capcom pro tour leverless controller

With the adoption of Street Fighter 6 as the official title for the CAPCOM Pro Tour 2023 (hereafter referred to as “CPT”), there will be changes to the “Controller Usage Rules” for the new season.

The fighting game genre has seen numerous groundbreaking changes over its long history, most recently with the advent and increased adoption of leverless controllers. Capcom constantly studies and reviews new developments in controller technology, evaluating their advantages and disadvantages, while taking into consideration the differences between controller input and character behavior in the game, which finally leads us to making informed and justified adjustments to our controller usage rules to ensure the highest levels of competitive fairness. The new rule we are putting forth below is designed to ensure all leverless controllers operate to a universal standard regardless of make or model at Capcom sanctioned events.

With this in mind we’ve decided to make the following change:

  • If up and down directions are input at the same time Both inputs must be maintained or both inputs must be rejected.

To clarify, if up and down inputs are made simultaneously, the character must not perform a jump or crouch action, and if the left and right inputs are made simultaneously, the character must not perform a forward or backward movement action.

This rule change does not expressly prohibit the use of leverless controllers, however any controller that registers an input when two directionals are depressed must be updated to comply with the new rule. As this may affect many players, we are making this announcement prior to updating the “CAPCOM Pro Tour 2023 Official Tournament Rules.” The full set of rules will be made available at a later date.

This rule change only affects tournaments and competitions sponsored by Capcom.

 CAPCOM Pro Tour 2023 Controller Usage Regulations

The following are the rules and regulations (hereafter referred to as the “Rules and Regulations”) governing the use of controllers by players in all competitions on the CAPCOM Pro Tour (hereafter referred to as the “CPT”). However, Capcom reserves the right to change these rules at any time. In the event of unforeseen problems, Capcom and the tournament organizers reserve the right to make decisions in consultation.

Philosophy of Controller Use in CPT:

Capcom does not discourage players from choosing or customizing their preferred controller. Capcom recognizes that there are circumstances in which players are compelled to do so due to their environment, physical characteristics, personality, or other compelling reasons. However, this diversity is allowed only to the extent that fairness is ensured.

Definition of Terms:

(P stands for Punch; K stands for Kick)

Controller Customization:

Customization refers to changing the physical location of buttons and levers or creating the controller itself. Customization beyond the mechanical capabilities of the PS5 standard controller, DualSense, is prohibited unless there is a special reason to do so, which takes physical characteristics into consideration. Not to mention, macros, turbo (continuous hitting function), unacceptable compound input, or any analogous function is prohibited.

Capcom or the tournament organizer reserves the right to check the controller at any time during the tournament. If the results of the check indicate that the controller is violating the rules (hereinafter referred to as “offending controller”), the player will be suspended from using the controller, and may be punished and instructed to prepare an alternative controller as soon as possible. In such cases, the tournament organizer will provide a full explanation to the players.

Scope of fairness :

The scope of customization allowed as a guarantee of fairness will be as follows

Keyboard usage:

Keyboards are allowed only if the platform used in the tournament is Steam. However, keyboards must adhere to these rules in the same manner as controllers.

The keyboard alone is not allowed to compete in offline CPT tournaments and must be paired with a controller. The paired controller must be simply connected to the PC and must not be used for character control, but only for the game program to recognize the keyboard as the player. If both players in an offline CPT tournament group wish to use the keyboard, they may do so by playing online from the Custom Room on two(2) computers, as long as there is an Internet connection available to connect to CFN (hereinafter referred to as “online competition environment”). This is because it is not possible to have two(2) keyboards connected to one PC at the same time. If an online competition environment is unavailable, both players must play the game with an alternative controller other than the keyboard.

Obtain an alternative controller:

Players may be forced to change their current controller if an offending controller is used or an unexpected malfunction occurs. In such cases, the following will apply.

  • Players may report controller malfunctions to the judge as necessary. A player may report a malfunction even if the match is in progress. However, reporting a malfunction during a match means that the match is suspended, and the player who reported the malfunction must forfeit the current round.
  • Players who report a malfunction must prepare an alternative controller as soon as possible. If the player is unable to do so within 5 minutes of reporting the problem, the tournament organizer may suggest that the player play the game using an alternative controller provided by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
  • Players must immediately (within about one minute) choose whether to continue game play with the current controller that is faulty, play with an alternative controller, or abandon the match.
  • If the tournament organizer determines that the controller is in violation as a result of the controller check, the player may be instructed to obtain an alternative controller after appropriate punishment.
  • The player who receives instructions must prepare an alternative controller as soon as possible. If the player cannot prepare the controller within 5 minutes of the instruction, the tournament organizer may suggest that the player play the game with an alternative controller prepared by the tournament organizer. In this case, players may not specify the alternative controller prepared by the tournament organizer. The tournament organizer’s proposal of an alternative controller shall be limited to cases where it is possible.
  • Players must choose immediately (within about one minute) whether to play with an alternative controller or forfeit the match.

Operation check after obtaining an alternative controller:

After obtaining an alternative controller, players can check the button settings and other operations as follows

  • If obtaining an alternative controller is during a match interruption, the round is forfeited, but the remaining time may be used to check the operation. However, if the judge decides that the player who obtained the alternative controller has gained an excessive advantage, such as a significant charge to the Super Art gauge, the judge may ask the player to abandon the match.
  • If the alternative controller acquisition is between match set, up to 5 minutes will be given to check the controller before the next match set begins.
  • When opting to continue with the original defective controller or choosing the alternative controller, if a new defect is found in either situation, players may not reported any additional defects, and if the defect cannot be overlooked, the match will be forfeit. However, if the alternative controller provided by the tournament organizer is found to be defective, the player may report the controller defect to the judges as necessary.

Last updated on March 30, 2023 v 1.00

Why Capcom is cracking down on Hit Box-like controllers for Street Fighter 6

You’re pulling my lever

Ryu Character Art in Street Fighter 6

EVO 2023, the world’s largest fighting game tournament, is just around the corner. And with it, the start of the Capcom Pro Tour (or CPT) on August 4.

