I need fighting game anons to explain to me why combos are fun.
What is fun about having to practice for hours and doing repetitive button presses in all possible situations just to properly cash in on an opponent's mistake?
I played a lot of GGST and everytime I dropped a combo when I had a chance to do damage it felt like absolute shit. Everytime i didn't drop it, it didn't feel good, it felt as expected, something I should be able to do 100% of the time.
As there's a lot of shit to keep track of while playing fighting games, how can you expect me to remember the perfect, optimized sequence of buttons, movement and delays to do after instantly recognizing a chance to do so without having to spend an ungodly amount of hours grinding out execution in training mode?
Characters with minimal combos are the only ones that have any appeal to me because of this and whole games are completely out of my range and I just don't understand why this is a vital part of the genre. Strive with its high damage and simple enough combos is a step in the right direction I think, but I want to hear other people's opinions.
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Skill issue
>He still thinks combos are needed to win in fighting games
Just play characters that have good neutral game if you're too lazy to learn combos.
>strive
>neutral
Combo’s are basically like rhythm games. They’re enjoyable because combos are the reward for punishing your opponents mistakes.
Maybe just stop being an egotistical twat and realize it's okay to make mistakes. Or to do other combos you're more comfortable with. Or just press buttons and see what happens.
>ggst
Found your problem
Anyway it's fun because it's a sequence you have to learn, practice and execute shit, i dunno about you but it feels great to me to properly hitconfirm and see the opponent's health bar disappear as i just let my muscle memory take control
Just play SFV if you don't lioe combos that much, a lot of characters have easy and short bnbs
strive is a terrible game thats why you feel that way
if you played a game with actual combos instead of slash heavy slash special you would understand
The variability in combo routes is one of the most interesting and fun parts of fighting games to me. I know that a game that's all combos without much in the way of interesting neutral/mix/defense is dull, but in a game that balances it all out, there's nothing more satisfying than a good combo system.
Figuring out your routes from different starters, confirming into both your BnB and completely on-the-fly conversions, doing different routes for corner carry/meter build/knockdown instead of raw damage, leaving Training on all afternoon and coming back to it between other things to try and find that little optimization or get that timing down on a better route than what you were using. It's even better in Tag games where you're putting together the pieces your team provides into something that works best for you. I both say that people overestimate the amount of Training Mode time they need to play a fighting game (pick a character you like, learn their normals, learn one combo and one mixup, go online) and personally love spending way too long in Training just for fun.
I personally really dislike training mode because I would much rather learn shit while playing but of course juggling playing the game against an opponent and learning is anything but reliable.
I still find the rest of the game fun but it's just upsetting to me that I have to stay in training mode so much to practice something I find dull. I guess other people have fun with it and I just lack the combo gene or something.
At least there's characters like zoners and grapplers who aren't as combo happy as far as I can tell but I wish I could enjoy other anime fighters.
>I personally really dislike training mode because I would much rather learn shit while playing but of course juggling playing the game against an opponent and learning is anything but reliable.
You play online until you:
A) Get wrecked by a move you didn't know how to deal with and want to learn about and how to deal with/punish
B) Hit an executional/skill wall and want to either learn new combos or practice stuff you're messing up.
Imagine getting an opponent into your hold IRL fight and then not knowing what to do next because you find training and perfecting different hold scenarios "dull". Literally, unironically low IQ problem. I hope you are 16yo or less. Otherwise you are not a functional human being and never will be,
You learn the combo in training mode, but that's it, you just need to learn how to do it. You practice it in real matches against other people because that's the only way you can get used to doing it for real. You don't get it every time because nobody gets it every time, the point is that you get to improve.
The fun of combos is making your character do cool things on offense. I think it's fun to experiment with them and develop my own routes but not everyone's like that. For the people that aren't, the value of combos is that it's another skill to refine which gives depth to offense, as opposed to games with minimal combos where everyone regardless of skill level is going to have the same effectiveness when they're hitting an opponent.
Last thing is, if you're the type of person who thinks mechanical skill is stupid and your character should just do what you want 100% of the time, don't play anime fighting games. Part of the appeal of fighting games is mastery of the controls, that difficulty IS the game.
i agree with everything you said, but there's nothing like spending years labbing a character for them to remove the mechanics in the sequel
thanks strive, give me may back
Play SamuraiShodown
>tfw this suggestion will soon no longer be deflected due to the netcode
Feels great, it's a shame it's probably still half a year away.
