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The awful "knocking your opponent midair over and over again" in fighting games.

WarRock

Member
I agree, I think there should be some kind of Rock Paper Scissors system for breaking combos up after one or two hits, just with some difficulty. I used to run my friends with King's multi throw combos until I did them so much they could escape them at will.
Killer Instinct still does that, and Dead or Alive has something similar if I'm not mistaken. It completely changes how the game plays though, and in no way should be a standard mechanic for the entire genre.
 

RM8

Member
The best games are ones where you can KO a player with one single combo.
I very strongly disagree. A game that is entirely about reads, bait, and punishment will always be more entertaining to me than a rhythm game where single strikes basically do no damage.
 

danmaku

Member
Exactly this! This is a big part of why I like Killer Instinct. Getting put in a combo puts you at a disadvantage, but you aren't just instantly helpless until you make another mistake in that situation. Contrast Street Fighter V, where I've seen plenty of clips of people getting sucked into massive combos where they end up getting stunned after losing tons of health. From one mistake. If I had time, I'd sift through r/StreetFighter for one such gif.

KI is balanced around its combo breaker system, hitting your opponent and starting a combo is much easier than other games because you have combo breakers. Getting a launcher in Tekken is much harder but you have guaranteed damage in return (if you can juggle). It's a legit design choice, but this doesn't mean Tekken is doing it wrong.
 

FinKL

Member
Didn't MK sell like 5 million +?

Casuals play games if you give them a reason to. It's also why we won't see these animations revamped. They sell tons. They probably see no reason to "fix" them.

Tekken sells just as well if not better and the competitive scene is not as good as SF. Obviously not as good as the recent MK, but there has been quite a few Tekken games and their total sales puts the franchise on top as I recall.
 

Puruzi

Banned
PypufpY.gif

this is sick
 
I hate juggling too. Not because it looks weird or anything but because it's just a stupid idea that shouldn't be as prevalent in the genre as it is. If fighting games are 1-on-1 tests of skill, why is the best way to win putting the opponent in a state where they literally can't do anything? At that point it's not a contest of skill, it's just pressing a button sequence to wail on a training dummy as long as you can. Marvel is especially dumb with this, it feels like something that just forgot it was a two player game.

lmao I can't believe this mindset still exists
 

LordKasual

Banned
Thread: The awful "knocking your opponent midair over and over again" in fighting games.

You....do you mean "Combos?"

what even is this thread lol?

I hate juggling too. Not because it looks weird or anything but because it's just a stupid idea that shouldn't be as prevalent in the genre as it is. If fighting games are 1-on-1 tests of skill, why is the best way to win putting the opponent in a state where they literally can't do anything? At that point it's not a contest of skill, it's just pressing a button sequence to wail on a training dummy as long as you can. Marvel is especially dumb with this, it feels like something that just forgot it was a two player game.

#casuals
 

Dinjoralo

Member
KI is balanced around its combo breaker system, hitting your opponent and starting a combo is much easier than other games because you have combo breakers. Getting a launcher in Tekken is much harder but you have guaranteed damage in return (if you can juggle). It's a legit design choice, but this doesn't mean Tekken is doing it wrong.
I just hate being helpless. :p In just about any game, suddenly having control completely taken away from me is the one thing that'll make me yell and throw my controller at a wall. The last game to do that to me was River City Ransom Underground, where enemies can pull attacks that knock you down out of nowhere, and then no amount of mashing will make you get up in less than six seconds. And I like the neutral in fighting games, but it feels like every damn fighter that comes out wants you to do bigger crazy combos when they don't have any kind of back-and-forth workings to them. I'm not asking every game to have KI's combo breakers, but just have something where the guy getting combo'd has some influence over what is happening, or at least let them get back to being able to do something quickly.
 

mbpm1

Member
I just hate being helpless. :p In just about any game, suddenly having control completely taken away from me is the one thing that'll make me yell and throw my controller at a wall. The last game to do that to me was River City Ransom Underground, where enemies can pull attacks that knock you down out of nowhere, and then no amount of mashing will make you get up in less than six seconds. And I like the neutral in fighting games, but it feels like every damn fighter that comes out wants you to do bigger crazy combos when they don't have any kind of back-and-forth workings to them. I'm not asking every game to have KI's combo breakers, but just have something where the guy getting combo'd has some influence over what is happening, or at least let them get back to being able to do something quickly.

if you don't like being helpless, don't put yourself in a position to be helpless and combo'd.
 
Also to people using Street Fighter V as a reference for "juggling": That's part of the combo. Just go look at Street Fighter Alpha 3 V-Ism nonsense if you want to see actual ridiculous stuff.

You....do you mean "Combos?"

what even is this thread lol?

The usual "I want something changed even though I don't understand it." kind.
 