The newly released Street Fighter 6 will be featured at the Las Vegas-based event and marks the first leg of CPT, which this year has a record prize pool of $2 million, half of that going to the winner. As per usual, the tournament maintains a ‘bring your own controller’ rule, meaning participating players can make use of the best PS5 controllers or the best fight sticks at their discretion.

There’s one major change this year, however, that’s proven to be quite divisive, and that’s Capcom’s decision to crack down on the use of leverless controllers like the Hit Box and the Victrix Pro FS Fight Stick. Or in other words, gamepads that swap sticks for face buttons for movement. What this allows players to do is enter specific inputs much faster than those on a stick or controller.

This essentially creates an advantage for players using leverless controllers, as the fully digital input reduces the travel time an analog stick would need to do in order to perform an identical input. Using a leverless also makes it easier to perform charge inputs, where you need to hold a specific direction for a certain amount of time.

So what's happening?

Hit Box fight stick

You might see some suggesting that Hit Box controllers and the like have been banned from CPT, but that’s not the whole story. Here’s what the official Capcom Pro Tour rules page says on the issue:

“If up and down directions are input at the same time both inputs must be maintained or both inputs must be rejected.

“To clarify, if up and down inputs are made simultaneously, the character must not perform a jump or crouch action, and if the left and right inputs are made simultaneously, the character must not perform a forward or backward movement action.”

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This is addressing many of the advantages leverless controllers have in regards to a concept known as Simultaneous Opposing Cardinal Directions (or SOCD), which basically means up and down inputs (or left and right) can be held at the same time. If you try this on a controller or fight stick, I think you’ll have a pretty hard time doing so.

So why is this a problem? It all lies in how SOCD inputs are registered for leverless versus a traditional controller. In Street Fighter 6, pressing up and down simultaneously on a pad (using both the D-pad and analog stick to perform the input) registers neutral, meaning no action will be taken. 

For a leverless, that same input results in an up command. This is an issue when it comes to charged special moves, which on leverless can be performed faster due to the player never needing to return to neutral position.

Ultimately, though, it’s worth noting that leverless controllers have not been banned entirely from Capcom Pro Tour. Rather, Capcom is cracking down on these specific SOCD inputs. You can still bring your leverless to CPT, so long as you’re not using these advantageous shortcuts.

What do pro players think of the decision?

Red Bull Kumite 2023 South Africa tournament

At Red Bull Kumite 2023 in South Africa, I was able to ask a number of pro players their thoughts on Capcom’s leverless controller rule changes. I first spoke to Benjamin ‘Problem X’ Simon, EVO 2018 Street Fighter 5 Arcade Edition champion, who was receptive of the decision.

“In the previous game,” he says, “Hit Box did give you a significant advantage. For example you could charge in a way that’s not physically possible on a levered controller. Because it’s just buttons you’re pressing, you can be charging whilst doing other stuff. Whereas on a pad, you have to hold [the input] so your hand is inactive.

“Whereas you’re holding down+back and doing everything with Guile while still having the Flash Kick. Little things where it gave certain characters an edge, [Capcom] just kind of tried to do what they can to tweak that, which I think is more normalizing rather than nerfing.”

The sentiment was shared by Jabhi ‘JabhiM’ Mabuza, who shocked the crowd when he eliminated one of the series’ best players in the opening round. He said: “When someone dashes on you it’s really hard to stop that, especially with Hit Box players because they’re so quick.

“I think [Capcom] did good because it was an unfair advantage; you didn’t have to do the full inputs for certain moves. And now Capcom is saying that you have to do those inputs, even if there is a shortcut, but it can’t be that big of a difference to pad and stick.”

Unless there’s significant pushback, then, it seems like Capcom’s new leverless rules will be here to stay. Hit Box has confirmed it will be reaching out to CPT to “encourage a standard moving forward.” Hopefully, that’ll mean players who prefer leverless controllers won’t feel like they need to pivot to other hardware in the years to come. 

Also at Red Bull Kumite 2023, we asked several pro players who they thought were the strongest characters in Street Fighter 6 . Their answers highlighted many of the same fighters in the currently playable roster.

Rhys is TRG's Hardware Editor, and has been part of the TechRadar team for more than two years. Particularly passionate about high-quality third-party controllers and headsets, as well as the latest and greatest in fight sticks and VR, Rhys strives to provide easy-to-read, informative coverage on gaming hardware of all kinds. As for the games themselves, Rhys is especially keen on fighting and racing games, as well as soulslikes and RPGs.

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capcom pro tour leverless controller

Capcom Pro Tour Cracks Down on Hitbox and Other Leverless Controllers in New Street Fighter 6 Ruleset

CAPCOM Pro Tour

Capcom is known for pushing some unusual rules before the Capcom Pro Tour season begins. Right now, the CPT is considering a change in the rules of the tournament season for Street Fighter 6 that some users might find controversial. This change will essentially crack down on fighting game controllers and input devices that don't have a lever or are more colloquially known as "the Stick." This is done to maintain fairness for all players.

See, here's the problem. Fighting game controllers that are leverless, like Hitbox and other controllers like it, allow players to seamlessly perform inputs that users with fight sticks would have issues performing . Complex motions such as Charge inputs (where you hold down one direction before moving the stick to another direction and performing an input) become much easier thanks to leverless controllers like it.

Related Story Resident Evil Code Veronica, Zero Remakes May Not Be As Ambitious As The Resident Evil 4 Remake

The new Capcom Pro Tour ruleset change has maintained studies and reviewed the advances that the fighting game community has made thanks to the adoption of leverless controllers. While not outright banning the controllers, Capcom has made a few adjustments to the controller usage rules to ensure the highest level of fairness. This new rule allows all leverless controllers to operate at a universal standard for Street Fighter 6's tournament season.

This new rule change will force players to either reject or maintain dual direction inputs (so, for example, if you hold up and down or left and right at the same time, you won't be able to perform a motion input in the opposite direction). Thus, whatever controller can register an input when two directionals are pressed will have to be adapted to this new rule. Since this is a change that will radically affect how players play the game in the Capcom Pro Tour season, the announcement has been made in advance to the official full ruleset, which will be published at a later date.

