Follow TV Tropes

Following

History Main / SomeDexterityRequired

Go To

OR

Is there an issue? Send a MessageReason:
None


** Adding to this is the modern method of performing his Deadly Rave DM. Especially when it can only be used once per round in ''VideoGame/SNKVsCapcomSVCChaos''. The input needed to pull off the move in that game is the following: Roll the stick from forward to downward to back, bring it forward and hit buttons B, C, and D at the same time, wait for Geese to start performing the move, then timing each of the following button presses just as Geese does each attack in the sequence: A, A, B, B, C, C, D, D, and then roll the stick from down to backward and hit C and D at the same time to get a big blast of energy. And no, you can't just mash the "A, A, B, B..." part, because performing it too slowly ''or'' too quickly will ruin the move. Oh, and if you screw up at any point after the first B + C + D attack (assuming you don't get attacked or fail to pull off the move in the first place), the move does extremely little damage. Even if you only fail the "QCB + C + D" part at the end. And in the case of ''SVC Chaos'', if you begin executing this move and fail it, even if it's because your opponent attacked you and ended the move prematurely, you ''don't get to use it for the rest of the round.'' At least other ''King of Fighters'' and ''Fatal Fury'' games are nice enough to let you use the move infinitely while a certain meter lasts, or at least grant you the ability to refill said meter. Some even have an easier variation of the move. It's still hard even without requiring a QCB + simultaneous button press at the end, though. If there's anything worthwhile about the move, however, it's that it does extremely high damage if pulled off correctly. Then again, a good number of other characters have moves of roughly equivalent power while not requiring such insane input. Or at least a better damage-to-move-difficulty ratio. This wasn't a problem in it first appearance in ''VideoGame/ArtOfFighting 2'' or ''KOF '98 Ultimate Match'', where it's an automatic Ranbu-type DM.

to:

** Adding to this is the modern method of performing his Deadly Rave DM. Especially when it can only be used once per round in ''VideoGame/SNKVsCapcomSVCChaos''. The input needed to pull off the move in that game is the following: Roll the stick from forward to downward to back, bring it forward and hit buttons B, C, and D at the same time, wait for Geese to start performing the move, then timing each of the following button presses just as Geese does each attack in the sequence: A, A, B, B, C, C, D, D, and then roll the stick from down to backward and hit C and D at the same time to get a big blast of energy. And no, you can't just mash the "A, A, B, B..." part, because performing it too slowly ''or'' too quickly will ruin the move. Oh, and if you screw up at any point after the first B + C + D attack (assuming you don't get attacked or fail to pull off the move in the first place), the move does extremely little damage. Even if you only fail the "QCB + C + D" part at the end. And in the case of ''SVC Chaos'', if you begin executing this move and fail it, even if it's because your opponent attacked you and ended the move prematurely, you ''don't get to use it for the rest of the round.'' At least other ''King of Fighters'' and ''Fatal Fury'' games are nice enough to let you use the move infinitely while a certain meter lasts, or at least grant you the ability to refill said meter. Some even have an easier variation of the move. It's still hard even without requiring a QCB + simultaneous button press at the end, though. If there's anything worthwhile about the move, however, it's that it does extremely high damage if pulled off correctly. Then again, a good number of other characters have moves of roughly equivalent power while not requiring such insane input. Or at least a better damage-to-move-difficulty ratio. This wasn't a problem in it its first appearance in ''VideoGame/ArtOfFighting 2'' or ''KOF '98 Ultimate Match'', where it's an automatic Ranbu-type DM.
Is there an issue? Send a MessageReason:
None


** The "Quit match" command throughout the series requires holding down four separate buttons on all ends of the controller simultaneously, with the exact combination depending upon the controller model. In ''Brawl'' when you're using the Wii Remote + Nunchuck controls - pause and hit Z, B, 1, and plus at the same time. This generally requires either the participation of your pinkie and ring finger or the use of the Nunchuck hand to push buttons on the Wiimote, and it's rather uncomfortable to accomplish. It was likely designed this way to make it practically impossible to quit a match by accident.

to:

** The "Quit match" command throughout the series requires holding down four separate buttons on all ends of the controller simultaneously, with the exact combination depending upon the controller model. In ''Brawl'' when you're using the Wii Remote + Nunchuck controls - pause and hit Z, B, 1, and plus at the same time. This generally requires either the participation of your pinkie and ring finger or the use of the Nunchuck hand to push buttons on the Wiimote, Wii Remote, and it's rather uncomfortable to accomplish. It was likely designed this way to make it practically impossible to quit a match by accident.



* ''VideoGame/CursedMountain'' for the UsefulNotes/{{Wii}} requires you to perform Mudras by waving the Wii Remote, otherwise the angry ghosts will regenerate health instead of being banished. In theory, these are simple slashes performed in sequence, but while diagonals are easy, horizontal and especially vertical require you to have nearly architectural precision, in the middle of frantic combat. However, it is generally accepted that holding the Wiimote like the pickaxe (upside up) while doing the rituals improves the detection a lot. [[AuthorsSavingThrow This was fixed in]] [[PolishedPort the PC version]] by having you simply move the mouse to draw the symbol, a la ''VideoGame/CastlevaniaPortraitOfRuin'' - and in practice, you only need to touch specific points on the symbol for it to activate.

to:

* ''VideoGame/CursedMountain'' for the UsefulNotes/{{Wii}} requires you to perform Mudras by waving the Wii Remote, otherwise the angry ghosts will regenerate health instead of being banished. In theory, these are simple slashes performed in sequence, but while diagonals are easy, horizontal and especially vertical require you to have nearly architectural precision, in the middle of frantic combat. However, it is generally accepted that holding the Wiimote Wii Remote like the pickaxe (upside up) while doing the rituals improves the detection a lot. [[AuthorsSavingThrow This was fixed in]] [[PolishedPort the PC version]] by having you simply move the mouse to draw the symbol, a la ''VideoGame/CastlevaniaPortraitOfRuin'' - and in practice, you only need to touch specific points on the symbol for it to activate.