Yeah, I agree with OP that when you're getting into fighting games juggling seems like a cheap tactic, almost as if it wasn't intended. But as players of those genre's maximized the damage output from various combos and strings it all became part of those games, except for those that don't really use it (aka SF).

But when a game knows how to do it right and also stylize it, well, the results looks amazing:

1410662396024

Is that Guilty Gear? Man I wish I wasn't trash at that game cause it's so pretty.
 

2+2=5

The Amiga Brotherhood
The best games are ones where you can KO a player with one single combo.
Unpopular opinion i know but i really disagree, where's the challenge in beating an opponent that can't react? The challenge should be trying to deceive the opponent to gain a hit, not to mechanically learn predefined sequences of moves.

I very strongly disagree. A game that is entirely about reads, bait, and punishment will always be more entertaining to me than a rhythm game where single strikes basically do no damage.
...I guess it's not a really unpopular opinion after all :D
 

LordKasual

Banned
Is that Guilty Gear? Man I wish I wasn't trash at that game cause it's so pretty.

HAHAHA if people don't like juggles, then they need to stay as far away from Guilty Gear as possible

becuase there are waaaaaaaaaaaaayyyy worse things than getting juggled, that game is basically designed around pure offensive oppression
 
Actually OP, I recommend Bushido Blade if you want realism.

You get stabbed, and you die. Most of it is 1 hit kills.

EDIT: Like Ken said.
 

WarRock

Member
I just hate being helpless. :p In just about any game, suddenly having control completely taken away from me is the one thing that'll make me yell and throw my controller at a wall. The last game to do that to me was River City Ransom Underground, where enemies can pull attacks that knock you down out of nowhere, and then no amount of mashing will make you get up in less than six seconds. And I like the neutral in fighting games, but it feels like every damn fighter that comes out wants you to do bigger crazy combos when they don't have any kind of back-and-forth workings to them. I'm not asking every game to have KI's combo breakers, but just have something where the guy getting combo'd has some influence over what is happening, or at least let them get back to being able to do something quickly.

Unpopular opinion i know but i really disagree, where's the challenge in beating an opponent that can't react? The challenge should be trying to deceive the opponent to gain a hit, not to mechanically learn predefined sequences of moves.


...I guess it's not a really unpopular opinion after all :D
Again, why are you guys not playing Divekick, Nidhogg or Gundam VS? Options exist, even without going back to older games.
 

pizzacat

Banned
when I see a combo like this in a video game I just rage so hard. This isnt fun. I dont want to lose over 70% life for one mistake while I watch a single player game. Also look how easy this combo is, it's just one button mostly. Tbh the best fighting game made is divekick and not sure why it isnt more main stream in the fighting game community. All footsies no combo bullshit. You know what else is like juggling but opposite? Timing somebody out. Thats like the same thing when your opponent just holds block all day and I can't do any damage to him. Where's the honor in that? There should be some system where you can only block like 3 times in a round or game or have some sort of stamina system of blocking, that way people cant just hold guard all day.
As a third strike player I cringe at this video completely, like why didn't he have the option to parry that and like she did all that dmg without wasting meter, it seems so low risk high reward. It's so sad that SNK never brought over those good mechanics capcom thought of when they started making those halloween games
 

Skilletor

Member
As a third strike player I cringe at this video completely, like why didn't he have the option to parry that and like she did all that dmg without wasting meter, it seems so low risk high reward. It's so sad that SNK never brought over those good mechanics capcom thought of when they started making those halloween games



You can't parry mid combo.

You cringe at one of the most impressive displays of execution in a fighter. You guys should look up the stuff you're commenting on.
lol.

VS would be awful with parries.
 

Orayn

Member
Again, why are you guys not playing Divekick, Nidhogg or Gundam VS? Options exist, even without going back to older games.

Hell, even For Honor might fit the bill for some people wanting a very different take on the fighting genre.
 

LordKasual

Banned
Unpopular opinion i know but i really disagree, where's the challenge in beating an opponent that can't react? The challenge should be trying to deceive the opponent to gain a hit, not to mechanically learn predefined sequences of moves.

This is so misguided. Combos aren't even a huge part of winning in most fighting games. You can know all the most damaging, high-execution combos in the game, but someone with better fundamentals in neutral/footsies/defense will beat you consistently.

The problem that casuals have with combos is that they

1) dislike the punishing aspect of getting hit, and

2) dislike the idea that someone can put in the time to practice and get better damage output than them by learning combos.


But this is pretty much the essence of fighting games. I'm convinced that the only reason casuals hate combos is beacuse they don't want to have to learn the game to win at it.

which, of course, is silly

do they stop the person from blocking? I want a system that physical stops someone from blocking too much. I feel like it'd make these games better

if someone is blocking too much, it just means that your offense is bad / too predictible. But this is usually what throws and crossups are for.

If you know someone is going to block, they're susceptible to getting thrown.

