This is also my issue. I am a dpad thumbs player and can have lots of fun in MK11 and Tekken7 but KOF is just not made for this way of playing. These gameplay mechanics are still core to the arcade times with sticks in mind. I for example appreciate the way NRS has handled the inputs in MK11. It's made for console players with dpad in mind. (I use a ps4 pad)
Test to reproduce what I mean.
Any playstation dpad with your thumb. Do 10 short hops to your opponent and 10 back, now the same for big hops.
I got lots of just up hops or real jumps. If you are slower than 5 frames, it becomes a real jump not a hop. (Now a stick in mind (hitbox and keyboard should also work, i think.) where you easy push a diagonal, in compare.) The issue is also, that hops are kinda part of the meta in KOF. So basically, playing this game on pad is a huge handicap, sadly.
I really wanted to love this game, it looks fun for stick players tho. Cool gameplay mechanics, can't wait to see a 100% combo in future tournaments. Looking at you ComboBreaker. (I hope some tournament players play geese and yamazaki
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KOF will sadly again not sell well because of this, pad players for sure have the biggest player base these days. Yes, KOF15 might be the "easiest" out of the franchise, but still far away from "easy" or even enjoyable on pad. I know it's always painful as an oldschool arcade player (I am not) to admit that this scene is "dead", so is the population of an arcade stick. At least this is my view.
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For all the other inputs on pad, this video here is really helpful. Basically this game also use a buffer system but a little different. Meaning, you buffer the motion and hold the button/s. So the move come out at the very first frame while holding the button. Important for combos and cancels.
Watch this helpful channel:
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just my little impression for nrs pad players.