I think the main problem with people who say that want difficult combos is that difficult combos already exist. The sf series for example after 4 when the input buffer was added, each iteration still had combos that were difficult to do as in most would drop them if they attempted them in a match. They also both have true one frame links. But the real issue is that people who want difficult combos don't just want difficult combos. They want easy combos to have a smaller occurrence and for harder combos to be more optimal. Which has never really been the case. Often times harder combos are not more optimal. For example in the ballrog clip, there are tons of easier version of that combo that do more damage. Another issue is that making combos harder creates an execution barrier that makes the experience of playing a fighting game sucks. Now one who works a full time job and have a social life wants to practice 8 hours a day to do bnbs, thats crazy. And on top of that, add input delay to the mix, add faulty hardware at tournaments to the mix. So not only is it not fun (the experience you are suppose to get) it could also become unfair because while you know what you should do to win and the opputunity presents itself you are unable to do it because they is a high execution requirement that basically can put you at a point of having to rely on luck.And then the player base for fighting games is already small. And there is already a high learning curve for fighting games. Now you want to increase that learning curve? This is my gripe with the conversation. How does harder combos make the game a better experience? It doesn't for the most part. Do we already have hard combos? Yes, almost every fighting game still has combos that are extremely difficult to do. Even when execution is simplified, they are combos that require specific spacing, timing, situations, and combos that are just long. Example Ed dream combos there are many variation of them based on your location on the screen, what combo starter you used, how far up you started your juggle, ect. Am I saying someone should be able to slam their face on a controller and be able to pull of a 25 hit 70 percent damage combo no, but 1 frame links literally makes it so that it is a chance on whether or not you'll hit your combo. That is unnecessary and not fun. But sure if people like it they could add but reasonable alternatives should be there for the rest of people that want to be able to do a combo without having to pray and lab 8 hours a day. I play fighting games to out think my opponents and see cool sht. I'd argue that, that is what makes fighting game cool and fun for most people. I also think that some people don't go outside and outside of work and daily task like eating and showering if they even do shower, all they do is play fighting games, and thus develop a level of execution that is not normal for even semi pro players. And so you become out of touch with how difficult a lot fighting game combos are for you average person that is only going to play video games maybe 4 hours a week tops. 2 hours of which might be a fighting game. I love fighting games and probably play 4 hours a month. Or I might go a month without playing.
@pedromarcal510018 күн бұрын
Honestly, i dont necessarily want harder combos, just having more options. This is why i prefer MK's and tekken's combo styles. Basically, if you can keep them in the air, any hit is fair game, while in sf, you have some limitations on what you can do
@SinghReviewingThings18 күн бұрын
Totally get what you’re saying. I also don’t want only hard combos either, just add them to what’s currently available. Happy new year!
@thatguy884118 күн бұрын
SF for whatever reason hasn't updated its extremely unintuitive juggle system
@geko141018 күн бұрын
Finding a combo back in the days was an achievement, now we have limited combo and limited options.
@jason-ps3jw19 күн бұрын
You completely correct. W content.
@SinghReviewingThings18 күн бұрын
Thank you! Happy new year!
@Fightookaishii19 күн бұрын
I only started playing Chun Li cuz she's actually playable to me in SF6, and she's also at her most finest visually 😅 before SF6 I never played her character before, mainly Ryu and a tiny bit of Ken. Sure, she's still quite technical, but she's just difficult enough for me to enjoy her playstyle whilst still respecting how hard she is to play. To me, her SF6 rendition is my most favourite version of her and I'll never put her down, I can't play her in the other games because she's too difficult for me to use.
@SinghReviewingThings18 күн бұрын
They killed it with her animations as well! Happy new years!
@thepunisherxxx680418 күн бұрын
I've felt like she's the most difficult version of her to play in SF6 because of her stances and extra input in combos, air juggles, link timings. She's a decent character though, just takes more work to get the same out of her vs the rest of the cast.