If you know which way they're going to block (high/low) then you can go for an overhead/low mixup.

If you know they aren't going to anti-air you, then you can go for a crossup.
 

proto

Member
Didn't MK sell like 5 million +?

Casuals play games if you give them a reason to. It's also why we won't see these animations revamped. They sell tons. They probably see no reason to "fix" them.

Oh snap. You're definitely right. My gaming fgc elitism is getting to me.
 

cordy

Banned
I also don't get this "I don't like being helpless" thing. I mean yeah, it's like a fight though. You don't wanna get hit in a fight so you avoid the punches. If you get hit then well that's how it goes. Whatever happens is on you. Just don't get hit lol.
 

Dinjoralo

Member
Again, why are you guys not playing Divekick, Nidhogg or Gundam VS? Options exist, even without going back to older games.

Because none of my friends play these games. If I tell them "Hey let's play divekick" they're gonna act like I'm some kind of weirdo who wants to play scrubby games while they drag me into matches of Street Fighter V and IV. They did the this when I tried to get them into the Rising Thunder beta, where they just complained they already know footsies and all this basic stuff and just want to play something more. At the very least, I've converted at least one of them to KI.

But this is pretty much the essence of fighting games. I'm convinced that the only reason casuals hate combos is beacuse they don't want to have to learn the game to win at it.

which, of course, is silly

I mean, I wanted to learn Street Figther IV when I learned there was a little scene for it at a local game store. So I found a "newbie group" on Reddit and joined in.

And then everyone starts talking about how they have hundreds of hours into the game while I get repeatedly stomped on.
 

Wonko_C

Member
when I see a combo like this in a video game I just rage so hard. This isnt fun. I dont want to lose over 70% life for one mistake while I watch a single player game. Also look how easy this combo is, it's just one button mostly. Tbh the best fighting game made is divekick and not sure why it isnt more main stream in the fighting game community. All footsies no combo bullshit. You know what else is like juggling but opposite? Timing somebody out. Thats like the same thing when your opponent just holds block all day and I can't do any damage to him. Where's the honor in that? There should be some system where you can only block like 3 times in a round or game or have some sort of stamina system of blocking, that way people cant just hold guard all day.

Hahaha you almost got me there, for a moment I thought this was a serious post.
 

FACE

Banned
when I see a combo like this in a video game I just rage so hard. This isnt fun. I dont want to lose over 70% life for one mistake while I watch a single player game. Also look how easy this combo is, it's just one button mostly. Tbh the best fighting game made is divekick and not sure why it isnt more main stream in the fighting game community. All footsies no combo bullshit. You know what else is like juggling but opposite? Timing somebody out. Thats like the same thing when your opponent just holds block all day and I can't do any damage to him. Where's the honor in that? There should be some system where you can only block like 3 times in a round or game or have some sort of stamina system of blocking, that way people cant just hold guard all day.

That combo makes my nipples diamond hard.
 
HAHAHA if people don't like juggles, then they need to stay as far away from Guilty Gear as possible

becuase there are waaaaaaaaaaaaayyyy worse things than getting juggled, that game is basically designed around pure offensive oppression

What, I've even said in this thread I liked juggling.
 

WarRock

Member
Because none of my friends play these games. If I tell them "Hey let's play divekick" they're gonna act like I'm some kind of weirdo who wants to play scrubby games while they drag me into matches of Street Fighter V and IV. They did the this when I tried to get them into the Rising Thunder beta, where they just complained they already know footsies and all this basic stuff and just want to play something more. At the very least, I've converted at least one of them to KI.
That has nothing to do with the games themselves or the genre, like your first complaint did:

I hate juggling too. Not because it looks weird or anything but because it's just a stupid idea that shouldn't be as prevalent in the genre as it is. If fighting games are 1-on-1 tests of skill, why is the best way to win putting the opponent in a state where they literally can't do anything? At that point it's not a contest of skill, it's just pressing a button sequence to wail on a training dummy as long as you can. Marvel is especially dumb with this, it feels like something that just forgot it was a two player game.

There are options. If you can't or won't play them, don't act like they don't exist.
 
『Inaba Resident』;235578943 said:
The combo is the REWARD for playing well. If I land a combo on you, that means that I outplayed you or you messed up at some point.
This is something that I feel is being overlooked. The combos, the juggling, all of the "long strings" people are complaining about are usually the results of lots, and lots of practice. You don't want to feel helpless and get juggled all over the place like a set of clubs handled by a clown? Then put in some work. Out playing your opponent is what fighting games are all about.
 
I don't really know why juggling people in the air became such a fighting game trope. In Tekken it looks especially silly because they do a great job of making the hits have real weight, but at the same time they have people bouncing like a beach ball. There's a inconsistency there I've never liked.

Mechanically, punishing the other player with combos could be done just as a series of ground attacks where the other player staggers back.
 
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