SilverKhaos
Active Member
I'm getting tired of you going "herp derp free damage." That's not how it works.
Those tools are designed to create a meta game that benefits both parties because while you are fighting at neutral both parties are going through their head with the possible outcomes of the tools that each character has to their disposal. A Jann Lee player wants you to fear his dragon gunner so he can work in his mid game mix up. A Hitomi player wants you to whiff so she can slam you into the wall for a wall juggle. It's all about using those tools to create fear, to force your player to make mistakes. Without those tools the game just becomes completely random, and there is no skill in random, it's just...random.
If you'd actually spend 5 minutes and listen to people when you play them instead of going "oh he's just comboing so I'm going to stop playing" BS and actually learn the mechanics of the damn game you'd understand why these tools are good and how they work. But instead you just go "herp derp free damage, games holding your hand" when that's not even whats going on. Best way to put it is in fighting games the neutral game is like chess and once you break the neutral game it becomes checkmate.
I note how not once did you actually create any sort of argument. All you did was whine that I don't like free damage.
You try to say that they are used for mindgames, when the same effect is achieved without them. Hell, that USED to be the job of the counter system, till they nerfed the damage of that.
Also..."Herp derp'....really? What are you, 14, 15? If so, that would explain a LOT.
Point still stands that free damage is there for literally no reason other than to coddle players. If it were a matter of "make the opponent fear"...the counter system already did that. Or just big punishing attacks, as well. Or throws.
I know the mechanics of the game. Just because I don't exploit them, doesn't mean I don't know them. I want the game to be as challenging and satisfying as possible when I play, hence my "defensive and focus on single strikes" playstyle. Its not for everyone, but it does take a helluva lot more skill than juggling or guaranteed damage, hence why I find it more satisfying.
The fact that you think its "random" is still pretty sad. Mindgames are not "random". If thats the case, then chess must be "random". Hell, any sport out there must be "random" by your definition.
Your problem is that you are too narrow minded. Biggest proof is still that you think that there'd be no valid way to play if a game didn't have juggles.
Sad fact is, free damage kills variety because most people only try to go for said free damage. And it really irks me when people try to act like using free damage makes them more "Skilled" than everyone else. Thats like trying to say beating up a chess player makes you a good boxer. It just defeats the purpose.
Like I said, if you wanna utilize free damage/combos, feel free. But don't try to sit there making excuses trying to justify it. Just own up to the fact to what you are doing: Taking the easiest possible route. And nothing wrong with that per say, just don't try to act like it takes a whole bunch of skill. Or in your case, act like an idiot and try to say that only the way you play characters is "the correct way" lol.
Essentially, your argument is redundant because all the other various options of attacking already serve the purpose of making the opponent fear the attacker. Guaranteed damage isn't the only way to scare someone lol.
There was more I had to say, but I stopped caring halfway through this post, just rambling at this point to kill time. This is kind of an endless argument. I dont' like guaranteed damage because its boring both when I do it, and when its done to me,not to mention it gets really boring seeing people just try to do the same thing over and over again, and you like it because you think it makes the game deeper.
"To each their own" is a lost cause on you.