SilverKhaos
Active Member
I agree with this. It's favoring learned execution rather than decision-making made by players, which is really what a good game should favor first and foremost. The more a game tells players they need to spend time thinking about how to maximize one decision versus deciding between different ones, the worse off it is. It also creates somewhat artificial barriers; players who might take the time to learn to make excellent reads and gambits aren't always the same people who will want to string moves together.
Plus, it's unsightly. Seriously, fighting games should be about fighting, not people playing a glorified version of virtual volleyball. Games that have some more fantastic or stylistic elements (say, UMvC3 or P4A) can get away with it and sometimes can even make certain juggle situations strategic (always good); in 3D fighters like Tekken, DOA, and VF, the more extreme that element gets the less interesting and dynamic the game looks.
(Not that some insane stuff like characters flying across the stage is necessarily bad, but that's different.)
THIS. SO HARD.