@Fightookaishii18 күн бұрын
@thepunisherxxx6804 Yeah, her extra inputs, particularly the stance input, are a bit tricky at times, but that's what makes her so rewarding to play. Once you pull those inputs and combos off, it feels so good, despite all the work you need to put in to do it.
@thepunisherxxx680418 күн бұрын
@@Fightookaishii Oh yeah for sure. Her corner pressure and options are insane with stance and her meaties. Her and Ken have the fastest crouch+MK in the game.
@rafdes19 күн бұрын
SF6 definitely needs more combo routes for everyone (except maybe for Ed) but are 1 frame links the only solution to that?
@SinghReviewingThings19 күн бұрын
Great post, that's the million dollar question. I am all in favour for having 1 frame links added back in, but I don't want them to be completely necessary to their game plan, like someone like Vega/Claw had to rely on 1 frame links for his basic BnB combos - I think that's too much.
@SessionGodfather19 күн бұрын
@@SinghReviewingThings That was probably to discourage stuff like vega/honda spam confirm
@superblack957019 күн бұрын
Yeah I've gotta agree that sf6 characters need new combo routes.
@Sharky_045619 күн бұрын
i guess but 1 frame links arent really the sollution its more about frame data, if you make more moves plus you have more combos with a variety of frame links
@Sharky_045619 күн бұрын
@@SinghReviewingThings idk to me 1 frame links are my most disliked aspect of sf4 cause it just makes combos a lot less engaging as i feel like the end result isnt worth the effort
@Sharky_045619 күн бұрын
damn those sf6 combos were sick i gotta try some of them
@SinghReviewingThings18 күн бұрын
Yeah sf6 still has a ton of swag! Happy new year!
@Edo江戸江戸17 күн бұрын
I love when games give you both easier with lower reward or harder with higher reward options, it not only makes the player more motivated to learn the mechanics of a game, but expands the possibilities for player expression.
@ajvladmir248119 күн бұрын
Having a whole slew of combos across the scale makes it so you get a ton of variety, for example, in my home game Xrd, elphelt has a really hard extension with her 2H and while i cant do them, its something i want to strive for
@SinghReviewingThings18 күн бұрын
This is exactly it, great post! That variety carries on the game for years! Happy new year!
@VelourSweatsuit19 күн бұрын
Even outside of desyncs, Ed has quite a few 1f, 2f, 3f window situations for optimizing. Crouching MK into Kill Rush late upper for example
@SinghReviewingThings18 күн бұрын
Ed feels like an SNK character in this game and I mean that in the best way possible! Happy new year!
@Crowniecrown17 күн бұрын
I just really liked that there was like an actual physical meta surrounding 1frame links. Like I remember I would never attempt one if I was too nervous or even in the winter if my hands were too cold. Pulling off 1frame links showed confidence and mastery of the character you were playing, which is a big reason character loyalty was a much bigger part of the game. The great thing about SF4 was that you didnt need to learn hard combos to do well despite it being notoriously know as the 1frame link game.
