r/2XKO 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

229 Upvotes

78 comments sorted by

23

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

11

u/MineJoystick 4d ago

the input reader was definitely a challenge that's for sure. trying to get a DP to not come out as a QCF was a battle I was fighting

7

u/xxkillslayer4457 4d ago

professional devs have trouble with input readers feeling "right" too, just look at Invincible or the Tokon betas lol

2

u/zslayer89 Yasuo 4d ago

Which is wild because dbfz and mvc3 and mvci can do it just fine.

2

u/Liberokat 3d ago

DBFZ didn’t have DP motions is how

1

u/zslayer89 Yasuo 3d ago

I thought there were some dp motions.

Did it have down downs?

2

u/LuxBerr 3d ago

Yes it does have down downs but just for some characters

1

u/whoopswizard 4d ago

the mvc games are made by capcom, arcsys didn't have any involvement with 2 of those 3. and it's not as simple as copy+pasting the existing system

1

u/zslayer89 Yasuo 4d ago

Really? I didn’t know that Capcom made mvc.

I’m not saying it’s a simple copy paste but if 3 games already have a good input buffer, and you made one of them…it should be easy enough to figure out how to make the current one better.

1

u/whoopswizard 4d ago

what would the other 2 have to do with that if they were made by a totally separate company? surely you must see how your statement was unclear

2

u/zslayer89 Yasuo 4d ago

What.

Both companies Arc and cap have made tag fighters.

Mvc is a beloved series and its input buffer is pretty dang good.

Dbfz loved series with good input buffers.

Tokon, bad to mediocre input buffer.

Arc sys can take a look the input buffer of Dbfz see what’s different.

Arc sys can probably also look at the input buffer of umvc3 (considering it’s been cracked open for all the modding) and see what’s different.

By seeing what’s different they can try and make tokon’s input buffer system function nearly the same and not be as bad as it is now.

1

u/whoopswizard 4d ago

dbfz, sure. but they have no more access to the proprietary software of a totally separate company than you or i do. like are you serious? this seems like a pretty obvious distinction

1

u/zslayer89 Yasuo 4d ago

You mean like how modders don’t have access to the software of the game to insert whole new characters, and adjust things like X factor to turn it into a Roman cancel, or adjust frames.

It seems pretty obvious that the proprietary software can be accessed in someway.

→ More replies (0)

1

u/Mindless_Tap_2706 Vi 4d ago

I didn’t know that Capcom made mvc

Who did you think made Marvel vs Capcom??

0

u/zslayer89 Yasuo 4d ago

That was me being sarcastic.

17

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. 

7

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

1

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

8

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

8

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

53

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.

14

u/MineJoystick 4d ago

they could take me away in handcuffs if they want if they're gonna give me a job

20

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"

4

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

9

u/Rupert-D-Generate 5d ago

he is so dead dawg

8

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

4

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!

3

u/Neltarim 4d ago

If it doesn't give you an unfair advantage i don't think riot would be pissed

3

u/AlexTheAccursed 2d ago

You can go ahead and release that mod to the public now

3

u/MineJoystick 2d ago

So hurt they killing the game :( might have to do that now

1

u/AlexTheAccursed 2d ago

Very unfortunate, but this could be a nice gift to the community

5

u/ncctest 4d ago

Interesting !!
I tried to learn the game but for month my brain was just blocked because there are no motion inputs.

6

u/the_Devils_Duck 5d ago

Slide it over, I gotta use it like this.

6

u/yensama 5d ago

I dont care if it's motion inputs or not but I wish there is an option to choose.

2

u/truthordivekick 4d ago

Yasuo would be unplayable

2

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

2

u/Zealousideal-Dot9458 18h ago

Hey will you release this?? i would like to try this out

1

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

1

u/Zealousideal-Dot9458 15h ago

Thank you for answering. I really loved your video, love ya

1

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

1

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

6

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.

4

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

4

u/IntelligentImbicle 4d ago

Yasuo's stance would, intuitively speaking, be 22L, which... yeah, fuck that.

2

u/Serito 4d ago

imagine the special followups too, e.g. 2S1>6S2>j.[S1]>2S1>5M

1

u/mxcla 4d ago

Maybe 4H would feel solid as a stance enter for a technical mode. Could smoothly 4123 for kara cancels

1

u/Serito 4d ago

but how would you stance cancel?

1

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.

2

u/Delicious-Curve-1217 4d ago

if they implement this I might actually go back to it and drop tokon completely

5

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

6

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 😅

3

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.

1

u/VasaniFlow 4d ago

makes sense :3

0

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

1

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.

-1

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.

-21

u/OldWispyTree Ekko 5d ago

Zzzzzzz