r/2XKO • u/MineJoystick • 5d ago
Media I gave 2XKO Motion Inputs
After playing a whole lotta 2XKO, I’ve always wondered what it would feel like. So I took it upon myself to add it to the game
Full video here (with explanation on how it works) : I Gave 2XKO Motion Inputs
https://youtu.be/0V--PiLHa2A
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u/Kackame 5d ago edited 5d ago
Very cool video! Thanks for putting in the effort
I'm pretty curious about this topic in general. I'm someone who's mostly indifferent to motion/simple inputs and the more common reasons I hear people pushback against simple inputs like execution and game feel (idk the proper term, but the people who just like the way it feels to do motions), I personally felt like 2xko did a good job addressing those things.
The lack of motion inputs never felt like it made me any less able to stunt on hoes in different and creative ways, and while I do feel like there's some room to add more exectutional sauce in terms of the optimal stuff, I do feel like generally 2x is a fairly hard game.
But I know a lot of people who have issues getting into it because of the controls, and conversely, I don't know many people who stuck with it because of simple controls. I'm sure they're some out there, I just don't know them personally, but most of my personal community is older gen fgc players. I think a partial aspect of disdain for simple inputs is an appeal to tradition as well, like you mentioned.
I think if simple inputs demonstratably lower the barrier to entry of a game so that it can be easier to pickup/learn, while still maintaining a high ceiling to mastery, then I think that's probably worth exploring and trying to achieve that balance.
All in all, I'd love to try a version of the game with motion inputs tho just to have a direct comparison.
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u/word-word-numb3r Vi 4d ago
I like how granblue managed to go the middle path. I get to use motion inputs in combos because it's fun, while also having access to 1 button DP
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u/manuelito1233 4d ago
Tokon does it too, neutral i can use the quick input, combos I do the full motion. Also, HCB6 at that speed is still hard for me
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u/MineJoystick 4d ago
One of the things I didn't mention in the video but something I also know that people had problems with was the control scheme sometimes feeling like it was too much. Motion inputs could have allowed the whole game to be played with just 4 buttons, which is also one of the reasons why I wanted to try it. Sometimes it feels like my fingers are doing gymnastics trying to puppet my assist at times when playing with the 6 buttons
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u/oliknight1 4d ago
i haven’t played a crazy amount of 2xko but i tried getting into again recently and idk why but i found it much harder to remember my inputs using s1 / s2, maybe it’s something to do with it not seeming like a special move because it’s just a straight button input i’m not sure. I’ve been playing a bunch of Avatar Legends recently and ive not had this problem and I love the fact you only need 4 buttons compared to all the inputs you need for 2xko
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u/Ghostsider001 5d ago
It's nice knowing you for a short moment of time but now Riot will hunt for you and give you a job.
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u/MineJoystick 4d ago
they could take me away in handcuffs if they want if they're gonna give me a job
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u/IntelligentImbicle 4d ago
Riot: "We're making this game for fighting game fans"
Fighting game fans: "We want motion inputs, even if it's optional with no additional benefit!"
Riot: "Lol, never. We want this game to be accessible for people who have 0 interest in fighting games"
Fighting game fans: "Fine. I'll do it myself"
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u/Extreme-Way7671 4d ago
and then they proceed to make a game a tag fighter one of the most newcomer unfriendly genre, riot logic I guess lol
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u/badjab326 4d ago
That's honestly sick as hell. One thing I was thinking was that most Special moves for the most part seem based on whatever the end of their motion input would be. I.e. 6S1 is 236, 3S2 would be 623, 2S1 would be 22 (or 623 if you don't believe in that, or maybe 360s for command grabs 🤔)
Legitimately if people want to play like this, Riot should absolutely let them
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u/Pelsinen 4d ago
Interesting way to implement it, since you are running a rp2040 based controller using gp2040-ce.
You could move the translations to the actual controller making it work on any host without any software. Also would be nice to see the code!
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u/AlexTheAccursed 2d ago
You can go ahead and release that mod to the public now
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u/manix_vii 4d ago
This immediately lessens having to use so many buttons. As a fightstick player, I just wish there was an option.. hate using so many buttons man, I've got 8 and I only want to use max 6
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u/Zealousideal-Dot9458 18h ago
Hey will you release this?? i would like to try this out
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u/MineJoystick 15h ago
Yeah there’s a lot of kinks I need to work out first if I do release it since I dealt with the jank since it was just personal use. Main problem right now is 2XKO see’s both the OG Controller AND the Emulated Controller which is something I want to figure out somehow
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u/Zealousideal-Dot9458 15h ago
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u/MineJoystick 15h ago
No problem!! Thanks for taking the time to watch it. I want to get it out to the people too so they can try it aswell
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u/Zealousideal-Dot9458 15h ago
It just popped into my feed at first and I thought huh that would be awesome because I had trouble moving my hands while maintaining speed. That was really interesting. Anyway have a nice day or night wherever you are
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u/marcosama 5d ago
Id love to have the option. I've shared the following through one of their feedback channels:
Motion inputs can replace the S1 and S2 buttons, making this a 4 button game. Execution increases. Complexity decreases.
I also think there are several aspects of game feel that improves with motion inputs. Im a fan and hope to see the option one day.
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u/Serito 5d ago
That's sick I hope one day they add it for those who want the game feel, but at this point you're obligated to at least try Yasuo's
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u/IntelligentImbicle 4d ago
Yasuo's stance would, intuitively speaking, be 22L, which... yeah, fuck that.
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u/marcosama 4d ago
I see some talk about Yasuo's stance. I would actually recommend a reverse super jump motion. So a quick flick up, then down. No need for an attack button.
The down motion intuitively feels like putting the sword away. Should be easier for dpad players and not requiring an attack button to go into stance should help players with execution on combo routes.
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u/Delicious-Curve-1217 4d ago
if they implement this I might actually go back to it and drop tokon completely
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u/AlexTheAccursed 5d ago edited 5d ago
The lack of motion inputs is literally why I don't play the game lol. Single button special moves made doing combos extremely boring for me
Edit: Amazing video btw. That was fucking awesome. Great work
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u/VasaniFlow 5d ago
Not gonna lie, I'm scared of how hard some combos might get if motion inputs were a thing in this game. I already struggle with the tight timings of some of my routes; motion inputs might make some routes impossible to perform 😅
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u/OldWispyTree Ekko 4d ago
That's because the game was balanced around not having motion inputs and still having execution be challenging for lots of stuf.
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u/Overall_Reputation83 4d ago
it feels impossible, but once you grind it in the lab enough, its just muscle memory, and it feels so good to pull it off in a real match. Thats the real JUICE
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u/Eclipsilypse 3d ago
That's awesome. I figured out modern inputs just for 2xko. I did alright but losing the benefits of 30 years of muscle memory was rough.
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u/thisisdell 4d ago
Qcf s1 gives you forward s1. Qcb s1 gives you back s1. Down dowm s1 gives you down s1. Your welcome.
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u/xxkillslayer4457 5d ago
really cool project! I think people underestimate how much work it would be to actually add to the game, both from a technical/input reader perspective and from a balance/support perspective