That's wishful thinking anon. No one will play Samsho because no one wants to play Samsho
>tranime fighting game
>fun
>plays anime fg
>complains about combo
It’s like saying you don’t prefer to dribble basketball at all
The moron posts guilty gear, that entire series has the least combo counter combos in anime fighters even when not counting strive.
Seriously compare guilty gear combos to other air dashers like unist, blazblue, p4au, melty blood, dbfz. Even non air dashers have shit like vtrigger guile and seth. GG is a primarily frantic scramble into okizeme based game than it is about comboing for 50 years, pre strive of course.
>dustloops
>rejumps
>iad combo extenders
>jump install combo
>corner to corner
Gg do have long combos. Look at pot/leo/faust/testament hurtboxes and see how exposed their are for receiving wacky combos
GG can have long combos but that is not the majority of the game, you spend more time scrambling and being in some fricked up setplay/knockdown pressure then you are in a combo. That’s what I’m saying, compared to other games gg combo length is pretty tame
Idk what constitutes a long combo but if you really want to cash out in +r, you rather use fb to do even more combo than ending it with super.
>melty blood
bruh, 80% of the game is launcher>BCBC>AT
Strive is all about the meta combo which everyone does on a hit confirm, then reset and do again a second time to finish round
Every character has one
I'd say play SamSho if you're this much of a crybaby b***h about combos but you'd likely get your shit pushed in and complsin about why having neutral is so hard. Stick to your Souls games moron.
Combos are the easiest part about learning fighting games. Probably better if you found another genre you scrubhomosexual
Fun is subjective
When I was 10-16 i loved long combos because it's easier to win
Oh I get it now people like long combos because they can't handle too much stress of pure reading opponents
kinda the same problems in card games
I like doing combo because my friends can’t copy my combo.
Because if you're only thinking "how do get good at push buttons" you're going to be miserable when you frick it up
Play your opponent, not the game.
You don't win just because you know a combo
You win because you know your opponent doesn't know how to deal with it
Keep it simple and enjoyable, change your attitude if you actually want to enjoy what it is that you think you're capable of enjoying
>why combos are fun
Look at this and think about it. Satisfaction from mastering game systems and using your mastery over it to style on people is something lots of new players don't get.
All that said, the fun part is not for everyone to have an access to.
>What is fun about having to practice for hours and doing repetitive button presses in all possible situations just to properly cash in on an opponent's mistake?
Because it's cool and it is practical for me to learn more optimized combos if it actually helps me beat an opponent.
I play fighting games because I want to do cool shit. I not only want to cash out my damage when I'm able but also do something that scratches my itch of doing cool ass shit.
>spending hours
I literally watch a YT video, copy it, and go practice. At most it takes 20 minutes to learn something new.
In a good fighting game the amount of damage you are rewarded with should be related to the difficulty of the combo. This means the player that practices more and has better execution gets rewarded more. Also there are different combos for different situation and the one you choose contributes to your play style; are you going for corner carry, max meter, max damage, side switch, style combos etc.
The games that remove the execution factor become solved even faster. People are not getting excited over Divekick or Footsies.
>People are not getting excited over Divekick or Footsies.
And people stopped getting excited for GBV or DNF too.
Also to add, the risk of doing a more optimal combo but dropping it is very important too. Without there are no upsets, no surprises, fewer comebacks. If every combo is guaranteed the optimal one it gets stale fast.
I wanna agree with you to an extent but something ive noticed from getting to high rank in both tekken 7 and strive is that people only do the same easy combo over and over again. Its pretty rare for me to see "hard" combos its just the same bread and butter.
The combo system in Strive seems to reward the simpler stuff because it feels so stuffy with the wallbreaks and juggling.
>In Strive
>In Tekken 7
You're onto the issue. These games intentionally removed a lot of player expression and freedom and only have certain optimal routes. That's the issue that many oldgays complain about.
>tekken
What? There are so many difficult juggle comboes and wonky side wall comboes for 2/3 of your life.
People complain about the loss of gatlings, high damage, the wall, and the entire aerial portion of the gameplay; not just “loss of combo routes”.
