Warning: many replies below.
I would just like to take this opportunity to say that I personally have no respect for this concept. Hiding powerful moves and combos behind an execution barrier is the FG equivalent of sweeping dust under the rug.
It doesn’t even effectively hide the broken stuff from beginners. Maybe this worked ten years ago when people just played locally, but nowadays your average semi-competitive player will take a few minutes to practice his favorite character in training mode and spend a couple of days learning to beat the CPU, then go online and get absolutely destroyed by someone who spent a couple hundred hours in training mode endlessly doing reps of some one-touch-kill combo.
I don’t think those are even remotely comparable. I don’t even like FPS games that much but I can quick-scope and bunny-hop just fine. I don’t even think it took measurable time to pick up. I watched a video on youtube, tried it, got it the first time. With quick-scoping in particular, the dexterity needed to do it is naturally learned from just playing the game normally.
Practical example: I am fairly ambivalent about FPS games but I love fighting games. Yet I play more FPS franchises than I do fighting games. When a new FPS game comes out and it looks good I pick it up because it’s generally fun and my basic FPS skills can get me through the gameplay just fine. I can develop my competitive skills as I play. When a new fighting game comes out, even when it looks extremely interesting, I do a ton of research about how long it takes to get competitive before I buy it. I have skipped out on tons of titles for this reason.
I have a job now. I don’t have the time to be futzing around in training mode anymore. Not when I could actually be playing a game instead. I’ll do it for a game that I really love, like Skullgirls, but I’m not going to sink hours and hours into learning drive cancel combos in KoF. This is particularly sad because I have played every title from KoF '95 to 2003. It used to be this franchise that I could just pick up and play, but now it’s turned into yet another massive training mode grind.
I hear this a lot and it’s such a load of BS. I remember being a child when SF2 first came out and dominating at the local arcade because I had mastered the art of doing DP and QCF motions on both sides. For newbies, a DP motion might as well be a pretzel and focus-cancel into Ultra might as well be a lightning loop (you are free to think of “lightning loop” as either the one used by Zero or the one used by Chun Li).
Look at that reality show where JWong breezed through Tekken’s survival mode while the other contestants struggled. Look at those videos of Skullgirls voice actresses trying to play the game. Some SRK members have been playing fighting games so long they’ve completely lost touch of how hard it really is to do basic stuff in this genre.
When my ship explodes in a bullet-hell game, it’s not because I dropped my bomb input. Those games are hard to beat, but easy to play.
Mike worked really hard to make Skullgirls as easy as it could be, while staying true to his vision of a complex, hardcore game. No double-qcf motions, fairly generous buffer windows, and many other “helper” features abound. It was the easiest version of a game that was designed to have complex systems and conform to established norms in the genre. It’s the opposite of SF4, which was a game designed to be simple but saddled with an asinine combo system with arbitrary execution barriers. The fact that gatling jabs and shorts cannot be canceled but linked ones can disgusts me to this day.
For a true revolution in FG controls, we need something like what Pocket Rumble is trying. I’m not saying that Pocket Rumble has the holy grail of controls (maybe it does but I dunno for sure), but they have the right idea of trying to come up with fundamentally new ways of doing moves.
They’re not wrong per se. In some games (UMVC3 for example) you can win so much more by practicing canned combos and setups than you could by working on fundamentals. Having both is better, but depending on the game overloading on execution can get you pretty far.
Depends on whether I’m spending it playing against people or practicing combos on a dummy.
… who have tons of free time to dick around in training mode, and don’t mind doing so instead of actually playing some other competitive game like LoL or DotA.
One of those skills is developed by performing repetitive drills in a separate mode designed for practicing repetitive drills. The other is developed by playing the game.