Removed: 72

Is there an issue? Send a MessageReason:
grammar fix


'''Peter:''' Already this is making real-life fighting seem attractive.
Is there an issue? Send a MessageReason:
quote

Added DiffLines:

'''Peter:''' Already this is making real-life fighting seem attractive.
Is there an issue? Send a MessageReason:
None


** ''Monster Hunter'' players, particularly those who have played the PSP titles starting with ''[[VideoGame/MonsterHunter2004 Freedom]'', use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, the controls in those games are quite complicated, to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.

to:

** ''Monster Hunter'' players, particularly those who have played the PSP titles starting with ''[[VideoGame/MonsterHunter2004 Freedom]'', Freedom]]'', use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, the controls in those games are quite complicated, to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
Is there an issue? Send a MessageReason:
Some reorganization


** ''Monster Hunter'' players, particularly those who have played the PSP titles, use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s controls are quite complicated to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster Hunter 3G'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
** This gets [[ExaggeratedTrope taken up to eleven]] when trying to master the [[SwissArmyWeapon Charge Blade]] introduced in the fourth-generation games, widely considered the most complicated weapon in the franchise, but also [[DifficultButAwesome remarkably versatile and damaging once mastered]], while also bearing [[JustFrameBonus Guard Points]] for good defensive options in the middle of offensive combos. It's worth noting that a tutorial video for ''VideoGame/MonsterHunterWorld'' on [[https://www.youtube.com/watch?v=hvlVtfSzO2Y how to use the Charge Blade in full]] takes 18 minutes to cover everything at a rate many viewers find ''too fast to absorb'', and ''World'' does away with the Styles and Hunter Arts introduced in ''Generations'' that extended the prior video's length even further to cover all the differences!
*** To get more specific, the Charge Blade is a MorphWeapon that, true to its name, is partly about building up a ChargedAttack, but it's far more complicated than the Switch Axe. You start in a sword-and-shield mode that builds up charge with each strike until your phial meter glows yellow, and then red, at which point it's time to dump your sword charge into your shield by holding down the right shoulder button and pressing the right face button. You ''must'' do this, as wailing on monsters with the sword too much causes it to glow with energy and bounce off harmlessly like you lost too much sharpness.
*** It doesn't stop there, though! Holding down the right shoulder button or trigger and hitting the top button results in a Morph Slash to move into axe form, which is [[StanceSystem slow and hard-hitting.]] Your right button attacks are Elemental Discharge swings, which consume one phial for each press. Where it gets complicated is the Amped Elemental Discharge -- a slow, but hard-hitting super attack that can be quickly cancelled into sword-and-shield mode by hitting the shoulder button, which also dumps your remaining phials into your shield for an Element Up charge on the shield. This makes your Guard Points do phial damage, and in addition to that, enables the [[LimitBreak Super Amped Elemental Discharge]], one of the most hard-hitting attacks in the entire game with a full five or six phials. On top of that, ''World'' also added the ability to charge the sword to add phial damage and the Mind's Eye effect, where the sword will never bounce regardless of charge or sharpness status.

to:

** ''Monster Hunter'' players, particularly those who have played the PSP titles, titles starting with ''[[VideoGame/MonsterHunter2004 Freedom]'', use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s the controls in those games are quite complicated complicated, to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3G'' 3 Ultimate]]'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
** This gets [[ExaggeratedTrope taken up to eleven]] when trying to master the [[SwissArmyWeapon Charge Blade]] introduced in the fourth-generation games, ''VideoGame/MonsterHunter4''.
*** It is
widely considered the most complicated weapon in the franchise, but also [[DifficultButAwesome remarkably versatile and damaging once mastered]], while also bearing [[JustFrameBonus Guard Points]] for good defensive options in the middle of offensive combos. It's worth noting that a tutorial video for ''VideoGame/MonsterHunterWorld'' on [[https://www.youtube.com/watch?v=hvlVtfSzO2Y how to use the Charge Blade in full]] takes 18 minutes to cover everything at a rate many viewers find ''too fast to absorb'', and ''World'' does away with the Styles and Hunter Arts introduced in ''Generations'' that extended the prior video's length even further to cover all the differences!
*** To get more specific, the
differences! The Charge Blade is a MorphWeapon that, true to its name, is partly about building up a ChargedAttack, but it's far more complicated than the Switch Axe. You start in a sword-and-shield mode that builds up charge with each strike until your phial meter glows yellow, and then red, at which point it's time to dump your sword charge into your shield by holding down the right shoulder button and pressing the right face button. You ''must'' do this, as wailing on monsters with the sword too much causes it to glow with energy and bounce off harmlessly like you lost too much sharpness.
*** It doesn't stop there, though! Holding down the right shoulder button or trigger and hitting the top button results in a Morph Slash to move into axe form, which is [[StanceSystem slow and hard-hitting.]] Your right button attacks are Elemental Discharge swings, which consume one phial for each press. Where it gets complicated is the Amped Elemental Discharge -- a slow, but hard-hitting super attack that can be quickly cancelled into sword-and-shield mode by hitting the shoulder button, which also dumps your remaining phials into your shield for an Element Up charge on the shield. This makes your Guard Points do phial damage, and in addition to that, enables the [[LimitBreak Super Amped Elemental Discharge]], one of the most hard-hitting attacks in the entire game with a full five or six phials. On top of that, ''World'' also added the ability to charge the sword to add phial damage and the Mind's Eye effect, where the sword will never bounce regardless of charge or sharpness status.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Ever wonder why the French Horn is played with a hand jammed into the bell? It's for more than just holding the thing up - back before valves were added to the design, the horn could only play certain notes, but the player could move the hand around inside the bell to produce additional ones. Modern horns can still be played this way by a sufficiently skilled player, or more commonly, the hand can be used to subtly adjust the pitch on the fly for tuning.
Is there an issue? Send a MessageReason:
None


* Shopping in ''VideoGame/DefenseOfTheAncientsAllStars''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. You couldn't simply tell your chicken to go get item X at shop Y and deliver it to you. Of course, couriers cost gold, so any professional team will have to share one courier and spread its usage evenly amongst the team. [[StopHavingFunGuys Some players]] claimed this is necessary for the game to maintain its already high skill cap for its high profile competitive game pedigree. ''VideoGame/Dota2'' eventually added specific commands for the courier to deliver items to you and go back or wait at the secret shop and gave each player their own courier at the start of the game to remove the sharing problem. It's even easier in ''VideoGame/HeroesOfNewerth'' where couriers are always invincible and the secret shop merged with the base shop.

to:

* Shopping in ''VideoGame/DefenseOfTheAncientsAllStars''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. You couldn't simply tell your chicken to go get item X at shop Y and deliver it to you. Of course, couriers cost gold, so any professional team will have teams were expected to share one courier and spread its usage evenly amongst for the team.sake of gold efficiency, which makes commanding it that much harder. [[StopHavingFunGuys Some players]] claimed this is necessary for the game to maintain its already high skill cap for its high profile competitive game pedigree. ''VideoGame/Dota2'' eventually added specific commands for the courier to deliver items to you and go back or wait at the secret shop and gave each player their own courier at the start of the game to remove the sharing problem. It's even easier in ''VideoGame/HeroesOfNewerth'' where couriers are always invincible and the secret shop merged with the base shop.
Is there an issue? Send a MessageReason:
None


