The hypothetical point of these inputs, once you get beyond “making the game harder” and “hiding system mechanics from new players so that old players can feel cool with their inside knowledge” is to allow for new and interesting things to be done by the player. So, for example, if you just attached one move to each button for a six button game you would have six moves. That actually seemed like a heck of a lot back in the SF2 days. I remember EGM had a whole huge blowout issue with a thumbnail frame of each character doing each and every move they could do. Each guy had a whole page and I stared at it for hours because I was a nerd. Anyway…
Once you use up all the buttons, you add crouch, jump and maybe even forward and back. But you may still want additional moves. So you need a different recognizable button. Or, you could go to a 12 button layout.
There have been experiments on removing these inputs. Divekick by IG is an obvious one. Rising Thunder is another. It uses six buttons, three for normal and three for specials. It’s a good game - certainly good enough and deep enough as a fighter to validate the control scheme.
The point is that, within KI during a combo there is really no reason to require those motion inputs to hit linkers other than to keep the moves connected to the similarly animated (but mechanically unrelated) moves in the neutral. You don’t have 24 options at any given time during the combo. You are really just picking the strength of your linker and deciding whether or not to do an ender. So, to be honest, if it wasn’t for historic reasons or for keeping up the linkages to the neutral moves, combo assist probably IS fundamentally a better control mechanic than the unassisted combo.
That couldn’t be further from the truth. There are many moves that CAM does not do for you. This will become especially relevant come S3 with many characters getting the flip out mechanic. When you’re playing a character who has 4 enders and you can only use 2 in CAM. So you have your damage ender and Battery ender, but no wallsplat or juggle. I find that pretty significant and easily a reason to learn the various inputs.
WOW. DUDE That is amazing! I LOVE people who play regardless of disabilities. This guy is amazing. Hopefully KI can be that game where everyone can play.
I hope he brings his own controller…LOL…jus saying! I had to wipe the pizza grease off the controllers at the game stop tournament…ugh it was so gross… 1 guy had pizza still hanging in his mouth while playing …nasty assss mofos
It seems like it. He might need it for something. LOL Practice in SFV. Who knows, there might be another tournament, and you can fight Greasy Pizza Guy again and dominate everyone. But first, the MKXL Tourney.
It made me lol – people aren’t putting in the time to practice. They’re hitting the execution barrier, giving up, and going back to CoD or something, before they can figure out what the game is all about. It’s basically been this way for over a decade, the move of mainstream gaming to analog-controlled 3D games hasn’t helped, and it’s a negative feedback loop as people bouncing off of fighting games makes them less familiar with D-pads and whatnot, which makes them bounce harder off of fighting games. This genre has none of the prominence required to be able to demand large amounts of dedication from an outsider and still have any reasonable chance of on-boarding said outsider.