d3v
Well-Known Member
Except the fighting does happen, it happens before you get hit, during the NEUTRAL GAME.Okay, here is the issue.
I mentioned I did not like something.
The main response I keep getting is "well stop losing to it/learn to overcome it".
Not once did I ever say I had trouble getting around it or overcoming it. By the very nature of what i'm griping about, its going to happen if I EVER get hit. And when I get good enough to start perfecting people, I stop playing, because its not fun anymore.
Now. More on topic.
You said "Fighting games reward those who take time to practice and learn the game". Which should be true, to an EXTENT. But that should not be ALL that it rewards. The game should also reward those who are good at FIGHTING. Hence why when holds are the best option, it makes for a better fighter, because its a struggle the entire time (as fights are wont to be). No training wheels holding your hand bs by holding the opponent down/up for you to wail on. You gotta outmaneuver your opponent and work for your damage, and I LOVE that, because THATS A FIGHT. There's no tension, or challenge with juggles. Its just free and easy damage. That should not even be a THING in fighting games.
So to clarify. Being good at juggles/comboing does not mean you are good at fighting, and its the LATTER skill that should be rewarded over the former, at least in fighting games.
I know people don't like me saying this, but its true. Being good at combos/juggles simply means you are good at quick time events, as thats EXACTLY what they are.
Now, if you could counter out of any juggle/combo, I wouldn't care, because then the focus would be back on actual fighting skill, not just memorizing combos. But its the fact that you CAN'T, that takes the fight out of fighting games. Which is sadly, how many in the FGC prefer it, apparently.
Maximizing your damage should mean "Punish with the strongest possible attack", not "Get to do 10-30 attacks in a row without possibility of retaliation." You should get ONE free hit as a punisher, then thats it, back to working for your damage. because fighting games are supposed to be about fighting each other, not just "who can land their long combo first". Its borderline turn-based when you fight people who rely exclusively on juggles.
Now, the key difference here, is that my views apply mainly to those who enjoy fighting. To those only concerned with getting a win, however, not so much.
Apologies that this post rambles on, I didn't sleep last night.
The problem here is that every scrub from New York to Hawaii see's only combos and people getting comboed after a hit. What they don't realize that a good fight is all about working to get in (or conversely, to keep the other guy out).
What scrubs also don't realize is that combos, especially long damaging ones, actually emphasize the neutral game. Why? Because it forces the player to get better in the neutral game so that they don't get hit and punished. It means learning to take less risks and play as safe as possible, learning to cover all your openings. (On a related note, this is why glitches that lead to advanced movement tech such as KBD, RSB, etc. are always welcome - since they add more tools to keep players safe). You are forced to learn to not get hit, simply because there's no easy way out once you get hit.
The problem is that scrubs want to simply wail away with their fanciest moves looking flashy and shit. The thing is, fancy doesn't win you matches, flashy doesn't win you matches, being safe, efficient and at times boring does.
Here's a little anecdote, from a combo heavy, touch of death game. I recently had the chance to get to watch EVO2012 Ultimate Marvel vs. Capcom 3 champion Ryan Ramirez play and practice in person. Now UMvC3, as everyone knows, is very much a touch of death game (like its predecessor). What is it that Makes FChamp so good? It's the fact that he's way better at the neutral game than most other players. Ryan will literally make you pay (in life) before you can get in on him. I've seen players lose characters just trying to get the jump on him without him even trying to combo, just controlling the space in front of him.
Even more amazing is how he practices. You'd think that the top UMvC3 player would do combo videos every time in training mode. But instead, he practices the most basic things, movement, setups, etc. I've seen him spend close to an hour doing nothing but forward and backward wavedashes, then the next 30 or so minutes doing safe landings.
The same can be said of FChamps biggest rival, the east coasts PDP|ChrisG, who's Morrigan/Doom team emphasizes the neutral game even more with it's ability to keep his opponent out at the other end of the screen. This is what makes champions, not combos, not flashiness, but a good, strong neutral game.
This brings us back do DOA, specifically the much maligned (and deservedly so) DOA4. Why practice the neutral game when in DOA4, it's better to simply get hit and hold out of it? Why practice when you realize that the reward is so low because there's a "get out of jail and put the other guy in it free" card that the other player can play even if you are better in the neutral game? This is exactly why I (and a few other folks, including some other FSD members) call the idea "ass backwards."