Originally posted by: CZroe
Originally posted by: blurredvision
Originally posted by: CZroe
I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.
So combos have to have a "system" to be skillful? Besides, games like Killer Instinct adhere to the same button-mashing combos that Tekken uses.
WRONG! Killer Instinct did not rely on learning pre-determined sequences that can only be found by trial and error. Who is just going to try picking and pressing two different buttons at random?! The two buttons don't do anything by themselves outside of a combo or anywhere else within a combo, so making the game behave differently at that point under extremely specific circumstance makes it more like a cheat code than a combo. On Killer Instinct 2, if you opened a combo with move using one strength, you knew which strength buttons would "auto-double" it and you had your choice of selecting a punch or kick of that strength or finishing the combo early to reduce the chance of your opponent breaking whatever you pick. That's just the first two parts. Tekken just consists of "well, what did we find out came after this part?!" KI1 was a
little more cheap in that each opener had at least two autodoubles keys that you had to memorize to follow up on it, but it was consistant. The jump-in attacks and air-doubles were much more like KI2's combo system though. You could predict when a combo would end and how many hits it was possible to string together based on your opening attack and make your decisions accordingly. In Tekken and Mortal Kombat, they just have to be open to a particular memorized sequence.
Sounds like you didn't want to put the time into learning dozens of moves in Tekken and Virtua Fighter per character, so you like to stick with old school fighters where memory and cleverness aren't very useful. And what I've quoted is your lame-ass excuse for doing so

.
HA HA HA HA! Every second was a
waste of time. There was no fun or incentive to learn it. That's my point. Have fun learning button sequences, tediously trying everything, and asking your buddies to "let you try something."

The fact that you weren't board out of your mind with Tekken and it actually held your interest shows your limited scope perspective.
I know why my friends latched onto the game: The FMV. They'd sit there for hours on their 100% unloacked Tekken 3 memory card demonstrating every fighter's videos as if there was something to be gained by watching them. "That guy looks badazz. GOLD! LOL weird log-fighter things. GOLD! A chibi-dino from a Japanese comic slaps his tail to ride the animal he landed on? GOLD!" :roll: It just didn't do it for me.
Oh, and FWIW: Killer Instinct Gold went head-to-head with Tekken on a more advanced platform with 60FPS interactive environments. Nothing "old school" about it.
Oh, and KI had it's fair share of little secret combo additions too. It only took one try of each button to determine what adds on to what move in KI1, but you may later find out that the move can gain additional hits that aren't spelled out for you... Jago's Press-Release QP fireball + fierce
double Windkick, Orchid's FULL Ichi-Ni-San (with the added Forward + QP, Back + QP), Combo's secret opener/finisher (charge and extra second before using your MP finisher but make it a Press-Release), Orchid's pseudo-linker flip extension (Back + FK after Fierce Kickflip), etc. Anyone who thinks KI isn't deep is just a Cinder/Spinal player who thinks that the slappy combos produced by repeatedly pressing Forward-Forward MP are proper combos. The air-doubles + juggle with a combo breaker (extra hits for the next three juggles) always surprise. Sounds like you didn't take the time to figure it out.
I'm off to play some Guilty Gear.