Well, new mechanics in fighters make me do that. It basically sounds like people want a different genre.
For Honor is the latest one.
How do you feel about short combos like in sf2? Same or better?
Just ask about sfvKappa
Its a bad game convention that continues just because.
Combos on general are such bullshit nonsensical game design that has became far too entrenched in fighting games.
Its not going away probably ever(unless I somehow get to design a fighting game)
Evolution often leads things to feeling like a "different genre" so maybe. Open world mission based drivey/shooty action wasn't really considered a genre unto itself until people started biting GTA3's style, so...
These animations look amazing though. Because they also look realistic. Imagine Ryu doing the usual juggling hop in the second gif.Removing combos nah man a fight usually starts off like this looking for an opening
Once you land the first hit.. well you capitalize
These animations look amazing though. Because they also look realistic.
Well, they're also not juggling.
Fist of the north star 2 when? Arcsys plsThis thread is exactly why we need more arcade, unrealistic and nonsense fighting games with ridiculously long combos.
You lost the sense of fun, GAF.
Bad game design?
Seems pretty straightforward to me.
You hit with the right button > You get rewarded and can hit them more.
Basic feedback loop. Taking combos out of fighting games is like taking items and skills out of an ARPG, taking all but one gun out of an FPS, or taking characters out of a Sims game. You could do it, but what are you bringing to replace it?
Let's hope you never design a fighting game then because combos are essential to the genre and to fighting itself. It's like making a platforming game without jumping.
Uh, combos are fun and reward good execution. They are also a good punishment for the opponent making a mistake. It's not bad game design just because you say so. You also seem to be in the wrong considering every good fighting game has combos.
What's with the topic shift from juggles to combos
I mean yeah, juggles are a type of combo, but not all combos are juggles
Here's some gameplay from a fighting game with no combos
How do you feel about short combos like in sf2? Same or better?
There are countless TEKKEN korean matches that play mainly around pokes,footsies,throws and just rock solid back and forth fighting.Mind you tekken is extremely combo heavy ,but it does happen every once in a while that players are so focused on safe gameplay that they avoid using launchers.This is tekken at its best for me.
Another game that did combos right was Soul Calibur 2. A knockdown move with an additional hit or so is more than enough.
I enjoy pokes and ground game much more than enjoy locking opponents into stun animations.
There are countless TEKKEN korean matches that play mainly around pokes,footsies,throws and just rock solid back and forth fighting.Mind you tekken is extremely combo heavy ,but it does happen every once in a while that players are so focused on safe gameplay that they avoid using launchers.This is tekken at its best for me.
Another game that did combos right was Soul Calibur 2. A knockdown move with an additional hit or so is more than enough.
I enjoy pokes and ground game much more than enjoy locking opponents into stun animations.
I mean yeah, SC2 is one of the best 3d fighters of all time, you're right. Personally I'd love to see that series return to that style. Tekken is extremely combo heavy though.
doesn't look that awful
I'm not even seeing the problem,
I don't like juggling either.
To be honest the fighting genre is in desperate need of reform.
Traditional 2D and 3D fighting games should absolutely exist but there needs to be more options for other people that didn't grow up playing Street Fighter or Tekken but want to play a fighting game.
OP try UFC 2 - The ground game isn't particularly fun but the stand up fighting in that game is really good. The system has reasonable depth and the fighting is much more realistic.
Look in to Divekick and For Honor, ARMS is coming out soon as well.
Pocket Rumble are all different takes into the genre as well.
The only real problem I've had with juggles and floats is that it soon became a universal part of virtually all fighting games from the earliest days. An exciting yet more believable, biomechanically-correct treatment of collisions and a fun combination system would be nice to see outside of the sports sim genre. Juggles can feel like a crutch that simplifies the work of making new sideview fighting games and they are certainly a holdover from the early days of the designs that expected single-screen arcade and home play. With online play being so prevalent and tournament setups dedicating a screen to each player, it would be the right time to see new fighting games take advantage of non-neutral, behind-the-player-character camera angles that would also allow the mechanics to be free of the classical arcade design roots. Local play could still happen with splitscreen and LAN.
ArmsI don't like juggling either.
To be honest the fighting genre is in desperate need of reform.
Traditional 2D and 3D fighting games should absolutely exist but there needs to be more options for other people that didn't grow up playing Street Fighter or Tekken but want to play a fighting game.
OP try UFC 2 - The ground game isn't particularly fun but the stand up fighting in that game is really good. The system has reasonable depth and the fighting is much more realistic.
neogafThe amount of replies in here about not liking VS series combos is pretty disheartening. I have the feeling a lot of people don't exactly get why something like UMvC3 ToDs are generally a non issue. Same with Tekken. It's not like combos appear out of thin air lol
What makes Pocket Rumble different? Because from the trailer I saw it looked like your traditional 2D fighter with neogeo pocket aesthetics.
I liked early Virtua Fighter precisely because it wasn't too focused on combos and juggle. Since VF4 it hasn't been the same (even if it's still a great game)
I'm a serious Tekken player, and I think juggling is stupid as fuck. No fighting game needs it.
Tekken's gameplay is rich enough to have plenty of great plays, juggles are extraneous and a waste of everybody's time.