Here's a statement from Capcom regarding their philosophy of controller use in the CPT :

Capcom does not discourage players from choosing or customizing their preferred controller. Capcom recognizes that there are circumstances in which players are compelled to do so due to their environment, physical characteristics, personality, or other compelling reasons. However, this diversity is allowed only to the extent that fairness is ensured.

Additionally, Capcom has also stated that keyboards are allowed only if the platform used in the tournament is Steam. Furthermore, the keyboards will also have to adhere to the rules in the same manner as controllers, so no n-key rollover shenanigans are allowed . Keyboards must also be plugged alongside a controller since two keyboards are not able to be connected to the same PC at the same time.

Of course, Capcom Pro Tour participants are also encouraged to obtain an alternative controller if they are found to be breaking the rules or having a malfunction. If the player cannot prepare the controller within 5 minutes of the instruction, the tournament organizer may suggest that the player play the game with an alternative controller prepared by the tournament organizer. Either that or forfeit the match entirely. Finally, players will have to perform a button check to make sure the alternative controller isn't malfunctioning.

capcom pro tour leverless controller

For now, Capcom Pro Tour 2023 will be the only tournament set that will use this new ruleset. Any other TOs that adopt this new ruleset can do so of their own volition.

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capcom pro tour leverless controller

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Street Fighter 6 Tournament Rule Change Has Hitbox Users Up In Arms

Capcom's new rule for official Street Fighter 6 tournaments essentially turns the controversial leverless controller into an expensive paperweight.

By Darryn Bonthuys on March 30, 2023 at 8:31AM PDT

Ahead of the release of Street Fighter 6 in June, Capcom has outlined a rule change to leverless controllers that'll have a major impact on future Capcom Pro Tour tournaments. Capcom's new rule says that if a player inputs up and down directions at the same time, then both inputs must either be maintained or rejected.

"The new rule we are putting forth below is designed to ensure all leverless controllers operate to a universal standard regardless of make or model at Capcom-sanctioned events," the Street Fighter 6 developer said in a blog post . "With this in mind we’ve decided to make the following change. If up and down directions are input at the same time, both inputs must be maintained or both inputs must be rejected."

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What this means is that Capcom is essentially leveling the playing field. Leverless controllers, and especially those manufactured by Hitbox, give players a major advantage in matches, allowing them to perform certain moves more quickly than competing players who use standard fightsticks or controllers.

As its name implies, the joystick on a leverless controller is replaced by a series of buttons for directional inputs, giving those players a sizable advantage for pulling off techniques that normally require extra motion with a joystick. You'll often spot professional players in fighting game tournaments using these devices, and the existence of the Hitbox and leverless controllers from other manufacturers is a polarizing subject in the community. For a more technical breakdown on why Hitbox players are up in arms about the rule change, VG247 has a detailed explanation of the situation.

Some call it a cheater's box--just look at the replies to Capcom's tweet about the rule change --while others consider it a necessary piece of hardware to become proficient with if you want to make an impact in tournaments. Hitbox has already released a press statement in which it says that it is developing a "solution" to comply with Capcom's rules, and it has also mentioned that Capcom and Street Fighter "do not represent the community" as a whole.

https://t.co/ScjdmxAXE2 pic.twitter.com/aX5oqYKUsr — Hit Box (@Hit_Box) March 30, 2023

While it remains to be seen if Capcom's rule will be adopted at other tournaments or by other fighting games that also host global events, the reality is that Capcom is generally seen as a trendsetter in this space and can comfortably set a precedent for other brands to follow if they choose to do so. Street Fighter 6 is also shaping up to be the most approachable game in the series, as it features three distinct control schemes.

The Classic control scheme is an old-school setup, the Modern Control Type allows for easier inputs where a special move can be performed by combining a special move button with a single directional input, and the Dynamic Control Type is an AI-assisted feature that ensures that you'll always use the best move possible depending on your positioning in a level. While Dynamic controls are only available in local play, Modern controls will be allowed in online play.

Street Fighter 6 will launch on June 2 for PC, PS5, PS4, and Xbox Series X|S, and for more details, you can check out GameSpot's feature on everything that we know about Street Fighter 6 .

capcom pro tour leverless controller

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capcom pro tour leverless controller

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Capcom Pro Tour 2023: Leverless Controller Rule Changes Aim for Competitive Fairness Ahead of Street Fighter 6 Release

capcom pro tour leverless controller

As the anticipation for Street Fighter 6’s June release grows, fans can look forward to the Capcom Pro Tour 2023 season, which will focus on the previous installment, Street Fighter V (SFV).

Top-level players of the renowned fighting game have been preparing for the official circuit. However, a recent ban on a particular controller type will require some of them to modify their mechanics. Leverless controllers, which have been growing in popularity over the past decade, will need updates to remain eligible for the circuit. Capcom has announced changes to the “Controller Usage Rules” to ensure the highest levels of competitive fairness by making informed and justified adjustments, considering the differences between controller input and character behavior in the game.

These controllers enable players to execute combos more easily by utilizing buttons instead of the traditional joystick. The new rule is designed to ensure all leverless controllers operate to a universal standard, regardless of make or model, at Capcom-sanctioned events. The rule states that if up and down directions are input at the same time, both inputs must be maintained or both inputs must be rejected. To clarify, if up and down inputs are made simultaneously, the character must not perform a jump or crouch action, and if the left and right inputs are made simultaneously, the character must not perform a forward or backward movement action.

This decision has revived an old debate within the SFV community. Some professional players argue the ruling is insufficient, while others contend that leverless controllers should be allowed without modification. Veteran player Luffy has even called for an outright ban on these controllers. There is also concern about the enforcement of this rule in online tournaments, as there is currently no method to verify if players have deactivated the prohibited input.

Leverless controllers have gained traction over the years, with notable Japanese pro players, such as Daigo, adopting them. Many players view these controllers as the optimal choice for excelling in SFV. Japanese player Mago, for example, stated in a recent livestream that “walk block and leverless defense are broken,” and that “the days of sticks are ending.”

