Mitsurugi's typically my favorite in general.j-e-f-f-e-r-s said:Soul Calibur II was my thing back in the day. So many awesome characters to try and master. I never got particularly good with Mitsurugi, which was a shame as I fucking love me some samurai, but damn if I couldn't kickass playing as Maxi or Yoshimitsu.
Thinking combos are important in fighters is a fairly common misconception, but I still wouldn't say it's true. There's only fighting two games I can think of where knowing your combos might be one of the most important aspects, and those would be Marvel vs Capcom and Tekken. Tekken less so than MvC, but Tekken has a learning curve from hell because it has about five thousand different moves(no exaggeration), so knowing the moves are important.suntt123 said:Super Smash bros.
Rather than focusing on ridiculously long and arbitrary combos, the game uses simple button presses for special/smash attacks so the focus can be more on timing and positioning, rather than memorization. That's what fighting games should be like, I think. Other fighting games have focus on timing and positioning as well, but that really only matters once you master those long ass button combos that can vary so immensely between characters.
Hmm, I suppose. I used to get by in Tekken just by using the forward square combo of this one guy (can't recall his name).Naeras said:Thinking combos are important in fighters is a fairly common misconception, but I still wouldn't say it's true. There's only fighting two games I can think of where knowing your combos might be one of the most important aspects, and those would be Marvel vs Capcom and Tekken. Tekken less so than MvC, but Tekken has a learning curve from hell because it has about five thousand different moves(no exaggeration), so knowing the moves are important.
Contrast that with Street Fighter, King of Fighters, Persona, Soul Calibur, Injustice, etc. In these games, you can and should be able to win without using a single combo if you're good enough at movement, spacing, poking and mindgames, just like in Smash Bros. The only thing combos give you in these games is the ability to do more damage if you manage to set them up. In most fighters, this is actually really hard, and it doesn't matter if you can do insane combos if your opponent simply doesn't let you do them. Before you feel you're capable of setting up the situations where combos would be useful, combos are basically a non-aspect of most fighters.
I got the Funcube version specifically because it had Link instead of Spawn or Heihachi(Not to mention the Xbox version was unavailable to me. And I had little to no interest in Heihachi at all. And I'm kind of a Zelda fanboy so there's that). It's been a long time so I don't remember everyone I got good with. I got good with Siegfried(Nightmare for SCII, obviously. They have similar move sets so it wasn't hard to settle in with Siegfried in SCIII) Zasalamel, though to a lesser extent. I was competent with Seong Mi-na, but Mitsurugi remains the character I'm most competent with.j-e-f-f-e-r-s said:Funny, I remember getting the Xbox version, and trying to learn how to use Spawn. Great character, but I was never able to really get to grips with him. He had the best axes of any character in that game, which was a shame. I think I just prefer my fighting characters lighter and faster.
I think I recall III getting an improved arcade version somewhere along the line. I didn't care for IV or V because they weren't quite as fun. A friend of mine and I would play through Chronicles of the Sword together in III and we'd play that all day long. IV I have less experience with(because I never owned it, myself), but V was just plain boring. Didn't care for the story, I didn't care for Patroklos or Pyrrha at all and it was generally bleh to me.j-e-f-f-e-r-s said:Wasn't III a PS2 exclusive? I remember getting hyped as hell about that game, only to rage against the heavens when i found out it wasn't coming to Xbox. Played some of the more recent ones, can't say that they have the same magic. Same problem I have with Tekken, in fact.
Sounds like you've mostly tried 3D fighters. And yeah, they are very often based on long button strings, which, as you say, can seem really arbitrary and unnecessarily difficult. Actually, scratch that: they usually are really arbitrary and unnecessarily difficult.suntt123 said:Hmm, I suppose. I used to get by in Tekken just by using the forward square combo of this one guy (can't recall his name).
Still, my liking of Smash Bros has to do with the fact that combos aren't there at all. Rather, everybody has the exact same simple button presses for their heavily damaging moves. Hold a direction, press a button. Hence, if you want to use someone else, all you need to do is learn what those special attacks do and how to use them unlike, say Tekken or Soul Calibur, where if I wanna pull off a heavy damaging attack, I have to set the opponent up for it then push like 10 buttons in quick succession and those 10 buttons are completely different for every single character.
Smash Bros Vanilla had them. They were pretty short though, 2 or 3 buttons at most. Newer ones are pretty much just hold a button, press a button and it's the same for everyone. Also, smash balls. Not saying all fighters are like Tekken or Soul Calibur, or that they're bad. Just that I prefer how Smash Bros works.Naeras said:Sounds like you've mostly tried 3D fighters. And yeah, they are very often based on long button strings, which, as you say, can seem really arbitrary and unnecessarily difficult. Actually, scratch that: they usually are really arbitrary and unnecessarily difficult.
2D fighters are far closer to Smash bros when it comes to how attacks work, however. Each button is bound to attacks of specific strength, and often specific properties, regardless of character. Special moves are usually done with a simple stick motion followed by a button press. Most single attacks, how you time them and most importantly how you position yourself in order to use them, are far more important than being able to string several of them together, regardless of game.
If you want to actually do manage to set up a combo at some point, however, you can usually get a functional one in three button presses, depending on the game. Or, if it's Persona 4: Arena(which is a great game, by the way), you get a decent auto-combo by mashing the light attack button. Still, they dependent on you being able to set up the situation where they can do their work, so combos are merely something that's nice to have, not anything essential.
Also, for the record, I can confirm that Smash Bros has combos. It's just that most of them are a pain to do, moreso than in any other fighter I've played. D:
Oi, get it right. Labrys comes first, Aigis in a firm second and Naoto can come too if she promises not to throw out her instakill when she's losing badly for a lucky win.Dreiko said:^
Makoto has Corona Uppercut. It's a legitimate reversal with invincibility, use that lol.
(also hurray, Aigis main here too, Labrys is my sub too, what are the odds lol, as for BB, you can see my main above!)
The definition of a combo is really "if the first attack in this sequence hits, then the rest of the attacks in this sequence are guaranteed to hit as well". Smash bros has that. A really basic one would be to throw someone downward with Fox and then use his reflector instantly after the throw.suntt123 said:Smash Bros Vanilla had them. They were pretty short though, 2 or 3 buttons at most. Newer ones are pretty much just hold a button, press a button and it's the same for everyone. Also, smash balls. Not saying all fighters are like Tekken or Soul Calibur, or that they're bad. Just that I prefer how Smash Bros works.