* Shopping in ''VideoGame/DefenseOfTheAncientsAllStars''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. You couldn't simply tell your chicken to go get item X at shop Y and deliver it to you. Some [[StopHavingFunGuys purists]] have claimed this is necessary for the game to maintain its already high skill cap for its high profile competitive game pedigree. ''VideoGame/Dota2'' eventually added specific commands for the courier to deliver items to you and go back or wait at the secret shop. It's even easier in ''VideoGame/HeroesOfNewerth'' where couriers are always invincible and the secret shop merged with the base shop.

to:

* Shopping in ''VideoGame/DefenseOfTheAncientsAllStars''. You can obtain a courier that allows you to buy items on the field, but requires a fair amount of micro especially if you want to buy items at shops that aren't in your base. You couldn't simply tell your chicken to go get item X at shop Y and deliver it to you. Some Of course, couriers cost gold, so any professional team will have to share one courier and spread its usage evenly amongst the team. [[StopHavingFunGuys purists]] have Some players]] claimed this is necessary for the game to maintain its already high skill cap for its high profile competitive game pedigree. ''VideoGame/Dota2'' eventually added specific commands for the courier to deliver items to you and go back or wait at the secret shop.shop and gave each player their own courier at the start of the game to remove the sharing problem. It's even easier in ''VideoGame/HeroesOfNewerth'' where couriers are always invincible and the secret shop merged with the base shop.
Is there an issue? Send a MessageReason:
None


** Goldlewis Dickinson in ''-STRIVE-'' has eight variations of his Behemoth Typhoon special, which all require a half-circle input from a cardinal direction. In order of relative difficulty, (Using numpad notations) 41236 and 63214 are straightforward, 21478 and 23698 are as lenient as 360 inputs, but the rest (21478, 89632, 47896, 69874) need to be buffered or done incredibly fast to use from the ground. There's also his Overdrive, Down with the System, which deals full damage if you input it with a 1080 motion (that is, ''three'' full rotations).

to:

** Goldlewis Dickinson in ''-STRIVE-'' has eight variations of his Behemoth Typhoon special, which all require a half-circle input from a cardinal direction. In order This means six out of relative difficulty, (Using numpad notations) 41236 and 63214 are straightforward, 21478 and 23698 are as lenient as 360 inputs, but eight variations require moving the rest (21478, 89632, 47896, 69874) stick in the upper half of the stick, meaning you'll need to be buffered buffer it from his normals or done perform the motion incredibly fast in order to use from the ground.grounded versions of them, and the two easiest versions also tend to be the least useful ones. There's also his Overdrive, Down with the System, which deals full damage if you input it with a 1080 motion (that is, ''three'' full rotations).

Added: 712

Changed: 101

Is there an issue? Send a MessageReason:
Crosswicking


** ''VideoGame/TheLegendOfZeldaTheWindWaker'': In the original GameCube version, projectile weapons like the bow and boomerang were aimed with the left thumb-stick, and you couldn't move while aiming. The HD remaster changed this, however, allowing you to move backwards, forwards, and sideways with the left stick, and aim with the right stick, just like a First-Person Shooter. Thing is, two of the buttons that you can equip weapons to (X and Y), are pressed with right thumb, making it more difficult and cumbersome to aim and then shoot in quick succession (good luck if you have a moving target). Equipping this kind of item to R works just fine, but if you want to equip more than one of them at a time...



** ''VideoGame/TheLegendOfZeldaSkywardSword'': The motion controls get this complaint from quite a few players.

to:

** ''VideoGame/TheLegendOfZeldaSkywardSword'': The motion controls get this complaint from quite a few players.players, especially because many enemies require Link to swing his sword from specific angles to defeat them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The above characters from more traditional fighting games are made more difficult to enter their inputs because Smash Bros. only allows movement with the analog stick, leaving the d-pad as a TauntButton. The problem with this is that the games in question [[DamnYouMuscleMemory are made with 8-way directional inputs in mind, so it’s easier to make misinputs when using analog controls.]]

Added: 80

Removed: 22

Is there an issue? Send a MessageReason:
The moved/reworded line came across as an attack on the genre.


The FightingGame genre as a whole has a reputation for falling under this trope.




See also: FightingGame
Is there an issue? Send a MessageReason:
None


* For their second anniversary, ''LetsPlay/TwitchPlaysPokemon'' took on a specially-made ''[[VideoGame/PokemonGoldAndSilver Crystal 251]]'' hack, and since there's a limited amount of box space and Twitch often catches multiple members of the same species, the dreaded releases were going to be a necessity. To make this easier, the devs added an option to release an entire box--and to keep this potentially devastating weapon of mass {{troll}}ing from being used without the consent of pretty much the whole chat, required you to confirm that you want to do this ''three'' times, one of which has the "yes/no" positions reversed, and finally to confirm it by pressing B and Select simultaneously (which in itself prevents it from being used in anarchy mode) a certain amount of time after the last "yes"; waiting too long after it times it out. The necessary command for the final confirmation is therefore "[=await4b+select=]". Furthermore, not only must that option get a pluraliy of votes in a democracy session, Democracy needed 90% agreement to activate in ''Anniversary Crystal''.

to:

* For their second anniversary, ''LetsPlay/TwitchPlaysPokemon'' ''WebVideo/TwitchPlaysPokemon'' took on a specially-made ''[[VideoGame/PokemonGoldAndSilver Crystal 251]]'' hack, and since there's a limited amount of box space and Twitch often catches multiple members of the same species, the dreaded releases were going to be a necessity. To make this easier, the devs added an option to release an entire box--and to keep this potentially devastating weapon of mass {{troll}}ing from being used without the consent of pretty much the whole chat, required you to confirm that you want to do this ''three'' times, one of which has the "yes/no" positions reversed, and finally to confirm it by pressing B and Select simultaneously (which in itself prevents it from being used in anarchy mode) a certain amount of time after the last "yes"; waiting too long after it times it out. The necessary command for the final confirmation is therefore "[=await4b+select=]". Furthermore, not only must that option get a pluraliy of votes in a democracy session, Democracy needed 90% agreement to activate in ''Anniversary Crystal''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The "apparatus" shrines that utilize motion controls can sometimes give players grief. A few of them aren't so bad, but others can be an exercise in frustration. Some of the apparatus puzzles require you to turn your controller completely upside-down, which doesn't sound that bad... so long as you're playing on a television screen. But if you're playing the game in handheld mode, you'll need to rotate the entire system away from your face, which means that you ''[[FakeDifficulty cannot see the screen]]'' while attempting to solve the puzzle. You may find yourself contorting your body trying to solve some of these shrines. Have fun, Switch Lite players.
Is there an issue? Send a MessageReason:
The latter link is dead, and I can't find a replacement.


