Can you recommended a fighting game where combos don't seem "manufactured"?

Whenever I play ranked, player match, or watch tournament footage I usually see players using the same staple combos over and over again with their respective characters.

It’s as if the movelist has been constructed in a way in which the developers are over your shoulder saying “this launcher leads to this string” or “this combo should be done this way the get the most damage”. It’s hard to get my point across as I’m just basing this solely on feeling. I guess you can think about it this way: take the street fighter alpha series for example; you would often find yourself saying "wow! That combos into that?"or “Wait what did I just do?!” In the middle of a game And then you’d immediately head into training mode and start throwing moves together.

It felt like you were making your OWN combos and kind of crafting your own play style. Then you’d watch high level players and it would blow your mind even more because you’d start seeing things you haven’t thought of or seen before.

Are there any fighting games (new or old) you’d recommend that would give you this feeling?

Wrong section, new person. Ask in newb dojo—it’s at the top of the forum main page. You could also try the Current Fighting Game sub-forum or Classic Fighting Game sub-forum. Might have some luck in those.

General discussion is for everything non-fighting game related. Though we do talk about them sporadically through random threads they are not the focal point or purpose of General discussion.

Have fun.

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Moved to FGD.

No i can’t because those combos are done due to optimization over long periods of play. They do the same combos because they have the highest pay out. Every game works this way be it fighters, shooters, rts or Moba, players will always optimize.


You will probably have the biggest luck with this in Hyper or Anime fighter.
Marvel vs Capcom, Blazblue, Under Night in Birth, Guilty Gear, Melty Blood, Dragonball fighter Z, Persona 4 Arena and Blazblue Cross Tag Battle.

My friend, you have no idea… Ever since Blazblue, combos have grown and grown to the face of “the skill of the game”. The fact is, they aren’t. At the point you’re doing a combo, you’re hitting a wooden board at that time and it’s something you know how to do. The enemy isn’t gonna hit you back. They can’t. And unfortunately, a lot of people are blind to this.

Guilty Gear use to be all about that and while you still can, it’s become far less effective to make up stuff. They were short and sweet enough back in the day. Now, the game kind of encourages you abuse the mechanics more than focuses on neutral or doing anything new in general. However, you still can. Even so, you’d need to work wayyyy harder than the people who play and abuse the game’s half assed mechanics.

For the most part though? Fighting games have made a terrible, terrible turn to “appeal to new players who didn’t” know how to play fighting games since I guess it’s unfair that they have to work just as hard as anyone else to get where they need to be.

What a total load of horse shit. None of that crap is remotely true aside from a want to appeal to new players, but the rest of that post is completely wrong. Being able to set up and execute a combo properly is absolutly a skill set, one of the most important in fact and combos have been long as fuck long before BlazBlue was an itch in ASW’s underoos.


For Scrubquotes you missed the door, turn around, walk down the hallway, last door to the right.

Have a good day.

I felt a large degree of freedom with KOFXIII’s HD combos. Marvel 3 especially had a large degree of freedom with it’s combos, but I feel like KOFXIII’s HD system allowed for a lot of freedom while still keeping the game traditionally grounded. It allowed for player expression without becoming oppressive to the opposing player.

LOL at calling XIII “traditional” when the game’s shitty hitboxes, lack of good anti-airs outside of flash kicks/DP, and gutted movelist made it one of the least “traditional” playing KOFs ever made.

XIII actually fails at keeping KoF fundamentals and keeping the game grounded because of the above issues. Most basic example would be checking hops with Kyo’s 5A. In KoF games with good fundamentals such as 98 and XIV, normals such as Kyo’s 5A stop hops cold. Not in XIII however due to how bad its hitboxes are.

I didn’t say it was a traditional KOF. I was saying it was a traditional fighter. There’s no air dashes. There’s no assists. There’s no screen-scrolling super jumps. Etc. It’s a lot more Street Fighter than it is Marvel, yet it’s got the same level of combo freedom that you get from an anime fighter. That was the whole point. I wasn’t saying it was the pinnacle of KOF-ness or anything like that.

Also damn man, every game has its faults, but I honestly feel bad for anyone who couldn’t enjoy KOF13. The lack of any game that feels even remotely like it this gen (or SFxT 2012) has really made me unable to get into anything lately.

Except KoF’s movement options put it in a different league from SF and other, traditional grounded fighters. Especially when you have a game like XIII that leaves them unchecked. XIII isn’t really a grounded game, it’s just that hops have replaced IADs with how good they are in that game.

KoF XIII is one of the wackest King of Fighters games with barely any fundamentals. Not only does it shit the bed at balance, having a decent roster, and giving character complete move lists, but it also reduces game to yolo trades that often lead to death combos and looks like oversaturated new age anime shit. You would have to be a subterranean dweller or a Capcom fan to appreciate the garbage SNK Playmore put out to recoup costs on one of the dumbest and most expensive production processes in the history of fighting games.

Your being pedantic for no fucking reason.

3S has short hops.

Confirmed not a real street fighter.


Tekken 7 has elements of this. The game has a relatively defined combo structure, but for a lot of the cast there’s a lot of on-the-fly adjustments that have to be made during the combos due to distance from walls, angles, if you’re off-axis, against backturned opponents, etc.