@paintbrushes518 күн бұрын
Great video! Agree with some parts, disagree with some others, but the majority is a matter of taste in my opinion. ----TLDR---- It's a matter of taste. For people who enjoy practicing combos, they enhance the game and experience. For people who don't enjoy practicing combos, it's boring homework tacked onto the elements they would rather work on (Neutral, oki, matchup study, etc). ----In depth opinion piece follows---- Parts that I completely agree with: - More combo options with different utility is great! (I think that in SF6, giving up oki for something else is almost always more risky than rewarding) - Combos are easy in SF6. XRD Ram was my first real fighting game main, and her bnbs are more difficult than 99% of combos in SF6, and the ones I learnt didn't even have 1 frame links. Parts that I disagree with: - I think you've misunderstood what people mean when they say it's gatekeeping. They mean that without learning and practising the difficult combos, you are penalised in terms of damage and utility in a way that is significant. - Slight call out, but calling your Ryu 260/318 damage example (122% damage) "not a big difference" is a bit of a downplay. - You go from saying no difficult combos hurt the final meta to saying that we don't have combo route options but difficulty and options are not the same thing. Not saying it doesn't hurt the final meta, but I don't think you connected the dots on this one. - Combo options and (most of) expression are not the same thing as difficulty. Difficulty does affect expression and decision, but those things don't need difficulty to exist. For people who like difficult combos (e.g. my brother): - It's fun to practice and explore (and Ryu gets a 22% damage buff for it!) - It makes performing under pressure a challenge in the game which is good - It requires a lot of skill and is impressive - Combos look cool - It's hype when you land a big, well chosen, difficult combo that could have easily been dropped (especially to close out a round) - There's a sense that you earnt that extra damage/utility by performing a more difficult combo For people who don't care for difficult combos (Me): - Practicing combos for ages is boring - Combos have very little interaction (Only things like being ready for drops and resets). Short combos are not so bad for this because you get back to competing with each other once the combo is over. - If the difficult combo leads to a *significant* advantage, it feels like I have to do hours of boring practice or be penalised. (I don't want to practice repetitious inputs on repeat to collect my Ryu 22% damage buff) - Winning because you opponent dropped a combo feels bad - Losing because you dropped a combo feels bad - Other than performing under pressure, the difficulty doesn't come from your opponent, so the benefits from a difficult combo don't feel like they come from outplaying my opponent. My opinions: - Taste is the biggest factor in this. - Just because something is challenging, doesn't mean that it adds to the game. Tekken players probably look at learning a matchup and laugh at how much easier it is. I wouldn't enjoy that amount of study, but some people find it fun! Street Fighter doesn't offer that type of experience because that's not the audience that it's aiming for. - For some people, getting an advantage from doing a difficult combo is part of the fun. - Difficult combos are impressive and deserve to be rewarded. - It's annoying when people downplay the advantages gained from difficult combos. JUST OWN IT! - For some people, it is really boring to practice combos, it feels bad to be penalised for not having learnt them, and people like games more if they don't have to do boring stuff in it. - People who enjoy and are proud of their 1 frame links have had a part of the game they liked and worked hard on removed - and that's gotta feel bad. The real issue: I think that because the player base of this genre is a lot smaller than other's, it's difficult to support lots of different games that cater to lots of different tastes, so people feel that they need to play the same game that the majority is playing. If SF6 had 1 frame links, and some other game played like SF does now, then each type of player would have a game that suited them.
@paintbrushes518 күн бұрын
Forgot to say, I think 1 frame links are cool! I feel like the real question is whether you reward them significantly and it becomes a competitive advantage, and makes a lot of extra homework for people. Or you only marginally reward it and the people who put in the effort aren't getting the return they deserve on it.
@SinghReviewingThings18 күн бұрын
Honestly I just gotta say this is one of the best posts I’ve ever had on the channel. Thank you so much for taking the time to respond and in such great detail. I completely agree with a lot of the takes, including the ones you disagreed with. It’s always going to be difficult to satisfy everyone. And I agree that not everyone can invest the time to learn the combos. Thanks again and happy new year!
@paintbrushes518 күн бұрын
Thanks mate. I'm glad you appreciated it 😊 Honestly I just love fighting games and anyone passionate enough to make a 10 minute love letter to difficult combos obviously loves them too!
@nagiiboo18 күн бұрын
I mean sure, if that’s what you want. Never was one for combos so I’ll just stick to what I can remember.
@SinghReviewingThings18 күн бұрын
And that’s great as well. I wouldn’t remove any of the current combos. Happy new year!
@captainven0m15119 күн бұрын
Great video
@SinghReviewingThings18 күн бұрын
Thanks a lot!! Happy new year!