Strive is a neutered mess and they have no intention of fixing it.
long combos are so stupid there's no fighting in long combos
Depends what you call long. There's Blazblue/MvC3/DBFZ long. GG seems short compared to those but still long compared to SF.
God I wanna learn I-No in +R someday, really seems like my kind of character when you git gud.
Bursts add some depth to being hit since you have to choose when to use your Burst and it can be baited. If that's not enough, KI2013's combo breaker disturb should be.
melee solves this IMO
the punishes are short but still extremely hard outside of the most basic bnbs, because of the vast amount of variation in character fallspeed, damage %, and positioning/momentum. and the defender almost always has meaningful counterplay through DI. so you're never in that typical fg situation where you're just waiting to see if they drop the combo.
Not to put that out there, but...
>because of the vast amount of variation in character fallspeed, damage %, and positioning/momentum.
GG has had this in varying degrees throught it's history, they obviously unified the cast somewhat in Strive, but Xrd had shit like most of the girls being way lighter than most of the cast, some characters being WAY heavier for their size and then you got the type of flying Spaghetti Monster like Faust which is just a pile of jank in every regard and some routes needed quite a bit of fiddling on a character basis (especially in Rev 2).
>so you're never in that typical fg situation where you're just waiting to see if they drop the combo.
This never happens in GG, mostly because of burst, da, RC and certain other defensive options that remained universally strong for most of the cast, granted Xrd during it's later stages had it's fair share of extremely oppressive Oki situations, but i'll take GG system mechanics over a ton of other fighters gladly due to the way that a player on the defensive has a slew of strong options.
bro "never" is a big exaggeration. sometimes you don't have burst.
How would your opponent ever get rewarded with a combo, if you always had to either bait burst or be ready to have options for burst. Beyond that DA works for blockstrings, YRC and certain other shenanigans work to make something like Faust f.S safer etc...
I never said that the defense was infallible, just that GG defensive options have traditionally been STRONG, which makes it a two-way game. Sure, it isn't KI, but KI has it's own problems with it's system mechanics and most Arcsys games have a pretty decent blueprint as far as the players options (without accounting for characters) go. Xrd had plenty of really good options, regardless of the character you picked and Faust was as strong as he was solely because the defensive options in Xrd were as strong as they were. Strive gutted some of those and changed Faust big time, which lead to him being a lot weaker in Strive.
my only point is that I think melee's is even more 2 way which is why it's my favorite, I would like to see a traditional fighter explore the DI/SDI concepts or something else that gives you counterplay on every hit in a similar fashion
+r has my favorite systems out of any of the 2d fighters I've tried though and it's for the reasons you're listing with which I agree. although I think blazblue's overdrive is a lot cooler than gold burst, I think bb is too autistic in general for my taste. I also think the designs are cooler in xx than in bb
Defense is strong but offense is even stronger. Have you seen full tension pulse pot getting 50 meter from one pot buster? Most people don’t even utilize defensive option on xrd. DA hardly works and serve more niche function in +r
>Have you seen full tension pulse pot getting 50 meter from one pot buster?
Have you ever seen how many Pot Busters you land on average in Xrd in a match that isn't vs. Chipp? The answer is hell of a lot less than in Strive and you work for that mileage way harder then you do in some other games (Frick AC Potemkin)
>DA hardly works and serve more niche function
T: Someone who never played Faust or Venom extensively.
>Most people don’t even utilize defensive option on xrd.
That's on them, obviously the overall mileage you get out of system mechanics varies wildly between characters and if you're playing the Oki mill, your overall playstyle will be a lot more offense oriented in comparison to some of the more methodical characters.
Weirdly, I'm fine with combos, if there's something I'm not a fan of it's counterhit systems. I get why they're there and I think that's fair, but it's really hard to get into the mindset of "oh, I got a counterhit, now I can do a better combo instead of my basic one." It's so hard for me to do that mindset swap.
>It's so hard for me to do that mindset swap.
I've actually thought that to myself while learning some combo routes. There's no way I'd have the reaction time to actually switch on to a fully optimized punish that's distinctive to my usual routes but the more you actually do your regular routes, the more muscle memory you have to just do it without thinking. That's when reacting to the counterhit becomes less surprising/abrupt and you can consciously start doing the counter-hit only routes.