** The regular controls are notably an aversion, being much simpler than most fighting games (pretty much everything comes down to at most a direction and one of two buttons), but played straight in the more advanced techniques (like [[https://www.youtube.com/watch?v=EfUHUCeqLWg&feature=related waveshining]] and [[https://www.youtube.com/watch?v=Irs1tNvJ4LU&NR=1 doubleshining]]). This was an intentional design choice by the [[Creator/MasahiroSakurai creator of the series]], after an incident in which he [[CurbStompBattle completely dominated]] a casual player in a traditional fighting game. This inspired him to make a fighting game with simpler controls that a casual player could more easily grasp, instead of hard to pull off combos that require a lot of memorization and practice. While a casual player is naturally still at a major disadvantage against a pro, the barrier to entry is significantly reduced.

to:

** The regular controls are notably an aversion, being much simpler than most fighting games (pretty much everything comes down to at most a direction and one of two buttons), but played straight in the more advanced techniques (like [[https://www.youtube.com/watch?v=EfUHUCeqLWg&feature=related com/watch?v=EfUHUCeqLWg waveshining]] and [[https://www.youtube.com/watch?v=Irs1tNvJ4LU&NR=1 com/watch?v=Irs1tNvJ4LU doubleshining]]). This was an intentional design choice by the [[Creator/MasahiroSakurai creator of the series]], after an incident in which he [[CurbStompBattle completely dominated]] a casual player in a traditional fighting game. This inspired him to make a fighting game with simpler controls that a casual player could more easily grasp, instead of hard to pull off combos that require a lot of memorization and practice. While a casual player is naturally still at a major disadvantage against a pro, the barrier to entry is significantly reduced.

Added: 231

Changed: 222

Removed: 113

Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'': The targeting system can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him.



** The targeting system in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'' can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him.
** The motion controls in ''VideoGame/TheLegendOfZeldaSkywardSword'' get this complaint from quite a few players.

to:

** The targeting system in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'' can be quite the pain in the ass when you're trying to target the boss and not these pesky little things around him.
**
''VideoGame/TheLegendOfZeldaSkywardSword'': The motion controls in ''VideoGame/TheLegendOfZeldaSkywardSword'' get this complaint from quite a few players.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/{{Darkstalkers}}'' is notorious for its bizzare input commands for some of the characters' [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.

to:

** ''VideoGame/{{Darkstalkers}}'' is notorious for its bizzare bizarre motion and button input commands for some of the characters' [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/{{Darkstalkers}}'' is notorious for its bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.

to:

** ''VideoGame/{{Darkstalkers}}'' is notorious for its bizzare input commands for some of the characters's characters' [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/{{Darkstalkers}}'' is notorious for bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.

to:

** ''VideoGame/{{Darkstalkers}}'' is notorious for its bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/Darkstalkers'' is notorious for bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.

to:

** ''VideoGame/Darkstalkers'' ''VideoGame/{{Darkstalkers}}'' is notorious for bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/Darkstalkers'' is notorious for bizzare input commands for some of the characters's [[LimitBreak EX moves]]. For example,Morrigan/Lilith's Darkness/Luminous Illusion input commmand is the same as Akuma's Shun Goku Satsu though the former predates the latter's. Anakaris is a repeat offender with his Pharaoh Magic and its variants' input commands.
Is there an issue? Send a MessageReason:
None


* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters to use in a fighting game, for this reason. Vatista is a [[ChargeInputSpecial "charge character"]]; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these kind of attacks make up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad -- you need to splash out on an arcade fight stick. Put this way: You ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.

to:

* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters to use in a fighting game, for this reason. Vatista is a [[ChargeInputSpecial "charge character"]]; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these case, this kind of attacks make attack makes up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad -- you need to splash out on an arcade fight stick. Put this way: You ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.
Is there an issue? Send a MessageReason:
None


* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters use in a fighting game, for this reason. Vatista is a [[ChargeInputSpecial "charge character"]]; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these kind of attacks make up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad -- you need to splash out on an arcade fight stick. Put this way: You ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.

to:

* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters to use in a fighting game, for this reason. Vatista is a [[ChargeInputSpecial "charge character"]]; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these kind of attacks make up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad -- you need to splash out on an arcade fight stick. Put this way: You ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.
Tabs MOD

Changed: 55

Is there an issue? Send a MessageReason:
YMMV


** Back in the days of ''VideoGame/FatalFury'' and ''Franchise/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] -- the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. And until ''KOF XIV'', Geese Howard's Raging Storm had ''never'' changed its motion, primarily due to nostalgia.

to:

** Back in the days of ''VideoGame/FatalFury'' and ''Franchise/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] -- the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. And until ''KOF XIV'', Geese Howard's Raging Storm had ''never'' changed its motion, primarily due to nostalgia.

Added: 3875

Changed: 8273

Removed: 541

Is there an issue? Send a MessageReason:
None


* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters use in a fighting game, for this reason. Vatista is a "charge character"; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these kind of attacks make up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad - you need to splash out on an arcade fight stick. Put this way: you ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.

to:

* It's a commonly held opinion that Vatista in ''VideoGame/UnderNightInBirth'' is one of the hardest characters use in a fighting game, for this reason. Vatista is a [[ChargeInputSpecial "charge character"; character"]]; while most of these characters have a few bread-and-butter moves as {{Charged Attack}}s, in Vatista's case these kind of attacks make up ''her entire moveset''. Not only that, but many of them have ''reverse inputs'' of the usual commands '''and''' many of her best combos (which are some of the longest and most damaging of any character in the game) require you to chain these into each other with ''very'' specific timing. Because you often have to hold down a button while hammering other buttons to combo and charge other moves, it is also a common belief that it just isn't humanly possible to play on a standard console gamepad - -- you need to splash out on an arcade fight stick. Put this way: you You ''never'' see complaints of Vatista being a TierInducedScrappy in the player community because it is so accepted that even a tournament-level player could not use her without making a ton of mistakes in mechanical execution alone. Thankfully (or not, depending on your opinion), ''VideoGame/BlazBlueCrossTagBattle'' ditches her charge commands in favour of more simple quarter circle movements, albeit at the cost of her losing some of her more damaging options.