@Nachtmahr61618 күн бұрын
You guys could come to KoF. Would be nice to play against more than 20 Mexicans with moon ping, and it still has harder combos than SF 5 and 6, although not as crazy as pre-KoF14
@traezaX118 күн бұрын
Hard combos are the best ...it's something to work towards... Got back to gaming started in TEKKEN 7 ...boy was Akuma difficult...still haven't done his death combo.
@p758417 күн бұрын
I guess it is about resources. Yes, if possible, satisfying both the hardcore and casual crowd is great. But the fine-tuning necessary to do both at a very high level is undoubtedly greater than doing just one, and that means more development time and costs.
@infamoushazard019 күн бұрын
Me sitting here as a casual looking at your title who also tried learning some of the hardest combos in street fighter 6. Was only able to do one of them with the game slowed down in the practice tools 💀
@Gsevenreviews19 күн бұрын
lol Right?! I must REALLY suck if street fighter 6 combos are considered easy 😂
@saharzey639819 күн бұрын
The thing I take from his video is the combos arent very easy as they are vanilla because point A gets you to point F vs having the ability to do do A-F-D or A-A-D, A-A-F etc. No expression sucks
@SinghReviewingThings18 күн бұрын
Hey thanks for the post! The title was just me trying to be witty! There are absolutely tough combos in this game - I just wish there were more combo routes available, which would add to the variety of the game! Happy new year!
@infamoushazard018 күн бұрын
@@SinghReviewingThings as a tekken player I’m all for a long list of complicated moves and more options. If you ever feel like there’s not a lot of options though should try your hand at guilty gear my friend just got me the game. It’s got the shortest move lists I’ve ever seen but people are still able to pull off some crazy stuff 😂 Also happy new year to you too
@MarvelousMorrion18 күн бұрын
If the player is obsessed enough they will learn the harder combos aswell plus there’s still modern controls. Difficult combos were mostly for flex purposes
@vastolorde9817 күн бұрын
That's was actually a good video. I really hate drive rush in in sf6 and I feel the game would be a lot better without it, but I can barely do any combos even in sf6 so I don't know what will happen if they made the game harder
@saladinbryant365318 күн бұрын
I used to have to lab combos for months or 1frame links in cvs2,GGx2,and even SF4. These companies are greedy, they know the average guy is not gonna be able to do all this,and soon loose interest and go do something else. Thus with SF5 the combos n damage became stupid easy with most charaters. Now with SF6 they have doubled down on the ease of access BS,just like GG strive. All they wanna do is sell more copies. It's sad. 😢
@dragonic2218 күн бұрын
I think the issue is that the easier combos still do so much damage, you'll rarely want or need to do the harder combos. It's like the Ryu solar plexus example, except the crouch fierce adds like 10 extra damage instead of 60
@itsrumspringaa13 күн бұрын
Combos being difficult wasn’t necessarily a choice by the devs more so them working with the extent of what they knew about game design at the time. There are still hard combos in the new games but admittedly only some have them. But all of the characters have the on the fly decision making between choosing damage, meter build, or positioning
@thatguy884118 күн бұрын
Got USF4 less than a week ago to get first hand experience with one frame links. Maybe this is just an SF4 thing but the option for easier combos are extremely limited whereas SF6 over corrected and extremely difficult combos are limited there.
@kodaiyoung18 күн бұрын
I bet that most players cannot perform guile boom loops with perfection or even most of the advanced rush combos or those insane rashid BS that some people can do. All those things are hard and requires very good execution, so as a personal feeling I really don't feel that hard combos are gone because we don't have things like 1f links, insane gattlings or whatever. Maybe what's going on is that games are so packed to function in a certain way that it's very hard for people to discover some insane hidden tech like in the past where games kinda let it loose, and if someone find it devs will patch it to prevent the game to perform out of the box.
@Ayzay171719 күн бұрын
Make combos hard again, but not harder for Chun-Li, she's hard enought to master.
