You don’t know long combos until you see Dante, Tron and the DHC Glitch

That’s not the same at all. Monopoly is a turn-based game while SG (and almost every other fighter) is a real-time multiplayer game. Both players have access to their controls at all times, but a long combo that someone has memorized basically leaves one person out of the fun. Once someone starts a long combo in a combo-centric game (Litchi in BlazBlue, Dante in MvC3, etc.) it may as well be like they’re just practicing in training mode all over again.

Personally, I see little to no point in that. Some people enjoy it because it emphasizes heavy execution and practice (which they believe makes them a good FG player), but it starts to become a real problem when many of your blockstrings used for pressure are ALSO your BnB combos. It basically just leads to both players zipping around and doing the beginnings of their combos then finishing them if they hit.

@Chibi
imo the problem with your friend its that he sees the combos as the end of the spectrum and primary goal when learning a fighting game
try to show him how its not necesary to learn long combos to be descent in a game

btw, what does he define as long combo?

lmao

or Fate Unlimited Codes or even better, Hokuto no Ken :looney:

Eh, the problem is that just isn’t true. A person with no BNB versus a person with one BNB is LUDICROUSLY weighted toward the guy with one BNB. I mean, that’s not necessarily a bad thing, I’m just being real with ya. Look at Marvel 3. Person with 0 combos will fall instantly to a person with a simple ABCSjBjBjCjS combo every time. It’s just higher damage output.

So are you saying its even worse than Monopoly? Uh… ok I guess? I… suppose I agree?

That’s not really true if someone is going to start their combo it’ll come from a high low mix up or something to that extent. Then once you block wrong you’ll get opened up. This can be prevented by being able to block or keep your opponent out or put pressure on them yourselves. If you’re getting hit by a long combo then it’s your fault not your opponents.

I’m saying it’s apples to oranges. Players have distinct turns in that game. Someone taking an extra long turn maybe be asinine, but it’s also the nature of a turn-based game with no time limits. I think a better comparison would be something like Starcraft. Imagine your opponent scouts out your base with a tiny scouting party. He starts attacking buildings in a specific order and suddenly all of your units become immobile as he razes through a decent portion of your base. Once the attack is finished his party disappears completely. You’re left with a disadvantage AND a feeling of dissatisfaction because he just got to sit there and thrash you while your were helpless.

The analogy could use some work, but I hope you get the gist.

EDIT:

I agree! I’m just not a fan of blockstrings that both double as combos AND require no use of resource. At least in MvC2 if you’re doing a lot of pressure it requires an expenditure of some sort (meter, assist). I am okay with this.

Hahaha, this. But really, if long combos are all you see when you look at SG you got problems.

@Miyomei this is the feeling of being bodied
3 hour combos really suck to sit there and watch
In KI you have combo breakers against long combos and Melty blood the damage reduction that lead to baiting dmg reduction mashing. can’t think of others

Alpha 3 had the damage reduction, GG/BB have burst baiting.

If watching someone reciting something is being ‘bodied’ then yes, I suppose you are right. I can admit when I’ve been dominated ( v. Zangief players in ST, for example), but I never feel like the other player really outplayed me when they do something like a Dante/Amaterasu DHC glitch combo.

People, people,

Sengoku Basara X.

The long combo thing is just an aesthic thing really. It’s really non-debetable and comes down to opinion as much as people who hate non-sprite based 2D fighters. They aren’t wrong or right, just their opinion on which they prefer.

Thanks for all the feedback guys, I’ll direct him to this thread :)!

5A CROSSUP INFINITES, SO GDLK!!! :lovin:

BNB’s arent necesarily long combos
and dont forget that if you have a solid spacing game, you would be less propense to fall into one of those

i forgot about that one :rofl:

long combos are only unfun when there little to no chance of a reset (dante / mvc2 im). on the other hand its really fun if you see them do crazy new shit but how often does that happen

Skullgirls encourages using as many unique moves per combo as possible and quick resets for highly efficient damage, so it might happen all the time!

Looks like a dance party.

True but my point is, in a game with combo mechanics taking front and center, you really do need to combo in some tiny capacity to beat someone who can also do the same. Even with good spacing fewer hit confirms for bigger damage just wins by numbers.

Flexible/long comboability provide things aside from an execution test like:

1)Choice between wakeup game and damage.
2)Choice between saving a resource and spending it on extra damage.(Meter, gold bursts, or some sort of character specific resource…in some cases, you can sacrifice damage for an opportunity to gain more of a character specific resource)
3)Reset opportunities.
4)Combos add more of a risk for being cornered.
5)Combos add more possible weaknesses/strengths to characters, like being too small for certain combos to work, or being so large that they can do more damage to you.

Of course, this is all character and game and situation dependent, otherwise it boils down to personal preference. But don’t act like comboability doesn’t bring things to games.

The thing about long combos is if you’re playing someone who hates them and puts the controller down/rolls his eyes/whatever, you RESET AT THAT MOMENT. Playing to win.