I usually get the opposite. I played Xrd a long time ago and I tried to combo into 2H a lot, except the combo I tried only worked on CH and maybe crouchers? I don't entirely remember. Funny enough I'm playing Junpei in Ultimax now and he basically never has to worry about getting counterhits or not because his routes don't usually get extended by counterhit or fatal counters anyways.
SOOOOO CARRY OOOOON
LOVE THE SUBHUMAN SELF
If it takes more than 10-20 minutes to remember what 4-6 buttons to press in what order and timing you are dumber than a child and some animals
>I hate combos
Play Samsho
>but-
Play Samsho
>b-
PLEASE PLAY SAMSHO I'M BEGGING YOU
How often does it go on sale? It's getting rollback next year so I'm curious about trying it
Since rollback isn't until 2023, I was just going to wait for the Halloween or Christmas sale since that's usually the best time to buy Steam games.
its fun to grow faster and easier than actually exercising or fighting but really not worth getting into unless you're a troony
every day i wake up and want to kms after i realize im a part of the fgc
>What is fun about having to practice for hours
It took me like 20 minutes to figure out a bnb and a corner combo for each of my characters.
Have you tried not having a learning disability?
what is this image
Clearly its an edited screenshot from the game Dante's Inferno.
>Dante and Virgil is an 1850 oil on canvas painting by the French academic painter William-Adolphe Bouguereau. It is on display at the Musée d'Orsay in Paris.
>The painting depicts a scene from Dante's Divine Comedy, which narrates a journey through Hell by Dante and his guide Virgil. In the scene the author and his guide are looking on as two damned souls are entwined in eternal combat. One of the souls is an alchemist and heretic named Capocchio. He is being bitten on the neck by the trickster Gianni Schicchi, who had used fraud to claim another man's inheritance.
>It was Bougereau's third and ultimately unsuccessful attempt to win the coveted Prix de Rome, even though he had submitted a work that he knew would appeal to the judges. He did however succeed in his efforts later in the year when Shepherds Find Zenobia on the Banks of the Araxes won the consolation second prize of the year.
cool
>dante wrote literal self insert fanfiction about the bible and got away with it
>and he put all the people he didn't like in Hell
He would have been a sonic fan today for sure.
wasn't that the funny guy from devil may cry
That's who they're named after, Dante and Vergil. They changed the 'i' in Virgil to an 'e' for whatever reason.
me doing the fly by
I'm mot a combogay and I almost never lab in any fighting games as I like to figure my own shit out rather than play combo trials, but the satisfying thing about combos is landing the execution. It's not even that impressive to see the combos, but knowing you executed everything perfectly, made all the correct reads and didn't drop the ball feels good as frick.
That being said, Combo autism Anime fighters have never been my thing because no matter how many combinations you land as you spend a literal full minute shaving down a lifebar down to 10% with your EPIC ANIME bullshit, to me it's never going to be very impressive even if I understand everything that's going on, but I can definetly understand if the guy has a boner afterward. I'd say the only game that is super combo heavy that I like to watch for the combos has always been Killer Instinct from the SNES/Arcade original to the third one.
Different strokes for different folks. Yeah winning is fun but for some people styling on people with something new you've practiced is the best feeling. Sometimes it's even an optimal combo but most of the time it's done for fun.
Perhaps you should wait for SamSho to get rollback next year, sounds more your type of game. Big commitment swings that feel meaty when they land but are very punishable on whiff/block.
>I need fighting game anons to explain to me why combos are fun.
What is fun about having to practice for hours and doing repetitive button presses in all possible situations just to properly cash in on an opponent's mistake
You're suffering from beginner anxiety and feeling scared of never being able to learn the game because the entire content you need to learn feels overwhelming..You simply don't underdtand that, unless you seriously lab with a clear objective in mind (winning tournaments, learning a specific matchup, simulating a situation), then you will pick up on it with experience. After a while, everything becomes routine and muscle memory and the only thing that remains is your opponent. When you've grinded enough that you no longer need to think souch about what you're doing and you're able to focus fully on hpw your opponent plays and what you can exploit out of his habits, you will know you have reached competency.
