I agree. My problem is that people make it out like pad and stick are total equivalents, when they're not. Pad IS harder than stick depending on what character or move you're using. I can do Shoryu FADC Ultra with Ryu on stick but I cannot for the life of me do it naturally on pad without thinking about my inputs and I play a six button pad. Having eight face butons is just useful in this case when it comes to stick. This is a simple fact. That's not to say it's impossible on pad, but it's going to be that much harder. Same thing with advanced charge buffering, or 1 frame links.
When people point out that Smug or Luffy or Snake play on pad, and you should too, it feels like a lie, because those players are very much in the way of being exceptions.
There's things that are easier with pad, and there's things easier with stick, and people like to use these high level players as examples that you too can be proficient with fighting games with pad feels like a lie because it doesn't include the asterisk that you are likely going to have to work five times harder, depending on your character, game, and play style. Because a game like SFIV? That's not pad friendly no matter how you slice it. Compared to something like GG, BB, or MKX especially.
It's interesting to note that SFV is FAR more pad friendly. Like, BY FAR.
What Beef says. It is character dependent, at least in SFIV. SFV unless some obscure tech gets found out stick and pad are at even standing.
SF4 is only pad-unfriendly to characters with mash inputs like Honda or Blanka. And even then, you can still use them. The shoulder buttons being macros helps out a ton with every character, which is something that I think you might be overlooking.
Also cross posting from other thread about training and giving an in depth look in combos:
I'm definitely not one of those combo people.
How I use training mode now:
Finding the length of normals
practicing execution and input
how to punish/beat moves
block/tech practice
But it feels like I skimp on my training room duties and I'd like to be more scientific in my approach.
My suggestion is, if you aren't doing it yet.
Is to add this. People seem to like focusing on the "combo" alone, but you also have to think about "How to successfully get to use the combo" and "What can I do after the combo? Pressure? Meter build? Return to neutral?"
For example SFV Ryu has 4 different tatsus.
LK Tatsu pushes opponent away to corner and can lead to follow up super
MK Tatsu moves yourself and your opponent to corner
HK Tatsu switches sides but keeps you at point blank of your opponent and ignores the back roll, because the opponent will roll "into you".
EX Tatsu does max damage out of all Tatsus and blows opponent full screen and can combo into EX DP in corner.
Now onto theory how to get to use them in combos:
First thing you think about is, which normal can be cancelled and combo'd into these moves. The answer is st.LK(only works with LK and MK Tatsu), st.MP, cr. MP, cr.MK and cr.HP. Possibly st.LP and cr.LP, I forgot to test them.
All Tatsus except EX requires the opponent to stand. So you have to think how to use the other ones AND HK Tatsu cannot be combo'd into by lights.
All Tatsus sans EX:
If they already stand you can tatsu away.
If they are crouching you have to force them to stand. Luckily there are moves that does force he opponent to stand on hit.
These are:
cr.HP, can combo into any Tatsu
b.HK, can combo into st.lk which can lead to either LK or MK Tatsu, due to lower hitstun. BUT when you manage to hit it as a late meaty then linking it into st.MP is possible
You can recognize the next problem. Neither are moves you usually use. Which means you have to think how to utilize both attacks. In this case you have 2 options:
a) Combo into it
b) It is slow and cannot combo into it. Which means I have to use it different.
cr.HP falls into point a)
You can combo into it with st.MP or close enough f.HP.
You can do a st.MP after a jump in and use it to hit confirm, if st.MP hits you go for cr.HP and if it gets blocked you go for either nothing or just another st.MP to frame trap. If the second st.MP hits you can cancel it into any Tatsu if the opponents stands, EX Tatsu for max damage and crouching opponent or Hadoken for return to neutral and EX Hadoken for soft knockdown.
b.HK b) while f.HP is a weird mix of a) and b) since it can lead into cr.HP.
b.HK can be used for meaty to hit confirm, same applies to f.HP. But f.HP has the additional property of moving forward so you can use it in relatively close proximity when you expect the opponent to not intercept you. Both attacks are safe on block and slow enough to hitconfirm.
Now you managed to hit the combo now what?
LK and EX Tatsu returns to neutral. Self explanatory, but both have additional uses see above.
MK Tatsu moves you forward and if the opponent does back roll you return to neutral(or maybe even jump in chance). Not sure about quick stand, but it should leave the opponent close enough to continue pressure.
HK Tatsu switches sides and leaves you point blank. Which means you can go for meaty, back throw or read a reversal and punish it.
Hadoken returns to neutral.
EX Hadoken knocks opponent down and enables you to move forward and push further to corner (and maybe even jump in, not sure about this).
This is just an example. But you should get the gist of it.