Are current fighting games too combo-oriented?

Curiously, there are two KOF games that are not good in the combos OR in the zoning/not-combos gameplay.

2003 and XII

XD

This will do. You could have mentioned this from the start.

I super did though.

No, just extended damage scaling.

SamSho2 and KoF97 is on android on google play store if you guys didn’t already know.
But they say SamSho2 is a bad port in that the cpu difficulty is max level cheap. regardless of what level u put it in options 1-7…its always default 7.
reviewers say KoF97 is a perfect port in every way though.

The SamSho2 port is good. The AI is always ridiculously tough in that game, even the arcade version.

Speaking as someone who used to believe that KOF13 was an execution monster, I think a lot of people think of it like that because: 1) They did the challenge mode and were expecting the combos there to be practical ones (similar to SF4), or 2) They don’t know how to buffer specials in the game (I didn’t know about this until researching it)

I managed to get KoF97 on my phone.
its gdlk.
just gdlk.
that is, after customizing the positioning of the buttons and virtual stick.
one thing I didn’t like though was that the edges of the screen were a bit cut off for whatever the reason. but whatever.
Way better than the KoFXIII port to android.

It depends on who you’re playing as. Stuff like Kim’s optimal HD combo, where you gotta cancel the first active frame of his crescent kick with his QCB Kick 3 times or Leona’s HD where you store two charge moves is a bit more demanding then Kyo’s corner stun combo or Yuri’s HD butt loops.

That’s not even Kim’s optimal stuff. He can kill for 3 bar if you do the optimal stuff. Also, Leona’s dual charge buffer is a lot easier than people make it out to be. You just charge down back, hit up back for the flash kick, then forward kick for the running charge. It takes maybe a minute to wrap your head around it and then it’s really simple.

KOF is funny like that. I actually learned how to do DP -> QCF -> DP -QCF with EX Kyo for example when I could have just used the shortcut :p.

Well, kinda, Blazblue is definetly combo oriented, but combo system is stiff as hell, is muscle memory based and was heavily based in corner carry in CT and CS, then combos got shorter in Extend to CP and blockstun was improved (not enough IMO)
Xrd follows the GGXXAC formula with an open combo system with shorter but creative combos leading to interesting and different setups, KOF XIII has all this meter management thing that doesn’t let you do 1 shot kills more than 2 times on a match usually, but some characters have this ridiculous easy combos that may leave the wrong impression (Shen), In my eyes KOFXIII is more about using oki EX proyectiles, having a good battery character and a competent anchor, then again, I’m not a XIII player, just a follower of the scene.

Under NIght in birth on the other hand…

Yes OP, and UMVC3 is the worst offender.