That being said, you can always focus on relying on fundamentals and focusing on grinding them to a razor sharp level and I guarantee you that fundies alone will carry you far into ranked online and will always be your strongesg foundation in actual competition. If you can poke and land the same 3-4 hit combo consistently, you will ALWAYS beat that combo autist who spams and bait the same hit confirm all game long to activate his cutscene.
cont
>If you can poke and land the same 3-4 hit combo consistently, you will ALWAYS beat that combo autist who spams and bait the same hit confirm all game long to activate his cutscene.
There's a reason those consistent ones are called "tournament combos"
>how can you expect me to remember the perfect, optimized sequence of buttons, movement and delays to do after instantly recognizing a chance to do so without having to spend an ungodly amount of hours grinding out execution in training mode?
Everything depends on your objective. You only need to learn as much as you need to obtain a specific result. If you aim to play against professional players, then you have very very little chances of succeeding without doing what your competition does, so if your competition labs combos like autists, then chances are you will need to lab that shit as well, but fundies are always the most important aspect of every form of competition. Fundies are your pillar, the rest is the decoration on the cake to give it its personality.
Now if all you want is to play online, then I suggest you'd be best to focus on learning the online archetypes, how to recognize them and how to beat them. I made the same mistake trying to learb how to be a pro and play meta all the time thinking that it would carry me all the time, but sometimes, oine motherfrickers don't give a frick and will negate your meta because they are morons who don't give a frick, so doike they do, but like a smart person instead.
Is your opponent a masher? Then don't rush in, step back and let them frick up. Focus on simple pokes and hit confirms. Is your opponent a spammer? Then don't be afraid to lame it the frick out, stall the game if you need to, but focus on understanding his projectile/keepaway patterns and capitalize on it for approach. I know it sucks sometimes, but such is the life of the online warrior. You ain't playing competent players who care about thr game, you're playing scrub thieves who just want to rob you of your points and enjoyment of the game, so learn to be Robin Hood and rob the thieves for the sake of the honest players who can't, teabag them, rub it in their face and move on.
Understand your opponent first, then remember your BnB.
>I don’t enjoy this, should I go play some else?
>no! The genre should change to conform to my tastes!
You have to practice until it becomes muscle memory, simple as.
>As there's a lot of shit to keep track of while playing fighting games, how can you expect me to remember the perfect, optimized sequence of buttons, movement and delays to do after instantly recognizing a chance to do so without having to spend an ungodly amount of hours grinding out execution in training mode?
Nobody expects you to know an optimal combo as a beginner. Why the frick would anyone? You're not dumb, you just don't know better or haven't had the time to learn.
Learning long strings of combos arent fun though
Learning your tools and knowing they can link into another is the fun part.
Just learn your character bro. Learn to move around with them, learn to do their tools and attacks and defend and stay out of danger.
Then when youre comfortable you can understand that X links into Y and you can get more out of it.
If you play good you wont even need to pull off a single combo or link.
Combos usually are so boring it's unreal that's why killer instinct is the only good fg ever
>ggst is... le bad!
>my dead game with 160 players is... le good!
Correct
GGST will teach you bad habits that will be detrimental in other games. GGST has zero neutral game, if OP really wants to learn how to play fighting game he's better off with SFV (unironically), ST, 3S, or if he really wants to play GG, then AC+R.
>GGST has zero neutral game
>if OP really wants to learn how to play fighting game he's better off with SFV (unironically)
please frick off
you letting people run up your face for free does not mean the game has "no neutral"
in fact people complained endlessly about the wallbreak because it makes you play MORE neutral
so please, frick off
Happy Chaos literally lets you bypass neutral completely. Fricking EVO champ this year got beat by a 14-year old kid recently, completely unearned.
So many characters have gimmicks which instantly puts them in engagement range without the need for proper spacing.
Latif may be moronic but he's right about one thing: the better player rarely wins in GGST and it's because the game is a flowcharty mess where every single character is encouraged by the game to snowball
>the better player rarely wins in GGST
ahaha
Umisho got beat by a fricking kid and Hotashi got murdered by Sajam. He's not even a pro, he's an eceleb.
CEO grand finals had a fricking troony vtuber vs a former MK player. The game's easy as shit.