@tinyparcel630511 күн бұрын
For sf in general, I would be in favor of keeping combo difficulty in one frame links and removing the buffer window if Capcom and find away to keep easy combo structure available to those that can't make it through that execution ceiling. Because it's not even the difficulty people really miss is the variation and expression. It's the fact that by making things easier fighting games have become a lot more standardized. Kinda one or tekkens biggest strengths at It's still very free form.
@DarkSynth7 сағат бұрын
I have a question... are you monetized yet man? You make good content for being fairly new. My 2 cents on difficult combos in fighting games: Combos should be easy enough that if someone practices it enough they can pull off consistently. SF5 and 6's combo system did get easier but I think it's for the better. But that's not to say there still isn't difficult combos in those games because there is. There's just more important things in fighting games like mind games and playing neutral that should be focused on rather than the difficulty of the combos. Keep up the good work on the content man.
@afrikasmith104918 күн бұрын
I played 4,5 and 6 and I gotta say there's some truth to this. With 6 I feel like I have to resort to mind games and only punishing habits. On one hand it could get boring real quick depending on who you are. On the other hand you could be one of the best players but probably struggle against someone who's never even played a fighting game but is winning because you're so used to playing against veteran players who you are already familiar with their strengths and weaknesses.
@ouranos010119 күн бұрын
What is your rank in SF5 and SF6?
@Sharky_045619 күн бұрын
i doubt this guy plays either and is likely an usfiv purist with such a short sighted belief
@SinghReviewingThings18 күн бұрын
@@Sharky_0456you are correct about me not playing sfv lol was not a fan. In sf6 I play mostly at a 1650-1700MR
@justevolve18 күн бұрын
@Sharky_0456 I mean sf6 is a great game but let's not act like sf5 was goated it definitely got better in the end but by no means is it better than sf6 the roster and costumes and stages may be better but it is a finished game let's hope sf6 roster by its end is close to what usf4 roster looked like
@lucidsnow18 күн бұрын
@ouranos0101 and @sharky_0456 what's your ranks? Dont doubt him, rather play a set ft5 with SinghReviewthings.
@Sharky_045618 күн бұрын
@@justevolve sf5 was a great game in the end, ideally sf6 would end with a roster similar to usfiv but honestly sf6 having a roster in similar size to sf5 would be really nice too it all depends on what characters get chosen
@hijster47918 күн бұрын
SF6 has more viable 1f links on paper due to punish counters, the issue is the input buffer. Removing it also means that punishes get much stricter, which isn't really an option for SF6. The reason it works in SF4 is because the game isn't balanced around punishes in the same way. I like Hard combos as much as the next guy but frame perfect links aren't something you can just add to an existing game.
@lonekirin90518 күн бұрын
Aren't the pros and competitive using easy to execute and optimal combos? You can give them the character with the highest execution and yet they will still find a fast and easy combo.
@SinghReviewingThings18 күн бұрын
Great post! The pros definitely always look for the most optimal routes but there are times where they switch it up to get that extra bit of damage or meter build if possible. Happy new year!
@fifonefifty18 күн бұрын
Sf6 has a ton of hard combos I find new ones Almost every week
@louisfacade18 күн бұрын
Man honestly with PS5's controller, SF's input system is crazy... I'm struggling just to get the basics... like in training mode I'm fine but im actual Online matches it's rough out there just to get something out😂😂😂 I'm a casual and man classic is rough but sooo worthit if you get it...oh and in most cases, my character will jump instead of doing the move i was trying to pull off😂😂😂
@LilYungGrabBagJr18 күн бұрын
I think just how they have modern controls they should have pro controls that sonehow let you have access to harder tech(not just combos) with more reward for the play
@maxrosefoxanime722519 күн бұрын
I think the thing about combo's is they ain't fully needed in fighting games i always mange to learn 1 to 2 combo's and train in just punishing werid gaps and small thing like i suck at doing combo's but I make sure I punish you for mess ups
@ZarelidT18 күн бұрын
This is great. I agree. But the issues is people ONLY want to play SF. Theirs tons of difficult combos in plenty of other games. Support THOSE games to show you want and appreciate difficult combos. Theirs a reason dbfz was popular and SF is the only game people will play.