* 10-hit combos in ''VideoGame/{{Tekken}}''. Timing is essential to pull off these combos, often having to press the button for the next attack before the current one is finished. And many of the characters have combos that involve pressing LP + RK or RP + LK (that's Square + Circle and Triangle + X on a [=PlayStation=] controller). This can be made easier, however, by programming the shoulder buttons to correspond to the aforementioned button combinations. And if you manage to pull one off, [[AwesomeButImpractical chances are some of the blows can be blocked or ducked mid-string anyway,]] making them pretty much useless outside casual play.

to:

* ''Franchise/{{Tekken}}'':
**
10-hit combos in ''VideoGame/{{Tekken}}''.combos. Timing is essential to pull off these combos, often having to press the button for the next attack before the current one is finished. And many of the characters have combos that involve pressing LP + RK or RP + LK (that's Square + Circle and Triangle + X on a [=PlayStation=] controller). This can be made easier, however, by programming the shoulder buttons to correspond to the aforementioned button combinations. And if you manage to pull one off, [[AwesomeButImpractical chances are some of the blows can be blocked or ducked mid-string anyway,]] making them pretty much useless outside casual play.



* ''VideoGame/{{Okami}}'' can be tricky to get to grips with on both the original [=PS2=] version and the Wii remake. Drawing symbols on the screen is a critical part of the game, so by its very nature the process can be rather hit and miss. Especially when your scribbles can be grouped into "circle type things" and "line type things" that the game can get mixed up. This can get frustrating when, for example, you end up making the wind blow (a spiral shape) instead of reviving a tree (a circle), or worse, making the sun rise when reviving a tree, which use ''the same symbol''. The game helps you out as much as it can (all action/battle is suspended when you draw, and the "holy smoke" effect helps you guide some abilities), but players might still end up resorting to the "scribble and pray" technique with the more complicated symbols like Inferno and Thunderbolt.
** Many players of the original [=PS2=] version found the "swing the remote" method on executing combo attacks on the Wii remake to be awkward, partly because of DamnYouMuscleMemory, but mainly because the timing of the swing for many combos has to be ''exact'', rather than just hitting a button the required number of times (to clarify - a heartbeat's pause must be left between swings, or the game will interpret your many swings as one). Glaives and Reflectors have had their effectiveness called into question since, no matter how powerful the weapon, the unpredictability of their combo attacks makes them less useful than the Rosary weapons, which are more forgiving and therefore more reliable. One the other hand, if you ''can'' work it out then it can feel quite satisfying.
** Glaives have their usefulness called into question on the Wii version anyway, where they are charged by swinging the remote up to charge and then sideways to attack (without charging, glaives have the slowest swing and lowest damage of all weapons). However, swinging the remote up can be iffy, sometimes releasing charge too early and then sometimes refusing to swing at all. Swinging ''down'' to charge, of all things, seems to be a bit easier - beyond that, do clear, broad strokes and pray desperately.

to:

* ''VideoGame/{{Okami}}'' ''VideoGame/{{Okami}}'':
** The game
can be tricky to get to grips with on both the original [=PS2=] version and the Wii remake. Drawing symbols on the screen is a critical part of the game, so by its very nature the process can be rather hit and miss. Especially when your scribbles can be grouped into "circle type things" and "line type things" that the game can get mixed up. This can get frustrating when, for example, you end up making the wind blow (a spiral shape) instead of reviving a tree (a circle), or worse, making the sun rise when reviving a tree, which use ''the same symbol''. The game helps you out as much as it can (all action/battle is suspended when you draw, and the "holy smoke" effect helps you guide some abilities), but players might still end up resorting to the "scribble and pray" technique with the more complicated symbols like Inferno and Thunderbolt.
** Many players of the original [=PS2=] version found the "swing the remote" method on executing combo attacks on the Wii remake to be awkward, partly because of DamnYouMuscleMemory, but mainly because the timing of the swing for many combos has to be ''exact'', rather than just hitting a button the required number of times (to clarify - -- a heartbeat's pause must be left between swings, or the game will interpret your many swings as one). Glaives and Reflectors have had their effectiveness called into question since, no matter how powerful the weapon, the unpredictability of their combo attacks makes them less useful than the Rosary weapons, which are more forgiving and therefore more reliable. One the other hand, if you ''can'' work it out then it can feel quite satisfying.
** Glaives have their usefulness called into question on the Wii version anyway, where they are charged by swinging the remote up to charge and then sideways to attack (without charging, glaives have the slowest swing and lowest damage of all weapons). However, swinging the remote up can be iffy, sometimes releasing charge too early and then sometimes refusing to swing at all. Swinging ''down'' to charge, of all things, seems to be a bit easier - -- beyond that, do clear, broad strokes and pray desperately.



* ''VideoGame/TraumaCenter'' in all its incarnations takes a bit of getting used to, especially if you're aiming for a high score. Stitching a wound neatly but slowly will generally get you fewer points than drawing a quick, random zigzag that would leave a heck of a scar if any doctor did it in real life. It also occasionally suffers from the "not enough room on the screen" variant, where the item you could have sworn you placed directly on the tray somehow misses it, or you injure a patient while trying to fill a syringe from the bottle that appears on the screen, damaging your score.

to:

* ''VideoGame/TraumaCenter'' ''VideoGame/TraumaCenter'':
** ''Trauma Center''
in all its incarnations takes a bit of getting used to, especially if you're aiming for a high score. Stitching a wound neatly but slowly will generally get you fewer points than drawing a quick, random zigzag that would leave a heck of a scar if any doctor did it in real life. It also occasionally suffers from the "not enough room on the screen" variant, where the item you could have sworn you placed directly on the tray somehow misses it, or you injure a patient while trying to fill a syringe from the bottle that appears on the screen, damaging your score.



* ''VideoGame/BlackAndWhite'' can fall victim to this trope, as spell casting is done by drawing runes on the screen with the mouse.

to:

* ''VideoGame/BlackAndWhite'' ''VideoGame/BlackAndWhite'':
** The game
can fall victim to this trope, as spell casting is done by drawing runes on the screen with the mouse.



* Players of ''VideoGame/ViewtifulJoeDoubleTrouble'' can run into problems when the game demands you use both touch screen and buttons within a short time frame.

to:

* Players of ''VideoGame/ViewtifulJoeDoubleTrouble'' ''VideoGame/ViewtifulJoe: Double Trouble'' can run into problems when the game demands you use both touch screen and buttons within a short time frame.