I should know, I got into Celestial first week and have stayed there since, and I suck ass at fighting games.
Even top players in GGST agree that the game has no neutral, good lord the lengths some people will go to defend their "favorite game"
Strive has neutral but it's shit and limited. Needs a complete rework
>GGST has zero neutral
Let me correct you on that anon. Strive wants to be more neutral heavy and in some ways it does have it but it's just that a bunch of characters are so stupid that they can completely skip neutral. Add to that the gorilla damage and yeah it's ass.
why are you posting my rat
A game with 160 dedicated and respectful players will always be better than a game with 4 tribillion casul trash who mash2win and behave like peasants because "It's just a game bro XD"
And the irony in this is that everytime I played against someone who liked to push my button just to tell me that it was just a game, when I'd start playing like an butthole too, they'd get mad. You spend the entire game teabagging and spamming DP, then you call me lame for figuring out your pattern and punishing with nothing but grabs because "grabs are BS"? Scrubs don't belong in competitive, which is why playing online against the same 10 autists is better than a new random literal who opponent every set forever.
>i don't play fighting games
That's too bad. You should give them a try when you find some free time.
>moronic strawman
Automatically wrong, clout chasing homosexual.
this the type of lame shit talk you'd see from a 1st dan
>What is fun about having to practice for hours and doing repetitive button presses
I don't really lab that much, I do most of my practicing in actual matches. Practice and experience is a vital part of any sport or game.
>Everytime i didn't drop it, it didn't feel good,
This is because the game you're playing is ass. Not because of its short combos, but because it's a watered-down, limited game.
>how can you expect me to remember the perfect, optimized sequence of buttons
No one expects you to do this. It's optional. Pros will do it, which is just another thing that sets them apart from people who play for fun.
Being able to choose between high damage and oki, or doing the high-risk high-reward combo is a good thing and promotes creativity and player expression on top of being exciting to see in tournaments.
>Characters with minimal combos are the only ones that have any appeal to me because of this
Keep playing those characters then. Most fighting games have characters like that, unless it's an anime fighter or whatever. Grapplers are known for barely having combos ever.
I personally don't play games with insanely long combos like team fighters and such. I mostly play Street Fighter since the combos in those games are neither too long nor too short, even though there is variety in regards to that (which is good).
Being able to successfully pull off something that I've practiced for a bit feels really satisfying to me. It's the same as getting consistently good with anti-airs or whatever, a sign that your work has paid off. Combos are just another tool but they are naturally harder to pull off since they deal more damage.
Btw, it's arrogant and selfish of you to claim that Strive is a step in the right direction. You preferring Strive is fine and I'm happy you enjoy it more than other fighting games but you're basically entering a space you have no history it and demanding it conform just because everything has to revolve around you.
Explain why anything is fun. Literally anything. Go ahead and try.
What do people like this play fighting games for? What is their incentive and motivation? Why do newbies find appealing about fighting games to try them out?
Your mindset going into these things is a huge make or break point to stay with it or not
Esports culture and online random matchmaking culture. COD players behave the exact same way. Since they are casual scrubs in an ocean of casual scrubs in an ultra popular game with a playerbase in the millions of players, coupled with watching MLG PRO NOSCOPE youtubers and twitch tournaments, casual peasants develop the delusion that performing well in online against a playerbase that is 99% uncommited normalgays means that they are fricking great at the game and since they have no commitment nor any actual drive to learn the game because they just want to emulate the yootoob pros, then theit entire skillset is based purely on ego. They get into the new popular thing, expecting the same masher tactics to work, then realize that after reaching a certai threshold, their one trick pony doesn't work anymore and actively works AGAINST them even. At which point, being driven purely by ego, they refuse to recognize the error of their ways and thus begins the johns and excuses.
>It's the game
>It's the lag
>I'm not an autist, I have a life
>a bloo bloo please spoonfeed me dopamine.
Kids today just hate hardwork
Less that they hate hardwork and more so that they don't see the point in doing something that's not easy. ie, why would you ever willingly challenge yourself?
But I don't think that's anything new. Fighting games haven't exactly got less popular.
combos are fun because
a) they lower the opponents health as well as my screen position so im closer to winning
b) they represent an execution check so if i pull it off correctly i feel good about myself.
i recently switched to hitbox. i didn't spend much time in training before going online. i managed to get my light link punish combo off having not practiced it at all prior to that point. that made it feel great. if i hadn't hit that combo, i would've lost the game.
