>>719920786
>Mortal Kombat has like 300 billion knowledge checks per game
Nah... It's just that NRS games cannot be "mashed"; whereas, most others can. The real distinction is that NRS games are ANTICIPATORY, as distinct from the the normal, REACTIONARY model that most fighting games adopted:
>"anticipatory"
everything done is pre-planned and not done on reaction -- e. g., a combo starting with a jumping attack is input whilst still airborne, and then plays out after the character lands.
>"reactionary"
everything is done as a real-time response to what's taking place -- e. g., if a jump-in attack is blocked, "dialing in" the combo will not play out, which gives the player the window to adjust on the fly; "hit confirms" are also more relevant, as things are done as a reaction, not in anticipation
That is why NRS games boil down to either fishing for openings to land rote combo strings, or just projectile spams (why they never allow projectiles to cancel); versus something like SF, which allows for a less "turn-based" style of play. Of course, the latter model inherently allows for mashing to 'work': In Ghetto Slider 6's case, when dovetailed with the baby mode controls, mashing can even be competitively viable; and because the game also incorporates canned chains (Yiddish: "target comboes"), it also allows for more NRS style rote "dialing" of block attacks; facilitating the hyper-aggressive, rush-down shit-fest that the game 99% boils down to.