>>718354321
high damaging combos used to require equally high level performance from the player. motion inputs made it so going for risky links had the chance of dropping, freeing the opponent to punish you. In the context of a game, this would be you missing your punch and getting counter.

With the loss of motion inputs, its virtually impossible to drop a difficult combo and means any player of any skill can do that combo with a few minutes of labbing in training mode.

pic rel is the worst offender of this. Fighting gameplay has been reduced to
>poke opponent
>high damaging string off that poke
>extremely long cinematic finisher
>50/50 oki, if you fail, go back to step 1 until youre dead.
THIS is the aspect people hate in fighting games. There aren't any equally good defensive mechanics as there are offensive mechanics, which makes points 2 and 4 sting even harder