Comments

You must log in or register to comment.

Wendigo79 t1_jdmmg1f wrote

its for balancing, and it goes much deeper than that in terms of gameplay in a fighting game.

6

himynameisyoda t1_jdnran5 wrote

It's a skill / knowledge issue. if youre a noob it'll take a little while but you'll get it.

Click the replay/demo function to see how its supposed to look. Obviously you're doing something wrong, not the game.

2

soiramio3000 t1_jdnsd3e wrote

I have seen how it is suppossed to look.

I ended up skipping that part of the tutorial since I just couldn't do it.

blazeblue may be the game that will finally make me get in the fighting game genre.

not like dead or alive 6 and skullgirls.those are not begginer friendly.(I am pretty much convinced that skullgirls was meant specifically for pro-players).

0

soiramio3000 t1_jdnvmf9 wrote

are sure about this?

I am new to the fighting game genre and I have seen some videos on the internet saying that "fighting games aren't hard, this belief is a stigma" and the people on these videos ALWAYS mention how much people are scared of combos.

I am pretty sure that the reason why everyone hates combos is due to this mechanic making hard to practice on them.

(also the people who are making these videos either are pros or have never seen a begginer trying to beat the practically impossible frustrating stressfull sorry poor excuse for a tutorial of skullgirls and dead or alive 6).

0

Calenwyr t1_jdol1sn wrote

Air juggling became an issue in fighting games so they had to make chaining combos harder.

1

Call_It_Luck t1_jdq84y1 wrote

If there was no pushback on hit or block, it would allow for infinites (both on hit AND on block).

That's a major no-no in today's games, especially if it's super easy to do.

IE if there were zero pushback, what is to stop someone from landing a single jump in (or whatever) then just chaining jabs over and over until they die / the timer runs out? Same thing on block.

It's literally necessary for the games to function at all.

1