I'll humor this post on the off chance it's genuine.
>What is fun about having to practice for hours and doing repetitive button presses in all possible situations just to properly cash in on an opponent's mistake?
You don't spend HOURS labbing, and it's satisfying to pull of cool shit with your character that has a tangible and practical uses against another player.
> Everytime i didn't drop it, it didn't feel good, it felt as expected, something I should be able to do 100% of the time.
Then you're expecting too much of yourself. Landing a big dick counter hit combo and cashing in your meter should feeling fricking GOOD.
>how can you expect me to remember the perfect, optimized sequence of buttons, movement and delays to do after instantly recognizing a chance to do so without having to spend an ungodly amount of hours grinding out execution in training mode?
What's wrong with playing a game for an "ungodly" amount of time? I love the prospect of something being so nuanced and deep that I can continue learning more and more about for as long as I feel like it, while improving my capabilities with the game all the while. No one expects you to be at this level you're perceiving from the get go. But all these features shouldn't be daunting check-lists for you to cross off, they should be seen as aspects for you to internalize, pick apart, and understand because it's interesting or cool to you. Realizing you can optimize your combo and squeeze in just one more special move with tighter execution should get your dick rock hard. Understanding input shortcuts should make your brain light up.
And on a fundamental level, more combos means more options or tools to work with, which means more complex scenarios between you and your opponent.
Basically, you're looking at all of this as a chore when you should be looking at it as something massive to explore at your own pace, unless of course it's just not for you. If you like everything but combos try SamSho.
combos themselves are whatever but landing a fricked up conversion into max damage feels great. I only ever truly felt like I was climbing the mountain in umvc3 where I was able to convert off of very weird hits as spider-man.
As far as remembering combos, for most games there are combo parts that you can think of like musical phrases. Depending on hit stun proration, where the combo starts, counterhit status, etc. you can fit in different phrases to make your combo.
Making good decisions when you drop a combo is a skill as well.
>Ganker talking about fighting games
>press button
>see big number
>press buttons better
>number gets bigger
it's that simple
Guilty Gear Str*ve has done the more damage to FGs as a genre than any other game
>dead thread
>someone shits on GGST
>trannies come out of the woodwork to spread lies about the game and defend it
oh jesus
Some people love combos and combo routes. I personal don't, so I tend to stick to fundamentals based characters. Combos aren't that important anyway imo, optimal combos only really matter at high-level play. You can get away with minimal combos if you know your punishes and simple bnbs.
Combos are fun. It's nice being rewarded for something you practice for and implementing it into a real match. Your combo does not have to be perfectly optimized at the start, thats what you build towards. A musician practices a 1 minute segment in a song for hours, a basketball player practices 3 point shots for hours so that he can do it like 4 times in one match. There's no way around it, you will have to spend time learning it and implementing it in real situations, if you can't accept that this genre isn't for you. Fighting games are a slow burn and one that is not recognizable.
I buy a new fighter, lab training mod, get bored and move on
i dont care about anything else
don't @ me
don't (You) me
>don't (You) me
And what the FRICK are you gonna do about it
I remember when fighting games had combo videos. Good times.
I'm sure someone other than Desk is making them, right?
fighting games have gotten so stale that you really only use the optimal combo path and that is it
Desk circumvents this by doing unconventional combos using wacky game mechanics or interesting interactions like aegis resets
Xiao's stuff is pretty cool
I know I linked a trunks video but I've never actually played DBFZ so I have no idea what's impressive in that. I don't even know the control scheme other than I think the C button always wallbounces or some fricked up thing
the buttons are Light, Medium, Heavy, and Special. Heavy normals for the most part is one way to access Smashes, which is the most common way to get to wall/ground bounces, launchers, and knockdowns
combo execution is DBFZ isn't all that difficult. the things that really stand out is rejumps(having an air combo, landing, jumping back up and continuing the combo) and mid-combo side switches can demand careful timing and positioning, and yamcha's new sparking divekick loops are sick
actually I take it back these side switches during the launch are fricked up looking. Pretty neat.
I remember when fighting games had clash videos. Good times.