The rule change does not explicitly prohibit the use of leverless controllers. However, any controller that registers an input when two directionals are depressed must be updated to comply with the new rule. To give players ample time to adjust, Capcom has announced this change before updating the “CAPCOM Pro Tour 2023 Official Tournament Rules.” The full set of rules will be made available at a later date.

The rule change only affects tournaments and competitions sponsored by Capcom. The Capcom Pro Tour 2023 Controller Usage Regulations serve as the governing rules for the use of controllers by players in all CPT competitions. However, Capcom reserves the right to change these rules at any time, and in the event of unforeseen problems, Capcom and tournament organizers reserve the right to make decisions in consultation.

Street Fighter 6 is scheduled for release on June 2 on PlayStation 4 and 5, PC, and Xbox Series X/S. In the meantime, SFV will be featured in the upcoming EVO Japan, starting on March 31st.

What is SOCD?

Simultaneous Opposite Cardinal Directions (SOCD) refers to a situation in which two opposite directional inputs (e.g., up and down or left and right) are pressed simultaneously on a fight pad or leverless controller. How SOCD is handled in fight pads can impact gameplay and the execution of character actions.

Different fight pads and leverless controllers handle SOCD inputs differently, depending on the controller’s design and firmware. There are three common methods for handling SOCDs:

  • SOCD Neutral (or Last Input Priority): In this method, if two opposite directions are pressed simultaneously, the controller disregards both inputs, and the character remains in a neutral position. This means if up and down are pressed together, the character will neither jump nor crouch, and if left and right are pressed together, the character will not move forward or backward.
  • SOCD Priority (or First Input Priority): In this case, when two opposite directions are pressed together, the controller prioritizes the first input and disregards the second one. For example, if a player holds left and then presses right, the character will continue moving left until the left input is released.
  • SOCD Stacking: This approach allows both inputs to be registered, effectively allowing the character to perform an action that may not be possible with traditional joystick controllers. However, this method can create unfair advantages and is generally not used in competitive settings.

For competitive fairness, some tournament organizers and game developers, like Capcom, have implemented rules to standardize how SOCD inputs are handled in official competitions. As seen in the Capcom Pro Tour 2023, they require that both inputs must be maintained or both inputs must be rejected when simultaneous opposite cardinal directions are inputted. This rule ensures that leverless controllers operate to a universal standard, regardless of make or model, at Capcom-sanctioned events.

capcom pro tour leverless controller

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capcom pro tour leverless controller

Street Fighter pros face dilemma after latest controller ban in Capcom Pro Tour

Image of Eva Martinello

Top players in Street Fighter have been training ahead of the launch of Street Fighter 6 and the upcoming Capcom Pro Tour circuit, but some of them will have to adjust their mechanics following a new ban on a specific controller for this season.

Leverless controllers will have to be updated to be eligible in the circuit as Capcom banned one of the functionalities that make them so efficient at SFV’s highest level earlier today. Those controllers allow players to hit combos easier by using buttons instead of the traditional joystick.

Related: Tekken 8 esports will only get massive prize pools if they are 100 percent sustainable

Using directional buttons to block faster will no longer be allowed, either. It’s done by pressing up and down simultaneously, and then letting go of the “up” button. This is considered the main advantage of the controller over pads and sticks since it’s physically impossible to perform using a movement stick.

“This new rule is designed to ensure all leverless controllers operate to a universal standard regardless of make or model at Capcom-sanctioned events,” the publisher wrote in its new policy .

https://t.co/S0q64GhW0P pic.twitter.com/cge5yzrQBq — Capcom Fighters (@CapcomFighters) March 30, 2023

This decision reignited an old controversy in the SFV community. Some pros say the ruling doesn’t go far enough, while others argue they should be eligible without being modified or that it will be counterproductive and actually advantage leverless controller users even more . “Just ban it,” reacted veteran player Luffy.

Countless high-tier players also wondered how this rule could be enforced in online tournaments since there is currently no way to check whether players deactivate the input.

While I think I understand the point of the rule itself, I really don't see how is this ever enforceable. – Are TOs to check every hitbox offline? – How tf do you even check this online? There'd need to be a software way to do so lol https://t.co/XJAJigfrqx — Damascus (forma EVO NICE PROPAGANDA) (@zDamascus) March 30, 2023

Leverless controllers appeared over a decade ago, and their popularity has increased since then. More and more Japanese pro players have been switching to them each year, such as veteran Daigo.

Many consider them the best controller to perform better in SFV . “Walk block and leverless defense are broken,” explained Japanese player Mago in a recent livestream . “The days of sticks are ending.”

Capcom has banned the use of specific combos on leverless controllers before. This is the first time the ban has been included in Pro Tour’s ruleset , however, which includes all offline events that are a part of the circuit.

Hit Box, the popular leverless controller’s manufacturer, said it’d comply with Capcom’s new rule , but added it was “a still-developing situation” and doubled down on the standard it established. “We still stand firmly by and believe in this standard: Up + down = Up,” referring to the input banned by Capcom. It’s still unclear if those rules will be adjusted before the circuit kicks off.

Street Fighter 6 is planned to release on June 2 on PlayStation 4 and 5, PC, and Xbox Series X|S. Meanwhile, SFV will be showcased in the upcoming Evo Japan , which will kick off tomorrow, March 31.

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Capcom Pro Tour 2023 Rule Change: Up + Down on a leverless controller must equal Neutral

  • Thread starter Neoxon
  • Start date Mar 29, 2023
  • News   Capcom  

Recent threadmarks

dock

Game Designer

  • Mar 30, 2023
Sylvee said: I could be wrong, but I'm pretty sure the issue is that this is happening with the hardware used to play the game, not with how SF6 is registering the inputs. These controllers are detecting the simultaneous up and down inputs and previously were only sending the up input to the game. (Which was the expectation for SFV) Now in SF6, Capcom wants the hardware in these custom controllers to either send both inputs (so SF6 can handle them and have it result in neutral in-game) or to send neither. (Which will also result in neutral) Click to expand... Click to shrink...

