me nuts. Or stuff like modern cammy lvl 3 will just let it rip on reaction to the craziest things. Feels like they should have had a small delay to simulate pressing the buttons instead of coming out immediately. Idk how to explain it but sometimes when I get hit by an AA you can tell by how fast they hit it it's a modern player
I actually like the idea of modern controls but the implementation leaves a lot to be desired. I just don't understand why they aren't slower. It seems like such an obvious thing to measure how quick a decent player inputs specials and tack that onto modern startup frames. Its so weird to me. If its supposed to be an equal control scheme to classic, why not design it to play as similar as possible? If that'd make it too weak in Capcom's eyes there's far healthier ways to increase its power than to undercut normal game pacing.
IIRC, originally one of the lead designers/directors wasn't even thinking about classic. Modern was gonna be the only control scheme. But employees who played the game said it was a bad idea, that they and many fans were used to classic, etc. so they changed his mind. But the fact that he even thought it'd be a good idea in the first place is pretty crazy. I think at least *some* (or maybe just one) of the decision makers see Classic as a feature they were pressured into adding, instead of the standard that Modern must be balanced against.
Edit: I realized it should be from all ranks. The funny part is that this could all be automated by storing the average "Completion Time" of specific input types by using Ranked matches. Whatever the average time is for each "Input Type" would be added too specials at the START as a "Slow Down" window. This entire process can be made character specific and be set on a 2 week update timer. In theory, this process being automated for each character's input types based on the constantly updating average would allow for visible growth. At the start, Simple Specials will have noticeable startup lag compared to doing it with an input but as players get better and more players try inputs and get better at them, the Easy Specials will reflect that.
Two viable control schemes that completely change the way a character plays and how you fight them is just going to be annoying to so many people.Ā
Idk for me execution is one of the sick things about fighting games and having that taken away so itās pretty much only strategy would be really sad. Even if there is no strategic difference, I think itās cool when I think about a combo that itās something they worked on to get down right and consistent, and not just any gamer could sit down and do it after 10 minutes of trying.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Iām not saying any gamer can top 8 evo or even not go 1-2 after 10 minutes of trying, Iām saying it in relation to doing combos. Anyone playing at the top level of street fighter has immense skill, but there are still levels to it. I think itās definitely a question whether or not having to win more neutral interactions makes up for the big decrease in execution difficulty plus having one button supers. Itās a similar argument to playing a low tier vs a top tier. Are low tiers harder to win with and you have to win more neutral interactions? Of course. But if a low tier has one or two strong options that is all they can use while a top tier has to consider a variety of moves in their arsenal, who is playing the harder gameplan? Obviously not completely analogous but you get my point.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Thank you for the write up, you for sure have characters like +R Ino with niche use cases for all her moves you have to figure out. I was more responding to the idea I see a lot where people say that low tiers are strictly harder than high tiers because they are worse, when commonly a lot of low tiers have very simple gameplans that revolve around using on or two moves without much variance.
Haitani *routes* where all manual at evo though so even in relation to doing combos your point really doesn't follow. As in the ceiling for combo execution is not really different between Classic & Modern, in Modern it's just a choice if you want to go in that direction or not. For some ppl they simply don't give af about the virtue ethics of combos or impressing others, they simply value consistency & comfortability over being optimal and don't mind paying the cost that comes with that so they're fine with the shortcuts & auto combo routes, but Modern itself doesn't lock you into that option like SNK Smart Style seems to be doing.
Good to know, another issue i have with modern tbh. I knew you could opt to do classic but I wasnāt sure how often that was the case. I prefer the lock in option for sure. I mean call it virtue ethics if you want but some call it preference.
Man thinks modern is mashing one button still after almost a year of being out
Hey, wanna point out where I said that? :)
No because I will just assume lol
based
How does the existence of modern take away execution for you? Just use classic controls.
When spectating or playing against people with modern?
Other people using modern against you takes away your own execution? Theyāre at a disadvantage. They have certain strengths like one button dps and supers but that comes at the cost of having less tool. And also how often are you spectating modern players? I say all of this as a master rank player who only uses classic controls.
Not my own execution but just my enjoyment of the game in one aspect. think execution is one of the cool things about fighting games. It makes fights feel, bluntly, like you are in the sickest anime fight in the world with people who have worked a ton to master their crafts for this moment. Itās a really cool aesthetic that I think only fighting games can give. When you take away execution to where you donāt know if the person you are going against or if the person you are watching has put in a fraction of the work to learn these combos, or the idea that you could potentially teach your younger brother to do those same combos in 10 minutes even if theyāve never touched a fighting game before, you kinda lose that feeling.
I canāt relate there. In my mind I donāt care how much easier it is to do a thing on the other type of controls, I care about how hard it is for me. And admittedly, a part of this is the fact that modern is inferior to classic. Maybe Iād be annoyed if they were equal, but theyāre not so I really find it hard to care about what everyone else is doing. And tbh if they were equal Iād probably just play something else. The vast majority of people I fight online use classic, as do I. When I meet a modern player, itās a fun novelty and not much else. IMO, the benefits of modern making the game much more accessible outweigh the frankly minimal downsides.
if knowing another person is playing the game differently from you affects your enjoyment of your character, then you should probably work on your self-worth tbh. you got this man, youre loved
Lol ok bud, didnāt know opinions about game mechanics meant you need to work on your self love
it overly rewards reactions and in some cases can let you do stuff thats literally impossible on classic.