* On a similar note, there's the Stroop test in ''VideoGame/BrainAge'' (or, for the Europeans out there, ''Brain Training''), for which voice input is ''not'' optional-- and which seems to have difficulty understanding many people's pronunciation of "blue", as [[http://fanboys-online.com/index.php?id=208 this comic]] demonstrates. It was a large enough problem that the Stroop test was removed from the sequel.
* For most of the game, ''VideoGame/{{Sonic Rush|Series}}'''s controls are a treat, but right at the penultimate boss fight, when you're one hit short of victory, the game abruptly degenerates into an insane dual button-tapping fest that can't possibly lie within the dexterous abilities of the target audience.
* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions. Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. And until ''KOF XIV'', Geese Howard's Raging Storm had ''never'' changed its motion, primarily due to nostalgia.

to:

* On a similar note, there's the Stroop test in ''VideoGame/BrainAge'' (or, for the Europeans out there, ''Brain Training''), for which voice input is ''not'' optional-- optional -- and which seems to have difficulty understanding many people's pronunciation of "blue", as [[http://fanboys-online.com/index.php?id=208 this comic]] demonstrates. It was a large enough problem that the Stroop test was removed from the sequel.
* ''Franchise/SonicTheHedgehog'':
** The ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' level select code. In theory, you enter Up, Up, Down, Down, Up, Up, Up, Up during just the right time interval on the title screen. However, the code is nearly impossible to use, as the player has less than ''one and a half seconds'' to input the code, and over a third of that already small timeframe consists of lag frames, during which the game [[http://info.sonicretro.org/Cheat_Codes:Sonic_the_Hedgehog_3#SEGA_screen_technical_details doesn't accept any controller input.]]
**
For most of the game, ''VideoGame/{{Sonic Rush|Series}}'''s controls are a treat, but right at the penultimate boss fight, when you're one hit short of victory, the game abruptly degenerates into an insane dual button-tapping fest that can't possibly lie within the dexterous abilities of the target audience.
* Creator/{{SNK}} is the mother and father of all impossible FightingGame motions.
**
Back in the days of ''VideoGame/FatalFury'' and ''VideoGame/TheKingOfFighters ''Franchise/TheKingOfFighters '94'', characters always had impossible controller motions for their [[LimitBreak Super Moves]] - -- the crowned king of which is Geese Howard's Raging Storm, executed as follows: Down-Back, Half-Circle Back, Down-Forward + Punch. They call it [[FanNickname The Pretzel]] for a reason. In addition, super moves are activated by hitting ''two'' attack buttons, which is reasonable in an arcade but ludicrous at home. As of later ''KOF'' installments, SNK has gotten much better at this (by ''KOF '96'', most characters have less insane motions for their attacks), but it lapses sometimes -- try using Duck King in ''KOF XI''. And until ''KOF XIV'', Geese Howard's Raging Storm had ''never'' changed its motion, primarily due to nostalgia.



** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', where the majority of Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.
* In ''VideoGame/BurikiOne'', all the commands were changed upside down: the buttons are for movement (forward and back) and the joystick is for attack and defense moves. Also, pressing both direction buttons make you block/guard.

to:

** It seemed SNK did learn their lesson in ''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'', ''VideoGame/GarouMarkOfTheWolves'', where the majority of Desperation Moves are performed with two quarter-circles forward and both punch/kick buttons. Later games just won't let go of the more complicated commands because of the players who actually learned to pull them off, or who simply remember the inputs and don't want to bother relearning them from scratch.
* ** In ''VideoGame/BurikiOne'', all the commands were changed upside down: the buttons are for movement (forward and back) and the joystick is for attack and defense moves. Also, pressing both direction buttons make you block/guard.



** Playing fighting games meant for arcade sticks using normal system controllers can often lead to bizarre hand positions on the controller. For instance, most current-generation systems have four main buttons on the right in roughly a diamond shape. One of the finishing moves in ''[=BlazBlue=]'' involves holding down three of these buttons and tapping the fourth. This requires you rest your controller on a flat surface, then use three of your right hand's fingers to hold down those three buttons and your left hand (or a fourth right finger) to mash the fourth one.
* ''VideoGame/MonsterHunter'' players, particularly those who have played the PSP titles, use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s controls are quite complicated to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster Hunter 3G'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
** This gets taken UpToEleven when trying to master the [[SwissArmyWeapon Charge Blade]] introduced in the fourth-generation games, widely considered the most complicated weapon in the franchise, but also [[DifficultButAwesome remarkably versatile and damaging once mastered,]] while also bearing [[JustFrameBonus Guard Points]] for good defensive options in the middle of offensive combos. It's worth noting that a tutorial video for ''VideoGame/MonsterHunterWorld'' on [[https://www.youtube.com/watch?v=hvlVtfSzO2Y how to use the Charge Blade in full]] takes 18 minutes to cover everything at a rate many viewers find ''too fast to absorb,'' and ''World'' does away with the Styles and Hunter Arts introduced in ''Generations'' that extended the prior video's length even further to cover all the differences!

to:

** Playing fighting games meant for arcade sticks using normal system controllers can often lead to bizarre hand positions on the controller. For instance, most current-generation systems have four main buttons on the right in roughly a diamond shape. One of the finishing moves in ''[=BlazBlue=]'' ''Franchise/BlazBlue'' involves holding down three of these buttons and tapping the fourth. This requires you rest your controller on a flat surface, then use three of your right hand's fingers to hold down those three buttons and your left hand (or a fourth right finger) to mash the fourth one.
* ''VideoGame/MonsterHunter'' ''VideoGame/MonsterHunter'':
** ''Monster Hunter''
players, particularly those who have played the PSP titles, use what is called a "Claw Grip" to maneuver their characters, with the left thumb and index finger holding the left side of the handheld in a C-shaped position. The left thumb controls the analog stick used for movement, while the index finger is used to control the D-Pad and adjust the camera. While players can eventually (and naturally) get used to it, it can be quite awkward and cramp-inducing at first. As a whole, ''Monster Hunter'''s controls are quite complicated to the point where Nintendo bundled the [[http://nintendo3ds.wikia.com/wiki/Circle_Pad_Pro Circle Pad Pro]] accessory with ''Monster Hunter 3G'' during its Japanese release (it was bundled with ''VideoGame/ResidentEvilRevelations'' in Europe instead), and the much earlier ''Tri'' for Wii also had a special "Classic Controller" bundle.
** This gets [[ExaggeratedTrope taken UpToEleven up to eleven]] when trying to master the [[SwissArmyWeapon Charge Blade]] introduced in the fourth-generation games, widely considered the most complicated weapon in the franchise, but also [[DifficultButAwesome remarkably versatile and damaging once mastered,]] mastered]], while also bearing [[JustFrameBonus Guard Points]] for good defensive options in the middle of offensive combos. It's worth noting that a tutorial video for ''VideoGame/MonsterHunterWorld'' on [[https://www.youtube.com/watch?v=hvlVtfSzO2Y how to use the Charge Blade in full]] takes 18 minutes to cover everything at a rate many viewers find ''too fast to absorb,'' absorb'', and ''World'' does away with the Styles and Hunter Arts introduced in ''Generations'' that extended the prior video's length even further to cover all the differences!



