Not sure if this is where the topic should be, but there is no "general smash discution" board.
I've been thinking about combos, and what they represent in fighting games' metagame, and came to the conclusion that they are completely useless.
The majority of popular fighting games seem to have combos (melee, SC, SF) and people seem to enjoy it (players went as far as hacking brawl to get the game back to a melee feeling). Now I don't entirely lack common sense, and when the rest of the world develops something that seems stupid to me, there is probably a mistake in my reasoning; reasoning which is the following:
A combo aims at dealing a maximum of damage to the opponent by stringing several attacks together until you can't anymore because the opponent is out of reach/is able to react. A combo is, if done properly, inescapable from the starting to the finishing move.
For example, say falco's utilt (9%) leads to nair (12%) to a bair (13%) for a total of 34%. That's unescapable until higher percents, percents at which tacking on damage is not important anyway, and you will be seeking to land a killing move.
In these circumstances, why not simply let utilt deal 34% and knock the opponent away?
Where is the need to pollute the players mind (and time, since you have to practice to get it down) with a set of precise command inputs? Especially since the players WILL get it down and WILL use it, meaning that landing falco's utilt will automatically lead to 34% damage.
If I were to compare the two extremes of combo: smash 64 and brawl
Smash 64's metagame is accrately depicted by Isai's advice "Don't get hit": landing a hit in smash 64 usually meant a stock (except fr the low tier characters); and the percentages therefore became almost obsolete. The stocks burn down to: landing a hit withought getting hit yourself, and combo from 0-death. You do have to fake out your opponent, but once only, the rest lies in your fingers.
On the other hand, in brawl, landing a move merely puts you into a favorable position to land another (or deals good damage). Each stock requires many more "intelligence confrontations" or mindgames on different aspects (defence, placement, momentum of the match, approach, conditioning) of the player's situation and possibilities, aspects which vary after every hit (or nearly). As a result, the game gains much more depth.
Now if we look at melee, which seems to be a compromise between the two, I still cannot see the the use of combos, although they were toned down from taking a stock to just a chunk of it. I agree that the mindgame aspect is deep (although I could argue that it's not as deep as brawl's, but that's besides the point), but the existence of combos does not seem to enhance it in any way.
As a side note, I don't think combos should sanction of the technical skill of the player, since the controller should be an extent of your mind, not an obstacle to overcome: If I were to do something that requires me to move my body fast and precisely, I'd rather do a sport or martial arts; at least it keeps you healthy.
So help me, fellow smashers; where is my reasoning incorrect?
I've been thinking about combos, and what they represent in fighting games' metagame, and came to the conclusion that they are completely useless.
The majority of popular fighting games seem to have combos (melee, SC, SF) and people seem to enjoy it (players went as far as hacking brawl to get the game back to a melee feeling). Now I don't entirely lack common sense, and when the rest of the world develops something that seems stupid to me, there is probably a mistake in my reasoning; reasoning which is the following:
A combo aims at dealing a maximum of damage to the opponent by stringing several attacks together until you can't anymore because the opponent is out of reach/is able to react. A combo is, if done properly, inescapable from the starting to the finishing move.
For example, say falco's utilt (9%) leads to nair (12%) to a bair (13%) for a total of 34%. That's unescapable until higher percents, percents at which tacking on damage is not important anyway, and you will be seeking to land a killing move.
In these circumstances, why not simply let utilt deal 34% and knock the opponent away?
Where is the need to pollute the players mind (and time, since you have to practice to get it down) with a set of precise command inputs? Especially since the players WILL get it down and WILL use it, meaning that landing falco's utilt will automatically lead to 34% damage.
If I were to compare the two extremes of combo: smash 64 and brawl
Smash 64's metagame is accrately depicted by Isai's advice "Don't get hit": landing a hit in smash 64 usually meant a stock (except fr the low tier characters); and the percentages therefore became almost obsolete. The stocks burn down to: landing a hit withought getting hit yourself, and combo from 0-death. You do have to fake out your opponent, but once only, the rest lies in your fingers.
On the other hand, in brawl, landing a move merely puts you into a favorable position to land another (or deals good damage). Each stock requires many more "intelligence confrontations" or mindgames on different aspects (defence, placement, momentum of the match, approach, conditioning) of the player's situation and possibilities, aspects which vary after every hit (or nearly). As a result, the game gains much more depth.
Now if we look at melee, which seems to be a compromise between the two, I still cannot see the the use of combos, although they were toned down from taking a stock to just a chunk of it. I agree that the mindgame aspect is deep (although I could argue that it's not as deep as brawl's, but that's besides the point), but the existence of combos does not seem to enhance it in any way.
As a side note, I don't think combos should sanction of the technical skill of the player, since the controller should be an extent of your mind, not an obstacle to overcome: If I were to do something that requires me to move my body fast and precisely, I'd rather do a sport or martial arts; at least it keeps you healthy.
So help me, fellow smashers; where is my reasoning incorrect?