Magneto

Prophet of Truth

View: https://twitter.com/Futurethief_FGC/status/1641304922141478912 View: https://twitter.com/Futurethief_FGC/status/1641304925408731138 Lmao you can tell that they didn't thought about it for more than 5 seconds.  

Aesthet1c

This might be a dumb question but as someone new to learning to play on a hitbox style controller, is this going to make d -> u moves harder? If d + u = neutral does that mean I need to make sure I let go of down before pressing up or my up won't be registered and I'll miss my flashkick?  

Neoxon

Spotlighting Black Excellence - Diversity Analyst

Jakisthe said: Aka "we choose to have our controller banned from the largest pool in FGC history" Why. Click to expand... Click to shrink...

Bob White

This response from the rooflemonger vid... "For me the issues isn't so much about the in game implications. It's about the potential financial impact of having a $200+ controller become illegal overnight. Additionally if you do update your firmware will it comply with Evo SoCD rules? Which are up + down = up. Its splitting the FGC and its a hot mess." what a can of worms.  

pochi

Laughs in keyboard  

crimsonECHIDNA

crimsonECHIDNA

JusDoIt said: Oh we got a fight on our hands. Unexpected. Click to expand... Click to shrink...

JusDoIt

crimsonECHIDNA said: I mean it's a big gamble to assume other publishers won't eventually follow Capcom's lead. Click to expand... Click to shrink...

chairhome

Aesthet1c said: This might be a dumb question but as someone new to learning to play on a hitbox style controller, is this going to make d -> u moves harder? If d + u = neutral does that mean I need to make sure I let go of down before pressing up or my up won't be registered and I'll miss my flashkick? Click to expand... Click to shrink...

capcom pro tour leverless controller

Magneto said: View: https://twitter.com/Futurethief_FGC/status/1641304922141478912 View: https://twitter.com/Futurethief_FGC/status/1641304925408731138 Lmao you can tell that they didn't thought about it for more than 5 seconds. Click to expand... Click to shrink...

Tpallidum

Eh I don't think it's a big deal. People assuming they did this to hurt leverless but really it just brings it in line with pad/sticks/keyboard. Makes them all consistent across the board. and low-key it's a stealth buff to motion inputs per momochi and that tweet up there^^^. It's like 1f more to your flash kick. Ok whatever lol. D+U should never have output to U in the first place. That's weird when L+R=N. It was nice while it lasted but it honestly never made sense. People saying you can just cheat online and all that but that is a non issue because you can do that already anyway right now with macros, tool assists, etc. Go nuts online. The change is for in-person only (unofficially. officially they'll blanket statement it though.) It'll be fine. Typical fgc overreaction  

ElFly

I feel that if the rule is that Up + Down = Neutral, it should follow that Up + Down + Left = Neutral too  

ElFly said: I feel that if the rule is that Up + Down = Neutral, it should follow that Up + Down + Left = Neutral too Click to expand... Click to shrink...

Mistouze

Tpallidum said: Eh I don't think it's a big deal. People assuming they did this to hurt leverless but really it just brings it in line with pad/sticks/keyboard. Makes them all consistent across the board. and low-key it's a stealth buff to motion inputs per momochi and that tweet up there^^^. It's like 1f more to your flash kick. Ok whatever lol. D+U should never have output to U in the first place. That's weird when L+R=N. It was nice while it lasted but it honestly never made sense. People saying you can just cheat online and all that but that is a non issue because you can do that already anyway right now with macros, tool assists, etc. Go nuts online. The change is for in-person only (unofficially. officially they'll blanket statement it though.) It'll be fine. Typical fgc overreaction Click to expand... Click to shrink...

naw

View: https://mobile.twitter.com/tsongihy/status/1641404600141107200 View: https://twitter.com/tsongihy/status/1641412054090403840?s=20 done  

threi

Losing up priority just confirmed im sticking with stick. That was the only thing i really liked about stickless (mostly speaking from a comfort perspective, the real bullshit is "last win" mode)  

HardRojo

One Winged Slayer

When did leverless become so popular among top players? I remember when it first started popping up in tournaments, I thought it'd just be another uncommon way to play, but it's been adopted by several players now. I don't think I'll be moving to leverless because at this point I just play FGs every now and then and I'm fine with a stick, in fact I just bought the Hori Alpha stick last weekend and that's probably what I'll be using in the near future, only issue is I have no Xbox stick... might look into repurposing my old TE Round 2 MadCatz into an all-purpose stick that works on several platforms.  

Just Great said: I hope this is incredible satire. Click to expand... Click to shrink...

Hyun Sai

HardRojo said: When did leverless become so popular among top players? Click to expand... Click to shrink...

Piccoro

naw said: View: https://mobile.twitter.com/tsongihy/status/1641404600141107200 View: https://twitter.com/tsongihy/status/1641412054090403840?s=20 done Click to expand... Click to shrink...
ElFly said: why it's what allows the weird inputs like the aforementioned back down then using up for fuzzy guard or 639+P for DP it'd still allow for down + up being a synthetic double down push but maybe that could be addressed later if necessary Click to expand... Click to shrink...
Just Great said: A couple of things here: Making what is essentially neutral + left/right = neutral is silly, Click to expand... Click to shrink...
Just Great said: but that's what you're advocating for. 639+P only works because of Capcom's input buffering leniency. Leverless already allows you to block overheads quickly without this SOCD cleaning method, you can just release down. How would they address fast 22 inputs? There's no reasonable way except... You avoid all of these by just letting Up have absolute priority. Click to expand... Click to shrink...
ElFly said: you still haven't explained why also, it's not neutral + left/right. It's pressing three directions at the same time. Why should that not result in the character just standing there I am ok with people releasing buttons quick 22 should be addressed by demanding every input is an actual button press; not sure if it's really necessary tho Click to expand... Click to shrink...

ryan13ts

Seems like a pointless change that's just going to piss people off. This up+down thing has been a standard for literally almost a decade now, why bother changing it now?  

stumblebee

HardRojo said: When did leverless become so popular among top players? I remember when it first started popping up in tournaments, I thought it'd just be another uncommon way to play, but it's been adopted by several players now. I don't think I'll be moving to leverless because at this point I just play FGs every now and then and I'm fine with a stick, in fact I just bought the Hori Alpha stick last weekend and that's probably what I'll be using in the near future, only issue is I have no Xbox stick... might look into repurposing my old TE Round 2 MadCatz into an all-purpose stick that works on several platforms. Click to expand... Click to shrink...
Just Great said: It wouldn't result in the character just standing there because you're not inputting an opposite direction of left/right. Up+down cancelling each other out, okay, sure. Why would an unopposed left or right be cancelled out? Click to expand... Click to shrink...