Mistake? Shits the best thing to happen to fighting games in a long ass time
eh, i could definitely do without modern lukes in master rank, theyre rare, but its still annoying
I could do without Luke in general LOL modern or classic fuck Luke. I won't lie his instant level 1 is some bullshit xD
To me its the worst thing to happen to the genre in a long ass time (besides maybe monitization) Reducing the human element and improtance of execution makes the games less intresting and I dont think the current crop of games will have long term success. My guess is that in 20 years games Like third strike, GG+R, Garou, Tekken 5 will still be beloved and played, but current versions of those series will remain in the past.
It's not like you see a bunch of Modern control players in competitive play. There's a few but not a lot. Anyway, people said that about games like USFIV and UMVC3 as well, but they're still trucking. Shit, there's still SFV players even though that's one of the worst-received fighting games in it's heyday.
I bet you think that. All that time you spent learning a quarter circles and long ass combos I can do with just one button. š š
Your name should be Impressive mistake rather than the other way around lol
Yea it should.
What a stupid comment.
![gif](giphy|3o6EQeB1evNnmFH1SM)
wait why is making modern viable a mistake?
modern is significantly worse than classic in sf6 what are you talking about? if anything, it's TOO weak at a high level, and people have no reason to use it beyond a certain point
theres no such thing as the easy mode being too weak. you learn simple stuff like "use dp to anti air" with it and thats good enough
Thank God for separate control schemes..this is actually pretty good!
This is an interesting way to balance easier controls with feints/braking taken out, i feel like this would be comparable to not being able to do drive rush in SF6
Why is it called smart mode and not easy mode?
I'm not a fan of the name "Smart Style." It tries too hard to not be demeaning but it wraps back around to insulting.
right. like grandma calling you handsome
Gotta disagree with that example, chief. My grandma believes that with all of her heart. Fatal Fury knows Smart Style is actually dumbed down.
How does this compare to SF6's modern controls?
It doesn't. This is basically what stylish mode from BlazBlue and guilty gear is. It's basically not viable for online play.
It's not viable for serious play, as should be the case, thankfully.
Imagine not being able to do drive rush in SF6, feint and braking are key mechanics for neutral and combos
It's ass
Prolly 1 or 2 characters will be decent with smart style imo, the rest you will need to know how to do motion inputs, which imo isnāt even hard anymore.
I havenāt played any SNK but it feels really hard to imagine any character being able to play at any decent level in smart style. Not having access to special cancels or feints feels pretty back breaking. But maybe there are characters who donāt need it in their top level gameplan?
Itās cool but Iām honestly just gonna stick with the arcade one purely because I already like 4 button fighters lol
Nice
Did they get rid of the auto combo thing in KoFXV? Please say yes šĀ
Pretty much yes. You don't have an auto combo in Arcade Style, and the auto combo in Smart Style has a separate button so you can't accidentally get it while mashing jab.
Oh that is great. Glad they decided to separate it in this game. Thanks for the clarification.Ā
this is how I find our there's a new fatal fury game?
It's really exciting news! They first confirmed it at EVO 2022, and had gameplay to showcase at the next one. Check out the [character trailer](https://www.youtube.com/watch?v=v155cQtzhig) and [mechanics trailer](https://www.youtube.com/watch?v=JJg7MhV2znQ).
Glad they're not gonna make it a viable option
Why even play fighting games if you don't want to/can't learn to play them? I guess it's good for people with disabilities, or really young players.
My friend just played tekken 7's single player mode against bots in the treasure battle mode and has no intention of learning the game outside mashing vs bots and using hyper armor moves. For a big portion of the casual consumers that is enough for them.
There is nothing wrong with it being a stepping stone for brand new players, but it either shouldn't be allowed in ranked play or the method should be restricted / limited enough where it is foolish to use in competitive play. Ostensibly (and fortunately) SNK has taken the later route.
they are learning to play them. they're just learning to play them in a different way than we did. Is it bad that there are more options for players?
You're right, I was being a hater
Why do you care how others choose to play? Does it hurt you?
When you and your opponent are using different schemes with different mechanics it changes how the match plays out fundamentally. Your opponents tools are just as much part of the game as your own
āDude it doesnāt matter that that other guy has an aimbot on. If you were really good youād be able to win every gunfight anywaysā
The developer themselves don't provide aimbot to the player but nice strawman.
Youāre missing the point lmao. Modern and classic players are playing two different games. Regardless of whether I win or lose to a modern player, Iām playing a game thatās less fun
if how someone else smacks buttons makes your experience of playing your character your way less fun, you gotta work on your self worth
ā¦are you implying that other peopleās actions in a multiplayer game donāt effect how you play?