@kaimamoonfury13356 күн бұрын
You can win without them, and you ARE capable of learning them yourself. Hard combos help define the genre, and we celebrate many things in this world that 0.1% of people can do, without any worry about gatekeeping. Gatekeeping as a word has joined the fuckin slurry of other buzzwords that people overuse or misuse to such an extent that they've lost their meaning anyway. But yeah man, hard combos all day, make those strategic choices have more impact, inspire your opponent to be sharper, have fun together. People need everything to be about them and it's lame, you're not gonna be good at everything you wanna do anyway, and you don't get mad at Joe Shmoe the boxer because he did more work than you to become a good fighter. And it's really weird that people are determined to get rid of something that takes skill because they themselves don't want to learn it.
@kaimamoonfury13356 күн бұрын
"I shouldn't have to put in so much time to play this game" well if that was what the creator wanted to do with it, then yes actually, you should. Other games in the genre do, in fact, go about it differently, no need to act like it's a sin to require skill in a specific game, or technique.
@bboydubc18 күн бұрын
I dont think your desire has anything to do with 1-frame links. I dont think sf4 put in 1 frame links specifically. Its just how links work. So essentially, its just frame data math. Just look at what is possible with Rashid. The only thing people dont want is for the game to be broken because they leave too many open routes, it could be broken outside of the top 1% and abusable for casuals.
@bojack201118 күн бұрын
What exactly is a hard combo? Depending on timing, there are plenty of combos that aren't easy to pull off. They should maybe add more combos or combo starters.
@zaile558618 күн бұрын
It all comes down to the green, casuals and wannabes couldn't possibly care any less about the journey. Easy is a the way to go business wise, devs know that so...hand holding is going nowhere! We are all "champions" now 🏆
@HowCouldYouu18 күн бұрын
True
@sawyersimpkins942818 күн бұрын
Dont listen to these soft skill-less children that say we dont need an execution barrier. These are the same people that encourage participation trophies and need to grow up.
@BazusoHawk17 күн бұрын
Funnily enough isn't this supposed to be the "Dark Souls" generation of gamers? I thought they where supposed to be 'real gamers'? Street fighter needs to go back to having high execution barriers again. It's what made the genre so great in the first place. Where would the scene be if it weren't for the daigo parry or any other of the countless moments from the SF4 days. Sad to see games getting dumbed down to appease the casuals.
@Vectorman2X17 күн бұрын
9 scrubs have different opinion
@7F0X718 күн бұрын
Do you get tilted when someone beats you with superior positioning and timing instead of weeks or months of grinding the combo inputs?
@Gsevenreviews19 күн бұрын
I must be the only person that thinks street fighter 6 combos are far from easy. To me, street fighter 6 combos are pretty hard especially the drive rush cancel combos. I still don’t know how people pull that off in match. But then again, I’m a casual that always struggled with motion inputs and links so take what i say with a grain of salt 🤷🏽♂️
@SinghReviewingThings18 күн бұрын
Hey brother, there are definitely tough combos in this game - keep grinding! I just want more combos added to the current meta. Happy new year!
@Sharky_045619 күн бұрын
i disagree, easier combos mean you have to work harder to find difficult combos thus making them more rewarding and i feel ultimately you are looking for a problem that isnt there. combos are still difficult and 1 frame links dont really change anything, sure they are nice to brag about but theres plenty more combos that involve awkward movements or tight timing that better strike a balance between engagement and difficulty as they are hard enough to be frustrating but not too hard that you dont feel like trying them. overall i feel like this video essay is too early, it may be worth making if the execution of combos becomes too simple in the future but right now this isnt an argument worth making due to the immense variety of combos across all fighting games.
