Friday, August 20, 2010

Guide to Using Japanese Joysticks

A work in progress. I'll be taking some photos to illustrate these points later on.

Why should I use a joystick instead of a controller?

Any sequence of inputs or motions can be learned on your control scheme of choice with practice - pad, keyboard, joystick, etc. However, it is worth directing your energies towards joysticks if you're serious about playing fighting games, since it has been the standard control scheme for the genre for good reason.

Precision in movement. In some ways, it is actually faster to input directions with simple thumb taps than manipulating a joystick lever. However, using your entire wrist or all of your fingers to tilt a lever immediately offers more fine motor control than a single digit - it is much easier to hit a single direction on a joystick whereas you often get a messy bunch of directions when your thumb alone pushes a d-pad or analog stick. A high level of precision can be achieved with the thumb alone with practice, however much less effort is needed to train your entire hand to do the same.

Button layout. The easiest advantage to grasp. By having an entire hand devoted to manipulating the buttons, it is easy to hit any button combination and execute useful techniques such as pianoing, sliding, plinking, etc.

Standardization. While there may be slight differences in parts/layout, moving from one joystick to another is generally much more straightforward than playing on a pad that you don't normally practice with. The variances in controller size, button resistance, overall layout, d-pad construction, analog stick deadzones, etc. between consoles are much more significant than moving from a Sanwa JLF to a Seimitsu LS-32. And obviously, it's the same control scheme that you'll find in arcades. If you ever have the chance to go to a game center, you'll be able to jump right in if you play on joystick.

Technical Overview

Japanese joysticks and buttons are purely digital devices - either an input is on or not. This is what makes them ideal for traditional fighting games, which are controlled only by simple directional inputs and button presses with no need for analog/pressure sensitivity.

Both the lever and the buttons work with microswitches. When the switch is activated, the circuit closes and a signal is sent. Tilting the lever beyond the microswitch's activation to the restrictor plate, or gate, or pushing a button down even further will have no effect.

The Joystick

Be precise! Learn how to do motions with as little exertion as possible - you can move a joystick in all 8 directions with just your fingers and/or wrist. There's no need to move your entire forearm and needlessly waste energy.

Don't ride the gate. You don't have to push the joystick very far from neutral to get a directional input. If you hear/feel a click, that means the microswitch is engaging. Avoid hitting the restrictor plate (especially since most levers come with square gates) and you will find directional rolls (eg quarter-circle forward) much more fluid.

Find a comfortable position for the joystick. Some players put the case on their lap, others sit on the ground and have it directly in front of them, and many put it on a surface (like another chair or a small table).

Keep your grip loose. There is no one ideal joystick hold for every single motion, so you may find yourself shifting your hand around depending on the situation.

The Buttons

Get used to moving your hand around. Once you get familiar with the button placement, you'll find yourself shifting your hand position depending on what combinations you need to press.

Don't rest your hand on the buttons. Japanese parts are quite sensitive, so you may get unwanted button presses if you get too used to resting your fingers on the buttons.

Learn techniques to increase your accuracy. Techniques such as double-tapping, piano-ing, plinking, etc. are available in almost every fighting game. They are especially useful in games with link combos that require precise timing, such as Street Fighter.

Common Issues

Dashing.

Instant air dashing.

Circular motions on a square gate.

Getting SRKs instead of double QCF.


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