Juggle combos. are they good or bad for fighting games?

and what am i suppose to be looking at?

also I think you got the wrong idea of my post. By limits I don’t mean only in length but in some applications, for example i personally don’t like tekken pop up in a few situations.

I simply made reference to few series that have juggles i feel uncomfortable with. and i expressed it as an opinion.

Well, what really chafes me is when you can get a big damage combo off of something like crouching jab or a 4-frame normal. Unless the character is specifically geared toward being low-risk/high-reward with some sort of other weakness (next to no defense–and I don’t mean lower health) then the entire game shouldn’t come down to a poke-fest. Some characters should be able to get damage off of safe, fast pokes, but a low-risk guess shouldn’t yield 30 to 50% damage or greater. A “normal” guess (that is, one that is fairly risky but hard to punish) should do about that much damage. A “big” guess (like a slow launcher or a charge attack) should basically be a match-ender (again, depending on the character).

Just my two pennies. But, as I said, as I admittedly tend not to like combos, I’m sure others won’t agree.

How long real AHF BnBs were.

I don’t understand the point of this thread. There is no functional difference between juggle combos and ground combos; it’s just a stylistic choice. Some people think it looks cool to have characters flung about in the air during a combo, and some think it just looks silly. There’s not really much room for intelligent discussion, since it just comes down to opinion.

I kind of wish the OP had every occurrence of “juggle combos” replaced with “long combos” and “ground combos” replaced with “short combos.” Then we would actually have an interesting topic.

Short combos are good in my opinion for getting in and out if it’s a dicey situation, like if you’re a charge character facing a grappler or something. Bait and repeat.

People don’t like things that prevent them from pressing buttons for long periods of time.

Example like tekken I know its part of a game but wouldn’t you think these fighters in the game with fighting experience of intelligent of defending ground juggle attacks. I ask that question many times when you get kicked in and you have no control except sometimes predicting there grounded attacks moves on you wouldn’t you have blocking capabilities in ground and air with deflection to parry. Check kicks to punches I would expect guys like king to marduk with skills like those and dragunov. I know it’s exaggerated fighting elements in the game itself. How is it okay to just have rolling escapes sweeping kicks to punches. Not saying to be a MMA fight but a exaggerated street fight as well leaving out the keys of a fighters defense to defenseless with juggles. I know there might be a exploit but why not have disadvantages and advantages with still an arcade feel to it.

P.S. Same with virtual fighter as well.

why would you res this thread? it’s old, retarded and pointless.

i wouldnt be surprised if this necromancer is the same troll that has been making multiple accounts on srk for the last month :coffee:
he joined today to make that post