I’ve noticed recently most fighting game titles especially from capcom and even to an extent in Arksys’s titles they attempt to control character balance through arbritrary limitations or very finite juggle limitations that give the player little choice but to do pre-made combos.
-Ryu’s overhead is +3 on hit for standing +2 for crouching
-Fei Long’s removal of Command throw ultra that was in the final beta but removed in the final build
-Taokaka can only chain a certain number of jabs
-Normals don’t juggle unless in a Universal juggle state.
-Specials only combo if they have a specific juggle ability and even than will not combo past a certain number of hits on a juggled opponent.
-TvC retard gravity to limit most great setups outside the corner.
-Chun’s arbritrary limit on j. FP (TvC) (This was in a betas ver was able to combo enough to hit the limit though as the gravity is so ridiculous)
-Capcom only but overheads being slow and having little combo ability except in ridiculous situations (Hopefully SSFIV will help this a bit but SFIV bothered me big time on this)
It really seems to me they are like “oh this could be too good let’s make sure it’s impossible to do” but this creation makes it difficult for the player to innovate.
3s, Marvel, GG, and other older games left lots of options there with the potential to be broke but allowed for individualized styles and just more fun because you had more options.
(also I know 3s had the 6 point limit, but be honest … it gives a shit load more options than today and was mainly put in place for the sole purpose of not allowing infinites like in 2I or NG, that’s also why almost all super rejuggles were removed)
Just curious if SRK likes the pre-fab style character design of today or the looser designed characters of yester-year?