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Sleepyprince said:

Long combos kill the intensity of a fighter match. Everyone who invest in fighting game community a little know that... And this is nothing exclusive to KInstinct. Alpha 3, SFXT, MVC2, UMVC3, Blazblue 1 and 2 have combo long as f*ck too.

Like before it's about balance. In MvC3 (the only of the above I've played, other then original KI), there was less urgency because you could come back from a beating from a long combo because it was limited in some way, they needed to power up their bar or it could be countered, or because of it's Tag system, you could tag someone in t break it up or swtich a character out and have a chance of doing the same on your opponent.

It's part of the reason why I think Tekken is broken with a juggling system. One hit that throws you in the air and suddenly you are screwed, for your opponent it's just a sequence of buttons and you can't do anything to stop it. They could fix it by allowing you to somehow get out of a juggle. TTT2 didn't help in this as combos were longer, certain characters have confusing move sets so what looks like it'll be a mid is actually a low. Infact TTT2 is just broken, I was once laying on the ground not moving and my opponents hit my character and they bounced into the air and they did a combo from it, stopped playing after that.

 

Oh, to return the glory that was Star Gladiator.



Hmm, pie.