It’s a Korean cab, so it’s not sanwa. It’s the arcade’s stick and buttons though, no ports and bringing their own equipment.
Actually, he was pointing out the damage potential, which most relate to the juggles. There’s big damage potential on the ground as well, especially in oki, NCC, and counter hits in general(CH deathfist HURTS, no juggle needed).
Every fighting game has their way of dealing huge damage. Even SF does.
ST has link combos into super.
SF3 had combos into super as well.
SF4, FADC into ultra. Most, you guessed it, JUGGLE!(sagat f+rh, ultra anyone?)
Seriously, what difference does it make if it’s done while you’re on the ground or in the air? You can’t do anything about the combo regardless, so what makes one worse than the other?
“But tekken has walls, it’s super cheap”…SF has corners that only work in the corners, which acts as a wall… Not much difference here.
The big difference is, in tekken there’s usually a risk involved in trying to get that combo off, no one has a move that can combo that’s impact frame is 4-5 frames and a LOW that’s safe on block that can combo into half your life bar. Ultra and super meter required or not, it still exists. Yes, the move in tekken to launch may be safe on block, but you can always get around it in tekken, Side-step it, back dash out of it, duck it, low parry it, reverse it, crush it…
In tekken, if you get juggled, it’s usually your own fault.