*** It doesn't stop there, though! Holding down the right shoulder button or trigger and hitting the top button results in a Morph Slash to move into axe form, which is [[StanceSystem slow and hard-hitting.]] Your right button attacks are Elemental Discharge swings, which consume one phial for each press. Where it gets complicated is the Amped Elemental Discharge - a slow, but hard-hitting super attack that can be quickly cancelled into sword-and-shield mode by hitting the shoulder button, which also dumps your remaining phials into your shield for an Element Up charge on the shield. This makes your Guard Points do phial damage, and in addition to that, enables the [[LimitBreak Super Amped Elemental Discharge]], one of the most hard-hitting attacks in the entire game with a full five or six phials. On top of that, ''World'' also added the ability to charge the sword to add phial damage and the Mind's Eye effect, where the sword will never bounce regardless of charge or sharpness status.
*** Where this trope comes into play is how to effectively juggle all of this charging micromanagement into combat with monsters that will knock you down flat. You have to know how your attack inputs chain into other attack inputs, akin to a slower-paced StylishAction game, most importantly because your morph inputs are attacks in and of themselves with very different inputs between modes. Charging phials is R + [=Circle/A/B=], charging shield is [=Triangle + Circle/X + A/Y + B=] in axe mode (or the same input three times in sword-and-shield mode from a standstill, where the second input is a shield bash and the third is always an AED after the shield bash) and ''quickly'' hitting R afterward so you don't accidentally waste phials on the AED, and remembering that you have to hit R and [=Triangle/X/Y=] together to go into axe mode because holding R blocks with the shield, but just pressing R in axe mode goes back to sword-and-shield mode without charging the shield with filled phials.
* The ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' level select code. In theory, you enter Up, Up, Down, Down, Up, Up, Up, Up during just the right time interval on the title screen. However, the code is nearly impossible to use, as the player has less than ''one and a half seconds'' to input the code, and over a third of that already small timeframe consists of lag frames, during which the game [[http://info.sonicretro.org/Cheat_Codes:Sonic_the_Hedgehog_3#SEGA_screen_technical_details doesn't accept any controller input.]]

to:

*** It doesn't stop there, though! Holding down the right shoulder button or trigger and hitting the top button results in a Morph Slash to move into axe form, which is [[StanceSystem slow and hard-hitting.]] Your right button attacks are Elemental Discharge swings, which consume one phial for each press. Where it gets complicated is the Amped Elemental Discharge - -- a slow, but hard-hitting super attack that can be quickly cancelled into sword-and-shield mode by hitting the shoulder button, which also dumps your remaining phials into your shield for an Element Up charge on the shield. This makes your Guard Points do phial damage, and in addition to that, enables the [[LimitBreak Super Amped Elemental Discharge]], one of the most hard-hitting attacks in the entire game with a full five or six phials. On top of that, ''World'' also added the ability to charge the sword to add phial damage and the Mind's Eye effect, where the sword will never bounce regardless of charge or sharpness status.
*** Where this trope comes into play is how to effectively juggle all of this charging micromanagement into combat with monsters that will knock you down flat. You have to know how your attack inputs chain into other attack inputs, akin to a slower-paced StylishAction game, most importantly because your morph inputs are attacks in and of themselves with very different inputs between modes. Charging phials is R + [=Circle/A/B=], Circle/A/B, charging shield is [=Triangle Triangle + Circle/X + A/Y + B=] B in axe mode (or the same input three times in sword-and-shield mode from a standstill, where the second input is a shield bash and the third is always an AED after the shield bash) and ''quickly'' hitting R afterward so you don't accidentally waste phials on the AED, and remembering that you have to hit R and [=Triangle/X/Y=] Triangle/X/Y together to go into axe mode because holding R blocks with the shield, but just pressing R in axe mode goes back to sword-and-shield mode without charging the shield with filled phials.
* The ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' level select code. In theory, you enter Up, Up, Down, Down, Up, Up, Up, Up during just the right time interval on the title screen. However, the code is nearly impossible to use, as the player has less than ''one and a half seconds'' to input the code, and over a third of that already small timeframe consists of lag frames, during which the game [[http://info.sonicretro.org/Cheat_Codes:Sonic_the_Hedgehog_3#SEGA_screen_technical_details doesn't accept any controller input.]]
phials.



* ''VideoGame/PhantomCrash'' and sequel ''SLAI'' both require using as many buttons as possible to control your mech. Thumbsticks control look and movement, shoulder buttons control one of each of the 4 weapons (which is nice as you can actually fire all of them at the same time), and each of the face buttons (the Xbox ABYX or [=PS2=] symbols) are each used, often in the middle of battle: jump, dodge left/right, toggle optical camo (Predator camo). The end result is ''"The Claw"'', where your right hand index finger curls up and over the face buttons so you can hit them, use your thumb on the thumbstick, and leave your middle and ring finger for the shoulder buttons- ''at the same time.''

to:

* ''VideoGame/PhantomCrash'' and sequel ''SLAI'' both require using as many buttons as possible to control your mech. Thumbsticks control look and movement, shoulder buttons control one of each of the 4 weapons (which is nice as you can actually fire all of them at the same time), and each of the face buttons (the Xbox ABYX or [=PS2=] symbols) are each used, often in the middle of battle: jump, dodge left/right, toggle optical camo (Predator camo). The end result is ''"The Claw"'', where your right hand index finger curls up and over the face buttons so you can hit them, use your thumb on the thumbstick, and leave your middle and ring finger for the shoulder buttons- buttons -- ''at the same time.''



*** Trying to control Zelda and Link when they're particularly close to one another (as in the fight with [[spoiler: Malladus and Cole]], where they kind of have to be close to shield one and protect the other) is a pain in the neck, all too easy to switch control or attack by mistake if you're too hasty.

to:

*** Trying to control Zelda and Link when they're particularly close to one another (as in the fight with [[spoiler: Malladus [[spoiler:Malladus and Cole]], where they kind of have to be close to shield one and protect the other) is a pain in the neck, all too easy to switch control or attack by mistake if you're too hasty.