@SinghReviewingThings18 күн бұрын
Thank you for the post! Combos don’t need to be one frame links to be more difficult, which is why I’d explore more options as well. Keep in mind though, I wouldn’t remove what currently exists, but rather add to the existing combos. Happy new year!
@Sharky_045618 күн бұрын
@@SinghReviewingThings i feel like this problem will likely solve itself with a future balance patch or in super or ultra sf6 but only time will tell, currently i feel like the amount of combo routes available are already plentifull if you go through the effort of trying out each characters normals and figuring out what works or what doesnt.
@Blurr-vf4cb18 күн бұрын
Its kinda lame when i can replicate every combo i see in sf6 tournaments pulled off by the Best's in the game and im trash at sf6 and street fighter in general. I like the accessibility and noob friendly of sf6, but i wonna be impressed when i see combos in fighting games.
@bitdgamer389118 күн бұрын
What? Dudley was easy combo, try that with a lower tier character
@harrisonperez566419 күн бұрын
Not a hard game to learn combos!! But drive rush it’s just overkill
@Sharky_045619 күн бұрын
wdym by overkill overall i disagree with this video, having easy combos is good as you have to push yourself mentally to make combos harder and it appeals to more people
@IMMORTALANGEL_18 күн бұрын
I dont get it you want hard combos? But then say you dont? By saying good fundamental is all you need right? Wtfish
@SinghReviewingThings18 күн бұрын
Haha good post. I’m saying there is a huge misconception with hard combos and people think that you need them to be successful. When in reality, they are a gamble by the player to use for either slight damage or slight meter gain etc. And yes fundamentals are the most important. Happy new year!
@IMMORTALANGEL_18 күн бұрын
@@SinghReviewingThings so hard combos are good or nah?
@SinghReviewingThings18 күн бұрын
@ they’re good if they’re added to what’s already in the game.
@Sharky_045619 күн бұрын
you just nailed why i hate playing ed lmao. i like playing ken for his difficult combos though
@Hunt9-qb1if18 күн бұрын
I automatically thumbs down videos when idiots try to criticize streetfighter six but literally price garbage like streetfighter four and five
@SinghReviewingThings18 күн бұрын
@@Hunt9-qb1if street fighter 6 is an amazing game.
@raydson_S18 күн бұрын
So... Just play Tekken?
@ANIMEBOSS900019 күн бұрын
How bout no
@bfFAN22118 күн бұрын
#freeInfiltration For ever and onwards... just saying.
@X-wingFighter115 күн бұрын
well first remove modern control
@2gunzup0718 күн бұрын
Strive best selling guilty gear and easiest i bet if this new virtual fighter is even easier then 5 it will sell the most the majority and thats all that matters have spoken they dont want difficulty i bet youll never see a guilty like xrd again EVER
@neodeli812718 күн бұрын
Sf6 worked cause it was way more friendly in the combo side for newcomers I like sf4 but that game had the most stupid easy looking hard combos that gate keeped all the fun for me. I preffer a game that lets you discover itself through the matches by being creative instead of needing 2 hours of labbing
@ZachStarAttack18 күн бұрын
no
@josevitorcalfa219 күн бұрын
Definitely not. My personal most hated aspect of SF4 was the hard combos. We are in 2025 and execution barriers should desapear completely. You should thrive because of your strategy, not because your ability to pull an absurd hard thing to do.
@Carbinatedfartt19 күн бұрын
Is execution NOT a part of fighting games??? Go play marvel rivals if you wanna win by “strategy “
@sharpenmysight595419 күн бұрын
Execution barrier is fighting games tho if not why even play
@saharzey639819 күн бұрын
I think hard combos shouldn't be a barrier but as he showed in the video if you want to do Ryus solar plex crouching medium dp then go for it BUT if someone wants that one frame link for an extra 30 DMG give it to them they want. Options are healthy
@ajvladmir248119 күн бұрын
That's part of your strategy though, in old games you had to make the choice of doing a simpler combo and do more interactions to kill, or to go for the bombo and risk dropping it, that's part of how the older games play and what some of us miss in fighting games
@SinghReviewingThings18 күн бұрын
Totally get this post. Keep in mind though I don’t want everything to be insanely difficult but it’s very healthy for the game and the player base to have something challenging for their character to strive for. Something that shows you really put in the time and are ready to risk it all for that little bit of extra damage or meter. Adds more layers of strategy. Happy new year!
