C-c-c-combo creativity!
One complaint that has also remained constant with the game since its beginning is the structure of its combos. Every character in the game can perform the same basic combo path. There isn’t anything wrong with that, and that isn’t what I am referring to. Games like Darkstalkers have the magic series and Ultimate Marvel vs. Capcom 3 has a universal combo path for all characters. This is something that fighting games with large rosters should have. That way, no matter what character someone picks, they have something they can do right off the bat.
What I am referring to is a lack of combo creativity.
Now, to be fair, this did get a lot better later in the game when characters with more unique functions were added. Characters like Master Roshi really helped with this aspect. However, most of the time the combos that you do and the combos that pro players do are essentially the same. This isn’t about optimization, though. Once you understand the mechanics, you will use the same optimized combos because they work.
General combo structures and paths should be more open-ended to allow for more player creativity and freedom. Another perfect example is from the aforementioned Ultimate Marvel vs. Capcom 3. Despite the insane level of optimization in that game, it still allows for an equally insane level of player creativity. This is because the game’s mechanics and combos are largely open-ended and free-flowing. Players can discover crazy interactions with certain teams that let them do things outside of the box. In the end, more player freedom is always a better option, and letting players flex with their own crazy combos can only do good things for a sequel.
Published: Apr 6, 2021 12:00 pm