Changed: 556

Removed: 167

Is there an issue? Send a MessageReason:
None


* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' completely revamped the Close Quarters Combat system, giving the player a myriad of options and abilities to utilize during any given fight. The system is described in the manual with two flow charts, several paragraphs of text, and lots of icons. Most players stick to ranged combat.

to:

* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' completely revamped the Close Quarters Combat system, giving the player a myriad of options and abilities to utilize during any given fight. The system is described in the manual with two flow charts, several paragraphs of text, and lots of icons. Most players stick to ranged combat.combat, which works like any other third-person shooter (one shoulder button to aim your gun and another to fire it).



** Because the Playstation line of consoles are the only ones with pressure sensitive buttons, ports of the earlier ''Metal Gear Solid'' games required some remapping. To put down or raise your weapon without priming it on the Xbox 360, for instance, you must enter first person and click the left stick in. On the Vita and 3DS, which lack that button, you press Down on the D-Pad.

to:

** Because the Playstation line of consoles are the only ones with pressure sensitive pressure-sensitive face buttons, ports of the earlier ''Metal Gear Solid'' games required some remapping. To put down or raise your weapon without priming it on the Xbox 360, for instance, you must enter first person and click the left stick in. On the Vita and 3DS, which lack that button, you press Down on the D-Pad.



* ''VideoGame/DevilMayCry4''. EVERYTHING is a combination of several button taps and leaning the stick in a sequence of directions that makes more sense in a 2D fighting game than in a 3D game where even facing the right target is tough. Two of Nero's attacks require pressing back and forward ''quickly'' on the left stick in order to use while locked on, and the tougher one has to be done in the air. The four fighting styles Dante uses are assigned to four different directions on the famously inaccurate Xbox direction pad, a fifth style requires pressing the same direction twice, two buttons to cycle through 8 different kinds of ranged and melee weaponry, one ranged weapon requires multiple spins of the direction stick to change attack type...the list goes on and on. Surprisingly, all the complexity is really rewarding when it works. Also, the freaking trigger pressing on Nero's sword to power it up on EVERY SINGLE ATTACK SWING is not. That. Easy. Luckily, those who play the PC version using a keyboard have it much easier.
** Then there's the matter of advanced techniques. Many advanced combos require you to string together attacks, jumps, and style switches in ''very'' quick succession.

to:

* ''VideoGame/DevilMayCry4''. EVERYTHING is a combination of several button taps and leaning the stick in a sequence of directions that makes more sense in a 2D fighting game than in a 3D game where even facing the right target is tough. Two of Nero's attacks require pressing back and forward ''quickly'' on the left stick in order to use while locked on, and the tougher one has to be done in the air. air, to say nothing of the fact that getting the most damage out with Nero requires pressing another button at the right time with ''every single attack swing''. The four fighting styles Dante uses are assigned to four different directions on the famously inaccurate Xbox direction pad, a fifth style requires pressing the same direction twice, two buttons to cycle through 8 different kinds of ranged and melee weaponry, one ranged weapon requires multiple spins of the direction stick to change attack type...type. Then there's the matter of advanced techniques. Many advanced combos require you to string together attacks, jumps, and style switches in ''very'' quick succession... the list goes on and on. Surprisingly, all the complexity is really rewarding when it works. Also, the freaking trigger pressing on Nero's sword to power it up on EVERY SINGLE ATTACK SWING is not. That. Easy. Luckily, those who play the PC version using a keyboard have it much easier.
** Then there's the matter of advanced techniques. Many advanced combos require you to string together attacks, jumps, and style switches in ''very'' quick succession.
easier.
Is there an issue? Send a MessageReason:
None


** [[DownplayedTrope Downplayed]] with [[VideoGame/StreetFighter Ryu and Ken]]. Their special moves can be performed using combos like a traditional fighter, but these are limited to relatively simple combos, and they can still be used with the B button like all other specials. [[DifficultButAwesome The specials do gain increased power if the combo is used however]], and even if you don't wish to use them, you must be careful lest you accidentally activate them at a bad time. [[VideoGame/FatalFury Terry]] follows the same principle, but is a little more advanced: he has a charge input, a back special (try not to Crack Shoot away from the stage), and his [[DesperationAttack Desperation Attacks]] require command inputs.

to:

** [[DownplayedTrope Downplayed]] with [[VideoGame/StreetFighter [[Franchise/StreetFighter Ryu and Ken]]. Their special moves can be performed using combos like a traditional fighter, but these are limited to relatively simple combos, and they can still be used with the B button like all other specials. [[DifficultButAwesome The specials do gain increased power if the combo is used however]], and even if you don't wish to use them, you must be careful lest you accidentally activate them at a bad time. [[VideoGame/FatalFury Terry]] follows the same principle, but is a little more advanced: he has a charge input, a back special (try not to Crack Shoot away from the stage), and his [[DesperationAttack Desperation Attacks]] require command inputs.



* ''Super Manga/DragonBallZ'' (a ''VideoGame/StreetFighter''-style ''DBZ'' game released for the [=PS2=]), has a rare example of a motion that might even trump SNK's infamous Pretzel (see above): Piccolo's super move requires the player to trace a star using the controller: Down-Back to Forward to Backward to Down-Forward to '''Up''', then hitting the attack button.

to:

* ''Super Manga/DragonBallZ'' (a ''VideoGame/StreetFighter''-style ''Franchise/StreetFighter''-style ''DBZ'' game released for the [=PS2=]), has a rare example of a motion that might even trump SNK's infamous Pretzel (see above): Piccolo's super move requires the player to trace a star using the controller: Down-Back to Forward to Backward to Down-Forward to '''Up''', then hitting the attack button.
Is there an issue? Send a MessageReason:
messed up wording but now its good


* ''VideoGame/PokemonFloraSky'' keeps the Sky Pillar bike puzzle from ''VideoGame/PokemonRubyAndSapphire'' is still in here, and it's extremely frustrating to do with a keyboard.

to:

* ''VideoGame/PokemonFloraSky'' keeps the Sky Pillar bike puzzle from ''VideoGame/PokemonRubyAndSapphire'' is still in here, ''VideoGame/PokemonRubyAndSapphire'', and it's extremely frustrating to do with a keyboard.
Is there an issue? Send a MessageReason:
crosswicking

Added DiffLines:

* ''VideoGame/PokemonFloraSky'' keeps the Sky Pillar bike puzzle from ''VideoGame/PokemonRubyAndSapphire'' is still in here, and it's extremely frustrating to do with a keyboard.

Top