I remember when they had cool intros instead of a cinematic of them walking up to each other
OP here.
Thanks for the comments, I feel I understand the mindset behind fighting games better now. It's a difficult genre to wrap your head around as a beginner. I feel like most of my misgivings are due to being overwhelmed but I'll keep playing and see what happens because, after all, I am still having fun.
I'll keep playing GGST because I find it fun and I like the characters and soundtrack. Maybe I'll check out SFVI when it comes out but frick paying full price for it.
Thanks for humoring me and for calling me a homosexual, wouldn't have it any other way, legitimately
it helps if you have friends to play the game with. and no not the morons on this board that don't play fighting games but larp as ultra pro gamer geniuses
My only videogame friend likes strictly singleplayer games and we sometimes dick around in smash together, he can't for the life of him do a quarter circle so he is never playing fightan with me.
I should, god forgive me for what I am about to say, probably join a discord to meet some people to play with and to learn with. Never searched for one before but it seems kinda vital to have friends to enjoy fighting games with.
>it seems kinda vital to have friends to enjoy fighting games with
it is
otherwise you get the ranked mode grinding autists here that shit on everything that isn't their character
I successfully got a couple of my friends into fighting games and we're playing tonight. It's worth it
Strive is made for people like you and your friend, a lot of Smash players migrated to it. Show him a character that doesn't require a lot of exeuction and you'll have a good time
On one side I would show him the game but on the other he is both not interested and would despise the game because the characters I like most are Axl and Ram and they are pretty cancerous to deal with
Every character in Strive is cancer so it doesn't matter.
Anyways, consider joining a discord or something. I know people on /fgg/ host lobbies too
I will for sure
/fgg/ is the last place I would ask for Strive lobbies
My last sparring fg partner from Ganker turned into troony. Don’t makes friends here
Have fun anon, post here in one year so we can see your progress
How do I unsubscribe for your blog?
why did you click this thread when the op asked anons for help about fighting games and how he thought
>I feel like most of my misgivings are due to being overwhelmed
Part of the process. You just have to work on things you want to improve on gradually. Getting better is incremental.
Strive doesn't have combos.
what about xrd rev2?
what about it
no rollback
the history of xrd on Ganker are people posting threads about it the first 2 weeks then dropping it entirely and every sparse thread after that was just jerkbait where anons openly helped each other jack off with gg lewds
I haven’t played every character in strive but all the characters I have learned (testament, nago, chipp) have pretty easy combos, it’s usually just a quarter circle. The point of learning the combos isn’t just to do them for the sake of it, but knowing when to do them at the right time.
Ye thats pretty much what fg is about. Imo just have fun and not worry about playing perfectly
are fighting games the only genre where the game is intentionally balanced around its shitty controls?
dbfz stickbros what button layout do you use?
LMH
SAA
feels awkward to dash macro. bought the game 10 minutes ago from a shady key site.
The one you posted. The superdash did take some time to get used to, but I really didn't want any of the 3 normals on the bottom row.
low quality bait
combos are the last thing you learn, moron
Literally and I mean LITERALLY just play Samurai Shodown if you want a footsies and neutral fighting game above all else
combos matter more in games like Tekken/SF
GGST feels more like git gud at blocking and poking
>inb4 all fighting games do that
frick off id spark you in any fighting game
>frick off id spark you in any fighting game
even top players can have moronic nonsense opinions anon
pros weren't built for opinions, just the fight
listening to one would be like listening to an autist, because you actually are
sf is more about neutral
ggst is more about combos
ggst i can walk up CH cl.h, dc cl.h xx 326H for 60% of someone's life as Sol.
>Sol
Ok.
Sol eats opponents health like he's kobayashi
you dont need to combo to blast an opponent away
>+R discord hostile takeover by a literal troony clique
>new xrd discord mods with homosexual /she/they lgbt flag anime avatar trannies
Is there any actual escape from this garbage. It's like communism at this point.
I play "discord fighters" but have never visited a discord or had the intention to join one.
oh and i forgot to mention the strive discord literally has lgbt channels and the resource hub discord has the strive logo in lgbt colors.
This shit is fricking scary
I'm gay
obviously I don't speak for all homosexuals but for me personally it's extremely tiresome