Some may know me from SF4 subforum, some even from ultimatemk.com forums.
I generally tend to keep a low profile, I’m not much experienced in fighting games (concerning my skills) and I tend to read more than write. Most of you probably don’t know me.
I started this thread to hopefully start a good flameless/trolless discussion about juggle combos.
Search didn’t come up with anything to satisfy my needs but if there is something like this here I apologize for making this thread redundant.
As the thread title says, are juggle combos good or bad for a fighting game?
I’ve been playing a lot of SF4 lately and I’ve realized I miss juggle combos. I’ve played UMK3 before a lot and still do with a friend and it was always amazing seeing him or me pulling off a nice juggle combo. It brought flare to our casual fight sessions. So I’ve searched the web what do people think about juggle combos. It seems that juggling is generally frowned upon because the receiving player can’t do anything about it once the juggle starts and most fighting games have “broken” or infinite juggles that take away the fun of the game.
As you all probably know UMK3 does have infinite juggles but me and my friend could only do juggles that do around 40% max hp damage or sometimes up to 60%. It was and still is great fun doing mindgames and punishing a mistake with great looking and damaging juggle but nothing of the likes that would be game breaking.
Then there is Tekken. I played Tekken 3 recently with a friend (for nostalgy sake) and although I didn’t play Tekken for quite some time and probably will not (due to me being PC gamer only) I could beat a friend who knew the movesets etc. just because I could utilize footsies gained from playing SF4 and punishing his mistakes with quite easy 50% max hp juggles. He raged pretty hard. The lesson learned is - juggles obviously aren’t always fun for both players. While I always liked seeing overly long juggles in Tekken, do they really hurt the competetive play? My example was Tekken 3 which maybe wasn’t as balanced or combo scaled but does the fault of taking away the fun in playing the fighting game lie in juggle combos or game design around them?
Can juggle combos be designed and balanced so that they keep the fun aspect of seeing a juggle be performed by you or on you without making you mad?
And I return to SF4. Although there aren’t almost any juggle combos (atleast not to the extent of MK or Tekken) most of mistake punishing comes from ground combos. What seems interesting to me is that ground combos also leave the opponnent unable to respond (let’s not think about reversals for the moment) but they aren’t frowned upon so much like juggles. Why is that so? Does that have to do with psychological aspect of standing on the ground and not feeling helpless like when floating in the air? Is it because you usually can’t make such long ground combos?
For me, I always enjoying seeing a juggle instead of a ground combo. Subjectively it just looks really incredible seeing someone get hit and kept in the air defying laws of physics.
I apologize if my lack of skill or understading of mechanics might offend someone and please do correct me, but please do not start flame wars over my or other people’s opinions in this thread.
*I mentioned only SF4, Tekken 3 and UMK3 but I really love playing fighting games (unfortunately I have PC & PSP only, consoles are too expensive here) and I also played BlazBlue, Guilty Gear titles, older titles in SF and MK series, MvC titles. But only fighting games I studied and still do are UMK3 and SF4. *
- What is good for you (subjectively) in juggle combos?
- What is bad for you (subjectively) in juggle combos?
- How would you improve the juggle combos?
- What games do you think have excellent juggle combo systems?