Solidus

The craziest thing about this is Hitbox's response. Why not just say you're working on a firmware update and impress people with your device's versatility? Whether they agree with how Capcom wants to run their pro tour or not isn't the point. Awesome to see that everyone with a recent Brook board is already good to go. Side-note: I wonder if this is the last year that Capcom will allow people to qualify for Capcom Cup through online events. I'm sure they're not oblivious to the fact that people are using whatever controllers or even macros they want from home, and this rule change for in-person events shows that Capcom cares a lot about that type of thing now. It must be a struggle for them between wanting to show off SF6's fancy new netcode vs. controlling input devices.  

FluxWaveZ

Persona Central

JusDoIt said: Doesn't seem to me that Capcom cares about input shortcuts. They intentionally program some in themselves. I think they are (rightfully or wrongfully) uneasy with people never having to release charge. Arguably breaks the charge archetype. Click to expand... Click to shrink...

ekim

I have no idea what all of this means but it reminds of the fact that FGs are not accessible for me.  

stumblebee said: The reason is that there are some very clear advantages (frame perfect inputs become trivially easy, SOCD input shortcuts which open the door to blocking/charging way faster than on stick, ergonomic advantages) and professional players want to squeeze every advantage they can out of any part of the game to make it easier to win. Click to expand... Click to shrink...
ekim said: I have no idea what all of this means but it reminds of the fact that FGs are not accessible for me. Click to expand... Click to shrink...
HardRojo said: Yeah, I can see that, especially now with the biggest prize pool we've seen to date when it comes to FGs. It's just wild to see how stick players are transitioning to hitbox style controllers after so many years, and I don't mean it in a bad way at all. Games evolve, controllers evolve and the way we play games surely evolves as well. Click to expand... Click to shrink...
ElFly said: because you are also pressing up and down? I don't think forcing people to let go of a button is too much of a requirement Click to expand... Click to shrink...
FluxWaveZ said: The way Capcom has done this is definitely messy. They couldn't even give a heads up to the companies before making this public announcement? It feels like a knne-jerk reaction to something, dismissing so many important elements. As mentioned before, this has a real financial impact not just on the companies, but on the players who bought these things. I didn't pay for the Victrix Pro myself. But if I had, I'd be absolutely pissed right now. They still haven't put up a statement, but are ironically still just advertising selling their leverless at Evo Japan. But this historically affects, like... One character? We're doing all this for Guile? I get it, but at the same time, some of the talk about these controllers is overblown. I feel like the new advantages this would bring are far more important than what was there before. This is all kind of annoying, as someone who really doesn't care about all of these weird leverless-exclusive inputs and plays just because it's comfortable. Got me thinking of moving to keyboard. Click to expand... Click to shrink...

Windrunner

Something should have been done about these cheatboxes several years ago, nipping this nonsense in the bud. Use whatever device you want at home, tournaments however shouldn't be a mad scramble to get whatever advantage possible while stretching the rules to breaking point.  

FluxWaveZ said: I mean, most of the top players in SFV are standard PS4 pad players. I believe all of the CPT SFV champions were pad players, except for one. The era of stick being the absolute standard and must is long gone. Click to expand... Click to shrink...
Windrunner said: Something should have been done about these cheatboxes several years ago, nipping this nonsense in the bud. Use whatever device you want at home, tournaments however shouldn't be a mad scramble to get whatever advantage possible while stretching the rules to breaking point. Click to expand... Click to shrink...

Yerffej

Prophet of Regret

Wonder what the numbers split is between stick/pad/box players.  

crimsonECHIDNA said: If we're going to be honest, it's when top Japanese players started adopting to it. lol Click to expand... Click to shrink...
Just Great said: It's a 2 axis controller, what you're doing on one axis doesn't impede the other. Click to expand... Click to shrink...
Just Great said: Furthermore, you're trying to pre-emptively "nerf" something before it's even been used and and we haven't seen how much it actually impacts the game on any level. Click to expand... Click to shrink...

neoak

Neoxon said: They've also been weird about EVO going with PS5 for SF6. First they thought it'd be the PS4 version running on PS5, now they're hoping EVO reverses course. Click to expand... Click to shrink...
Just Great said: I'm trying to think of a single competitive endeavor, ever, in the history of humanity, that was not a mad scramble to get whatever advantage possible while stretching rules to the breaking point. Drawing a blank. Click to expand... Click to shrink...

Alek

Games User Researcher

People smugly pointing out how this just breaks the game in different ways are going to have this backfire. You'll just end up with your devices banned outright. Most of their players are pad players and they do not care about this minority above the experience of that larger group. Capcom don't want there to be any major, exclusive advantages based on the selected input device. It's a good thing for them to seek to protect the competitive integrity of their games.  

ElFly said: in a two axis controller, three inputs at the same time is impossible weird, because once you allow three inputs at the same time people come out of the woods telling me how this is actually a buff and how it has been exploited before Click to expand... Click to shrink...
Windrunner said: I'm old enough to remember when everything was done on arcade cabs so there was once a level playing field. I understand why things are the way they are now but I miss the purity we once enjoyed: all the chatter about controllers is boring AF. Click to expand... Click to shrink...
Just Great said: The purity of the old days like STSFN or listening to people's button presses and so on? I'm not sure why you'd enter a topic specifically about something that bores you. Click to expand... Click to shrink...

mute

How much effort is it going to take to check all the player's in a tournaments controller FW versions and the modes they happen to be in? It seems odd to me that you wouldn't handle this sort of thing on the SW side but what do I know.  