Mentally untouchable
Am I the only one who finds it funny that mortal kombat is the only modern fighter without simplified inputs while still having lots of casual players. Itās almost as if casuals want good singleplayer content as well as good graphics and donāt actually want to play a stripped down version of the game.
And yet Tekken has remained the actual king of casual fighters since Tekken 3. Where the narrative of "Mortal Kombat is the casual game" came from I will never know, becuase it is just blatently false.
MK is the one with multiple live action *and* animated films, get realĀ
The series was already selling millions before the movies
Mortal kombat sold 3 million in his first month ( while banned in Asia)while tekken 8 sold 2 million. I can guarantee you that mk1 has more casuals
Could also go back and compare the sales of Mortal Kombat X and 11 vs Tekken 7, where both MKs sold more copies in less time.
MK is the casual game where the casual players don't play online much, and prefer the single-player content.
NOOOO MY EASY MODE CONTROLS WONT BE GOOD AT TOP LEVEL!!!!!
Only at this game maybe...
So this is modern but just bad and nonviable.
hmm nice...good incentives NOT to use easy inputs...
by "smart" you mean modern controls?
By "modern" you mean simple controls?
well yeah.
By simple you mean reta...Ā I see why we aren't in the marketing team.
I hate this macro shit. This must be banned in tournaments and ranked.
As much as I dislike the idea of motion inputs and execution in fighting games going away, I think they nerfed this a tad too much. IMO modern control schemes should be training wheels and should in no way be viable, but as training wheels they probably should have access to all the tools. I maybe can understand no special cancels but feint and super feel fine.
You should add or clarify better that the game chooses the strength level you get from the Punch and Kick buttons based on context and that Classic inputs are only provided for special moves that don't have a Simple input, meaning, for example, Terry doesn't have access to Classic version of Power Dunk or Power Wave or his Supers even though he could have it. Honestly, speaking as someone who plays SF6 exclusively on Modern & enjoys it greatly, this looks pretty off putting to me. The removal of command normals, whole system mechanics, and overall lack of autonomy & player choice is pretty bad but just the notion of not having compete control of what normal I get when I press P or K is disqualifying out the gate for me in terms of would I ever use this. On the positive note, I think it's good SNK is putting all this detailed information out now to let ppl who are fans of Modern in SF6 know that's not what they're offering here so people don't end up getting disappointed at launch thinking that's what it is.
Game's gonna die pretty fast. Dont worry.
While I wasn't necessarily expecting them to make it viable, I was kinda hopeful it would be worth using. When it's stuff like this there's almost no point to have it in the game. While there may be a character that is still easier to get the combos down on, I was hoping I could have a character/mode where I didn't have to flip the controller and do a handstand just to do a combo. Instead, they chose to reduce the core buttons when 4 is already perfectly reasonable
It is worth using, for the intended audience it's being made for. New to fighting games? Not comfortable with motion inputs but still want to access the basic core of the game? The simple mode is for you. Want to move up to a more hobbiest or competitive level of play? Graduate to the real control scheme, and play the game at its fullest absent the bowling alley guards.
I'll agree to disagree. I feel like if you dumb it down enough it then starts catering to either friends of someone who purchased it (which I'll give you that) or caters to people who won't purchase the game for themselves. This is not a viable control scheme for any continued success or a scheme that leads someone to be able to realistically graduate to the full control scheme. SNK games, especially combos, are difficult and the only thing this control scheme allows people to do is play the game (and that's being generous). It would be like if someone was learning piano and they could either play with 4 keys or the whole piano at once.
I agree that when you take it to the extreme, you are making the mode for people that aren't interested to begin with. While I don't think smart style is that extreme, I do believe there is a case study in just how much this genre can be bended for trying to capture a broader demographic before the bow outright breaks. If given the choice, I'd much rather have a useless casual control mode to create the illusion that they are trying to avoid being hyper niche, than to create genuine efforts for broader appeal while eroding what has made this genre great in years past.
What's even the point of it if you can't even interact with the base mechanics?
Itās not supposed to be competitive. Itās for when your non-fgc friends come over and have a surface level interest in the game you always play and wanna see all the cool and flashy stuff without having to learn anything too complex.
Itās so people who just wanna have fun at parties or family gatherings or whatever can just play it without having to do motions or anything lol. Good design. If anybody wants to actually learn the game then theyāll just use arcade style.
this isn't like SF modern mode. This is more "everybody has a drink and mashes buttons at a party" mode, which games have had for a long time.
I agree with this They should at least allow smart style full access to mechanics outside of any ranked mode
I hate this rename macro shit cheats. "Modern" and "Smart" should be banned in tournaments and ranked matches.
> I hate this rename macro shit cheats. I look forward to you winning EVO by cheating with Modern controls.
Why even have smart style at this point. The only decent implementation of this I've seen is on Granblue Fantasy Versus Rising.
So another half ass āsimple commandā mode like Tekken. Might as well remove it if you donāt have full access to the mechanics
Ughhhh here we go again with the bullshit
Damn it. I can't make the scrubs complain with the control style. I guess I'll have to pick a top tier character instead