Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
Once you get used to the input style the complexity makes the character and thus the game more fun and interesting.
I also said the other half of that: that the result is that people grind until they can do it 100% in their sleep, and thus all it forms is a "you must be this tall to play this character" barrier.
Unlike the example in Street Fighter it actively works against having a balanced game, since now you have to nerf the move because the people who ground it frame-perfect are too strong, which wouldn't have affected anyone who didn't stick their nose to the grindstone but now they get to eat the nerf too, so the character ends up about level with other characters when you're frame-perfect, which isn't demanded of other characters. We saw this exact antipattern happen with Ivy in Soul Calibur 6.
There's an argument to be made that the arcane input provides a tell to the opponent when it's used outside of a buffered section in some other move's lag, but that same argument would work with a less pointlessly arcane input, like a double half circle.
In lower ranks, people are more concerned with the other strategic aspects of the game; there is a lot of stuff going on all at the same time.
> It still baffles me that traditional 2D fighting games and Tekken in particular are so complex and that it is so hard to even pull off a specific move due to control schemes that are maximally unergonomic.
The mechanical difficulty of certain actions is a deliberate design choice. The game tests not only your strategic decision making, but also your ability to execute difficult inputs, both under pressure, all at once.
>Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
Most of M&BW depth is outside of the combat system (whereas fighting games are generally only comprised of a combat system) thus making them hard to compare directly. Simplicity is a not a good first principle for developing a successful fighting game combat systems historically. Simple = Less Skill Expression
But what I remember being very special about tekken was how easy and logical the moves where.
It was one button, one limb and more or less only buttons that controlled limbs involved in a move was used. It was quite easy to learn many moves without consulting the manual because they flowed well with the characters.
This was in stark contrast to street fighter and mortal combat where things were as cryptic as cheat codes.
Our local Aladdin's Castle regularly held tournaments and I had friends who ended up making all the way to the national level through those
Probably considered “cute” to the fighting game community, I think it’s a great option for those of us who don’t care over the minutia of frame counting.