Chains are fucking lame.
i wasn’t going to read this thread… but i definitely agree with it.
I can pick up and enjoy playing any fighter, but I’m generally turned off from competitve play when it comes to hetic style of play that’s so common these days.
Once I see: Aerial Raves/ Air combos, loose chains that can cancel into supers, and easy cancels in general I’m done.
MVC 1 might be the one exception to that rule, but even then I play it in moderation just for old time sakes.
Actually, you can cancel chains in VH/VS with tap-tap supers like Morrigan’s Darkness Illusion or Lei-Lei’s Tenraiha.
I hate this combo driven bullshit.
There should be an equal playing field between cautious turtle/defensive players and the rushdown players… this whole “defense is cheap” scrub shit seems to be infiltrating the new games imo.
KOFXI with the action rating or whatever… fails to understand that a player who appears to not be doing much, can really be doing a whole hell of a lot.
Well said, it’s too hard to find games that give players any real solid defensive options. Less Defense, less smart game-play.
I’ve never had that much of a problem with chain combos or even dealing with combo heavy players honestly. Most of the time they get so reliant on said long ass combo that if you know how they execute it, you can punish them for attempting it. As a result, they’re forced to improve past Youtube-fu or just quit.
In fact, I enjoy the newer games for the increase of options available, since they reward you more for actually learning the end and outs of the system as well as observation skills. For example, One player could know a high number combo with Sol he learned off Youtube, but can be beasted by an opponent who knows how Sol and his techinques work, and knows the best counter for each situation.
We all know real fighting games play like the characters are chest deep in mashed potatoes.
Over 4 years & nothing really has changed…
Well that’s not completely true, we did get “Jump-in, cr.Jab, cr.Jab, cr.Jab, walk up, cr.Jab, cr.Jab TECH!” Fighter 4 I guess. But does anyone think we’ll ever return to real classical styled fighting games?
chains>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> unnecesary links that are there just for the sake of limiting what the player can do
I prefer old school but I’ll try the new games out any chance I get
Like many have said, chains don’t negate the necessity of skill, they just make it so that skill is LESS (not devoid, but less) about strict timing.
I personally like the timing being less important, and having to think about my options as the more important aspect of a fighting game. Some people prefer strict timing and that’s fair enough, each to their own and all that jazz.
This thread definitely deserved revival… MVC3 and SF4 were not touch upon in '07… Someone mentioned something about “dial-a-combo…” Wolverine and Akuma come to mind… Also someone mentioned that 3d games weren’t taking the same direction… Well, Tekken 6 and SC4 seemed more aimed at that.
I can relate to this comment. I thought I was the only one who thought it looked strange how shotos can be crouched on the ground, leg extended one frame and the next they’re standing on two feet shooting plasma at you. Wouldn’t mind seeing a transition frame in between the moves to make sense visual-wise.
I kinda feel you on the MVC chains. Spidey, Wolverine, Chunli, Cammy, Maybe Cyclops and Dhalsim, but Ironman and Bison? Nah, it’s hard picturing them do DBZ combos.
chain games automatically beef up the tempo in the game. Any chain game is going to be faster than sf4 so that is 1 plus right there. Another good thing about chain games is that every character has the ability to apply some type of offense which isn’t the case in SF4. Even servebot in mvc2 had a better hi\low game than any character in the SF series.
I don’t think every game should have chains though, there are times where chains can be bullshitty like the strider\doom or spiral trap from mvc2. Strider could chain so hard on you that you could let go of the stick and strider would keep you in auto block as long as he had bar. I’ve seen people let go of the stick for like 30 seconds and the game is still putting them in auto guard.
I enjoy other games that don’t have chains. I think kof13 does an amazing job of not being a chain game and still keeping a pretty solid fighting tempo. The game can either be pretty fast or slow depending on the people playing, the players are dictating the pace not the game. There is only 1 tempo in sf4 and its called slow all day.
vampire savior does a pretty good job of having links and chains to combine skill groups from 2 different games. Some characters in VS do have link combos, in fact most do, and they do come in handy. bbhood in VS has several inks while having that chain ability and it adds a pretty good dynamic to the game. They were in mvc2 and storm in mvc3 has links as well. More fighting games that do chains need to work links back into the system.
KOF actually tends to have very few useful links. Most of the basic combos use normal > command normal > special chains.
Fighters are meant to be different. One day I might be down for some Blazblue, I can hop on that and have some really good fights, long combos, Air combos, Combo’s into supers, Rapid Cancels, Break Bursts, Barrier Guard, Guard Primers, Astral Finishes ect ect. The variety is stunning and it makes a world class fighter.
Then I might be down for some Gritty, Awesome 3S / AE with Strategy and Simple mechanics that make it so addictive for hours on end.
A fighting game is a fighting game. And I fucking love fighting games
Chains do not a shallow game make.
Look at MvC2, game obviously had chains, yet we may never ever fully explore what that game had to offer.
In turn, simplistic chains, I believe, ruined MVC3 for me. I played Melty Blood, MVC2, and T6, chains make those games fun and the risk-reward in those games feels right. MVC3 is outrageously given to you from day 1. No need for good skills, you can get by on mediocrity. I fear SFxT is heading in the same direction… Well, TekkenxSF, I pray for you