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Thread 718075003

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Anonymous No.718075003 >>718075195 >>718075391 >>718078423
Borderline feels like all the worst aspects of Fighting games have bean cranked up to 11.
Combos feel like they are less about creativity and more about just dialing together several ex moves for optimal damage.
60% damage combos from a random lucky hit confirm.
Pointlessly complicated cancel system that lets you just safely spam combo starters. Its like free Focus dash cancel for everyone.
Characters are balanced like its an Arcade game from the 90s that had zero ply-tests or intention of being a competitive game.
Probably the blandest cast of characters in a Fighting game to date. Almost everyone is just conventional attractive young anime people one black guy one masked guy and 2 real guys.
Anonymous No.718075195
>>718075003 (OP)
>Combos feel like they are less about creativity and more about just dialing together several ex moves for optimal damage.
That was KoF since they introduced max mode dogshit. 98 is still my favourite one. I hate that they forced that EX spam retardation into Garou.
Anonymous No.718075391 >>718075979
>>718075003 (OP)
>Almost everyone is just conventional attractive young anime people one black guy one masked guy and 2 real guys
You can fill up a roster full of conventionally attractive characters without them being homogenous. Arcsys and snk were good at doing that.
Anonymous No.718075979 >>718076619
>>718075391
Snk always had weirdos in its games.
And Arksystem has a lot of attractive people in its games but it also has weirdos and makes the attractive guys sand out from one another.

Citty of wolfs characters just look like generic anime characters to anyone who is not familiar whit the source material.
Anonymous No.718076619
>>718075979
Attractive guys in GG at lest dress in wildly different ways and also Use different weapons.
A generic anime guy whit a sword will stand out from a generic anime guy whit a Staff and from a Generic Anime guy whit Guns simply because of the weapons they use.
Anonymous No.718078423 >>718079417
>>718075003 (OP)
>Combos feel like they are less about creativity and more about just dialing together several ex moves for optimal damage.

I always hear this for modern fighters and I don't get what it means. What is a creative combo, or why are combos now suddenly linear? Some example combos would help because it feels like combos have always been linear/
Anonymous No.718079417 >>718079832
>>718078423
A creative combo is when you can decide if you want to do more damage or wall carry.
Or do you want to end the combo early for a 50/50 mix-up after. Or to do your characters buff ability safely by making the combo do less damage but do a hard knockdown.
Do you want to spend more resources to do a bit more damage in a single combo or save resources so you do more damage in 2 separate combos.
Good fighters also have different combos based on how you start the combo.
For instance in SFVI people will often do subooptimal drive rush combos that do fuck all damage and leave you in burnout normally because they start whit a jab but do just enough damage in that specific situation to kill and end the match.

In COTW you convert any stray hit in the same Chain of Ex moves that do the most damage and corner carry every time.
Anonymous No.718079832
>>718079417
Ah, I think I see what you mean. A lot of modern fighters tend to group all those different things into one combo structure, meaning it leads to combo homogenization. Even if there's a single combo change you can do to alter it slightly, because fighters nowadays tie everything into ease of skill, people nowadays don't have to think on what combo they want to end on. Another example is how some games nowadays even add things like block buttons, which removes a skill floor and disincentivizes creativity in favor of maximum damage, which doesn't matter as much because creativity was already at a minimum.

CotW is a prime example of the combo game, where creativity is moot because of the ex combo system and how most all the characters in that game do most the same thing with cancel, brakes, etc.