Alek said: People smugly pointing out how this just breaks the game in different ways are going to have this backfire. You'll just end up with your devices banned outright. Most of their players are pad players and they do not care about this minority above the experience of that larger group. Capcom don't want there to be any major, exclusive advantages based on the selected input device. It's a good thing for them to seek to protect the competitive integrity of their games. Click to expand... Click to shrink...
mute said: How much effort is it going to take to check all the player's in a tournaments controller FW versions and the modes they happen to be in? It seems odd to me that you wouldn't handle this sort of thing on the SW side but what do I know. Click to expand... Click to shrink...

Elgen98

hardware socd cleaners were implemented because old games werent designed to handle left+right or up+down, which led to a whole slew of fuck shit new games have logic built in to handle it and capcom is just saying pls follow our in game logic, no external peripherals w new rules Click to expand... Click to shrink...
Elgen98 said: Is not about buffing or nerfing something, is about complying with the software SOCD cleaning method that SF6 uses. https://twitter.com/GREATFERNMAN/status/1641293052831739904 Click to expand... Click to shrink...
FluxWaveZ said: Most of the players going to Capcom Pro Tour events are pad players? Click to expand... Click to shrink...

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Hit Box Provides Update Regarding New CPT Rules

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Hit Box Provides Update Regarding New CPT Rules

Controller manufacturer, Hit Box , has come out with another statement regarding the rule change for the Capcom Pro Tour 2023 season.

Recall that Capcom put out a statement in which they announced that they would be changing the rules regarding some leverless controllers. You can read more about that here , but, the main thrust of the statement was that from now on, UP + DOWN = Neutral as opposed to UP + DOWN = UP. This caused a lot of worries within the community and Hit Box released an initial statement where they said that they would observe proceedings while at the same time standing behind their current product. 

In a new statement, they have clarified their view stating that they have no plans to abandon their customers and that there is, in fact, a firmware update that will enable compliance with Capcom's new rule. 

They added that they believe that this new firmware will make their controllers even better, although, they were minded to insist on the high quality of their current controllers, which are not in compliance with Capcom's new rule. 

They stressed that their primary concern is their consumers and that they would like to test the new firmware more rigorously before rolling it out for consumers to use. It is expected that they will have something to put out by the time CPT season begins. 

This was a swift move by them, and it seems clear at this point, that leverless controllers are going nowhere and that there is a lot less to worry about regarding the rule change than people initially felt. 

It has even been speculated that the more neutral SOCD (Simultaneous Opposing Cardinal Directions) for the Hit Box might even introduce new challenges in Street Fighter 6 as some moves that were impossible could now possibly be carried out with a more neutral Hit Box .

It remains to be seen if there will be any more developments, but you can rest assured that if there are, we'll be here to let you know about them.

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Here's a breakdown of why players are having trouble with Street Fighter 6's inputs

None

The most prevalent complaint we've noticed lately is players having problems getting the inputs they want in SF6 at times, but why is that?

Well, luckily for the community, Loïc 'WydD' Petit already did the work crunching the numbers and testing input interactions to get a much better look at what makes SF6 tick under the hood.

Two things that are impacting players' inputs in this game are the moves priority system and its input buffer system, which both work a good bit differently than they do in Street Fighter 5.

Input buffer refers to the leniency given by the game to determine the amount of time and what inputs are required to pull off a move successfully.

Quarter circle motion attacks have 11 fames of buffering in SF6 according to WydD, meaning that a player has an 11-frame window from pressing down to down-forward and forward to have the game count it as a valid quarter circle.

I've made a document which summarises all the measures I've done on the @StreetFighter 6 input system and the comparison with SFV. Plenty of details to read, plenty of small changes. It might be subject to further edits but most of it should be there. https://t.co/aU1yaHO6dF pic.twitter.com/R7ClGsg5v4 — Loïc *WydD* Petit (@WydD) June 12, 2023

Pretty much across the board, Street Fighter 6 is 1–3 frames more strict for inputs compared to Street Fighter 5, but there are a few notable exceptions.

Half circle inputs have seen their input buffer increase from 8 frames to 12 frames while full circle / 360 motions have been increased from 25 to 32 frames.

This may not seem like a ton of difference, but it does make an impact and especially when inputs start overlapping, which we'll talk about more shortly.

Fixed some small stuff here and there. But the biggest change is: I've updated the HCB definition to fit the fact that 6314 is valid. pic.twitter.com/WE1B46TDVp — Loïc *WydD* Petit (@WydD) June 13, 2023

The developers also seems to have removed many of the input shortcuts that benefitted leverless controller players in SF5.

Capcom had previously changed their rules regarding what leverless controllers would be legal in official Capcom Pro Tour events going forward.

Instead of the generally accepted method of two conflicting directions still resolving in an input (like up + down = up), Capcom ruled that opposing directions must negate each other out, which has had mixed reactions from the community.

Street Fighter 5's competitive scene itself ran into some controversey over the Gafrobox and other leverless controllers like it to be ruled as illegal for official tournaments.

Input Priority

The other notable thing that's different in SF6 is the game's priority resolution system, which assigns certain actions to take priority over others in case of overlaps.

In pretty stark contrast to SF5, the new game has moved Overdrives and Super Arts up to the top of the food chain with OD specials taking priority over everything else.

That means if you do double quarter circle forward and two punches with Ryu, you're going to get OD Hadoken in instead of his level 1 Super Art.

It also explains why you may be getting accidental Supers when you don't intend for them to come out.

capcom pro tour leverless controller

The developers also moved down half circle's priority below quarter circle and Shoryuken motions, which on paper could mean that you could accidentally get a quarter circle special over a half circle depending on your inputs / timing.

We've seen other complaints though too like Lily players saying they're getting her 360 command grab when they say they're going for quarter circles.

Since the 360 has a wider input buffer and a higher priority than quarter circles, a player could have the game register a 360 motion if they inputted enough required inputs immediately before the quarter circle.

We can't say for certain that these explain all of the input foibles players have been experiencing, but those are the general rules that control how SF6's main mechanics operate. If something does break these rules, it's quite possibly a bug that'll hopefully get addressed in an update.

There's also an interesting change to how the game handles its input polling.