@Rahilda18 күн бұрын
1-frame links are trash. Bad take.
@thepunisherxxx680418 күн бұрын
Such a bad take. Modern controls being added and bringing in more players was the response to these stupid '1 frame link combos'. Its a barrier to entry and the wrong place gameplay should be focused on. They aren't coming back. Fighters are still pretty niche genre, only gaining SOME traction in recent years, but still they struggle with player retention. The fun, focus, and improvement should be on footsies, setups, spacing, decision making. Yes some mechanics for combos should be there too, but not the focus, as modern controls adoption shows us. For the VAST VAST majority nobody wants to be in training mode grinding combos all day. Its just not fun to be practicing THAT MUCH, with a mechanic that has such a high requirement for execution. This is a video game after all, an entertainment medium. Super complex long combos and 1 frame links are a thing of the past, a relic that doesn't hold up, like how FPS on console was before Halo 1 was released. Some things just don't stand the test of time, and that's one of them. Its also incredibly boring and unfun to have your agency taken while you sit and wait for a combo to finish. Tekken 8 has this critique from a lot of people. That needs to go too. More combo routes and options would be welcomed, but that's it.
@UkioSf617 күн бұрын
No we don't want hard combos... We want combos like sf6 combos and additional rutes for other combos options
@ShinOwen219 күн бұрын
We’re not gatekeepers, you’re just LAZY.
@SinghReviewingThings18 күн бұрын
😂
@SinghReviewingThings18 күн бұрын
Happy new year!
@SenseiHadouken16 күн бұрын
sf 5 is trash, sf6 is okey, USF4 is the best sf game
@JS-zz9lg18 күн бұрын
Absolutely, tired of the babying and making it too easy, make people work for the good stuff again
@Retro-Design-403319 күн бұрын
I find it frustrating when people make comments like this. The difficulty of a game isn't solely determined by its complexity; it's about its memorability. Take chess, for instance. It's not complicated to learn, yet mastering it is a challenge because of the need for strategic planning and excellent memory skills. This concept perfectly applies to Street Fighter 6 and fighting games in general. They don't need to be overly complex; what truly matters is enjoyment. People need to understand that games that are simple to learn often present the greatest challenge when it comes to achieving mastery.
@Sharky_045619 күн бұрын
yes man! this dude is making a mountain out of a molehill
@saharzey639819 күн бұрын
Why not give people the ability to do both? There's nothing wrong with that.
@SinghReviewingThings18 күн бұрын
I actually have a video on comparing fighting games to chess! Check it out if you haven’t. Happy new years!
@Sharky_045618 күн бұрын
@@saharzey6398 id rather capcom invest their time into addressing the content drought but who am i kidding they are just gonna make 50 more avatar skins no one wants whilst they take their sweet time giving us characters and costumes cause they know we will buy it.
@mariosskordos917718 күн бұрын
Nope, artificial difficulty should no longer be a thing
@RooK_X818 күн бұрын
"Artificial difficulty." Wow.
@mariosskordos917718 күн бұрын
@RooK_X8 Yup, that's what I said.
@Alilnoided9917 күн бұрын
Facts bro, a trash player having an execution edge compared to the ones who doesn't is terrible way to tell if the players are good. It's like if a rapper has more lyricism than the one who doesn't. The one who doesn't is still better because the music sounds better. The lyrical guy has a trash flow and a bad ear for beats. The 1 frame link dork has trash decision making skills. You get the idea.