Basically, instead of reading button inputs once every frame like Street Fighter 5, SF6 is reading for inputs thrice per frame.

In early testing, WydD found that inputting three different directions within the same frame would output in the game as a seemingly random pick of one of them.

Since it's still early, though, more testing will need to be performed to see how exactly this impacts players and the game.

There's always going to be an adjustment period and acclimation issues when attempting to start a new fighting game, so our best advice is to just hit Training Mode and do your own testing on what inputs you're doing and how they're working.

If these perceived input issues are not what Capcom intended or produce problems for the game, we can expect the developers will make adjustments to the game's systems and mechanics in the future.

You can find the full breakdown of information regarding how Street Fighter 6 handles and interprets its inputs on WydD's website here .

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COMMENTS

  1. Rules

    This rule change does not expressly prohibit the use of leverless controllers, however any controller that registers an input when two directionals are depressed must be updated to comply with the new rule. As this may affect many players, we are making this announcement prior to updating the "CAPCOM Pro Tour 2023 Official Tournament Rules."

  2. Why Capcom is cracking down on Hit Box-like controllers for Street

    The Capcom Pro Tour has some pretty strict rules that appear to crack down on the use of leverless controllers for Street Fighter 6.

  3. Capcom to prohibit use of leverless controllers that don't ...

    This new rule for the Capcom Pro Tour specifically targets how these controllers behave when two directional inputs are performed at the same time. "In anticipation of the 2023 season...

  4. Capcom Pro Tour Cracks Down on Hitbox and Other Leverless Controllers

    The new Capcom Pro Tour ruleset change has maintained studies and reviewed the advances that the fighting game community has made thanks to the adoption of leverless controllers.

  5. Capcom Changes CPT 2023 Controller Policy

    Capcom today, made a change to their tournament rules for the 2023 Capcom Pro Tour season, which will be played exclusively on Street Fighter 6, which will be released on the 2nd of June. Before now, modified controllers were allowed to a degree, and this led to the rise in leveless controllers, most notably the Hit Box.

  6. Capcom Pro Tour makes Controversial rule change to Hitbox & Leverless

    So Capcom has updated the ruleset for the Capcom Pro Tour, and there has been a rule change that MAJORLY effects hitbox and leverless controllers!

  7. Street Fighter 6 Tournament Rule Change Has Hitbox Users Up ...

    Ahead of the release of Street Fighter 6 in June, Capcom has outlined a rule change to leverless controllers that'll have a major impact on future Capcom Pro Tour tournaments....

  8. Capcom Pro Tour 2023: Leverless Controller Rule Changes Aim for

    As seen in the Capcom Pro Tour 2023, they require that both inputs must be maintained or both inputs must be rejected when simultaneous opposite cardinal directions are inputted. This rule ensures that leverless controllers operate to a universal standard, regardless of make or model, at Capcom-sanctioned events.

  9. Street Fighter pros face dilemma after latest controller ban in Capcom

    Capcom has banned the use of specific combos on leverless controllers before. This is the first time the ban has been included in Pro Tour's ruleset, however, which includes all offline...

  10. Capcom Pro Tour 2023 Rule Change: Up + Down on a leverless controller

    (Which was the expectation for SFV) Now in SF6, Capcom wants the hardware in these custom controllers to either send both inputs (so SF6 can handle them and have it result in neutral in-game) or to send neither.

  11. New Leverless Stick Rules for Capcom Pro Tour (CPT)

    If you gotta do that to win you are not beating any good players anyways but you do you. Also this new change makes leverless controllers better than before so at the end of the day leverless still is the optimal choice.

  12. New CPT Rules and the State of SOCD

    On Wednesday, March 29, Capcom announced new leverless controller policies for potential entrants to Capcom Pro Tour. They stated that all devices must adhere to the following control scheme: If Up + Down buttons are pressed, the resulting output should be "Neutral".

  13. CPT updated rules for leverless controllers : r/StreetFighter

    Edit: I find it curious that Capcom has these rules but do not apply the same logic to PS4/5 controllers. In those, forward and up always have priority.

  14. Capcom Pro Tour 2023 Rule Change: Up + Down on a leverless controller

    (Which was the expectation for SFV) Now in SF6, Capcom wants the hardware in these custom controllers to either send both inputs (so SF6 can handle them and have it result in neutral in-game) or to send neither.

  15. TOP

    CAPCOM PRO TOUR (CPT) is the premier league for competitive fighting games.Players and spectators from around the world gather to share their love for the latest insta 11 ment of the Street Fighter series and other games.

  16. Hit Box Promises Controller Compliance for CPT

    Controller manufacturer, Hit Box, has come out with another statement regarding the rule change for the Capcom Pro Tour 2023 season. Recall that Capcom put out a statement in which they announced that they would be changing the rules regarding some leverless controllers.

  17. Capcom announces Down+Up = Neutral rule for leverless controllers

    Capcom wants these leverless controllers to either have no SOCD cleaning built in so that the game can take care of it OR have the controller's SOCD cleaning be the exact same as how the game does it.

  18. Capcom has Banned Hitbox Controllers as you know them

    The new capcom pro tour rule change for the 2023 season (street fighter 6's first competitive season) has some scary implications for hitbox users...Watch Me...

  19. Street Fighter 6's Modern Control type is officially ...

    During the Street Fighter 5 finals at Evo Japan 2023 this weekend, Capcom confirmed that their new Modern Control type for SF6 will be legal and usable for the Capcom Pro Tour 2023 Season.

  20. CPT leverless controller SOCD rule change : r/StreetFighter

    It seems any leverless controller costs $240+ if you've got a PS5. Could you point me to a good quality one that's compatible that doesn't? Is there a workaround?

  21. Here's a breakdown of why players are having trouble with Street

    Capcom had previously changed their rules regarding what leverless controllers would be legal in official Capcom Pro Tour events going forward.

  22. Hitbox crossup is not allowed for CPT events because it breaks ...

    A controller can have both move button and a lever at simultaneously, however, the controller must give up the corresponding input on the lever. For example, if a player assigns the upward action into a move button, such player must lose the upward input with lever.