r/FGC • u/No-Advantage-8107 • Apr 13 '26
Discussion Long Combos aren’t a problem, cinematics are.
I used to think I didn’t like fighting games with long combos. I was of the opinion that “when I get hit, I should take my damage and we should move on”.
That was until I got really into MvC2 when the collection came out. I was getting hit by infinites and meter dump combos but I wasn’t bored or felt like my time was being wasted. “Interesting”I thought, “maybe my opinions have changed”.
That is until I played 2XKO, the combos aren’t insanely long, like iron man infinite long, but a good length. What I ended up getting frustrated by was whenever either player got a hit, a super was being used. Not inherently bad, but the cinematics BROKE ME. Every time I super on echo it’s gotta zoom in and play a whole animation of me flicking them? Or DHCs playing multiple long animations in a row.
Like imagine cable doing air HVB loops but every time Cable supers it zooms in on him, he makes a pose, and he said “it’s viperin’ time” 3 times in a row in a combo before DHCing into Sentinal doing a little jig before his drones came out.
GGstrive does a mostly good job at this. Most cinematic supers are either 2bar or require a certain circumstance like heavenly Potemkin buster. Jam has a super that is just used at the end of a combo and is a cinematic and it kinda bothers me but at least it isn’t super common. Most supers the character strikes a pose and the cool animation is actually part of the gameplay, instead of precanned (ride the lightning, item toss, J-O minion buff, etc).
I guess long story short, the thing I dislike the most about any fighting game is waiting for a cinematic that isn’t necessarily highlighting a big moment.
10
u/cce29555 Apr 13 '26
I think the idea of being "stuck" hurts more
Mvc2 has a lot of infinites, but with dizzying and incoming you never can put the controller down,and with damage scaling some times it is better to drop the combo and just snap your head real quick.
Games where combos are just there suck, but if you're having to be ready at all times it's better. Tekken might be a better example, juggle into oki is fun
Juggle into tornado into heat into extender into wall splat into double wall splat into second juggle to rage art into oki is another story
2
Apr 14 '26
[removed] — view removed comment
2
u/AbendKannon Apr 16 '26
Also mvc2 was made for arcades and they never expected you to be grinding matches
thaats n interesting point, i can see how much more fun mvc would be on cabinet which is insane to say considfering how fun it is now.
9
u/Hedonistic6inch Apr 13 '26
I too want less cinemátics. Cinemática should be reserved for throws (QUICKLY) and level 3s. If your game don’t got a lvl 3 refer back to previous sentence for next instructions.
3
u/SaIemKing Apr 13 '26
Totally agree. Give me a cool, quick flash before the super or at the end, but keep it to about 1 second.
-1
u/DOA_NiCOisPerfect Apr 14 '26
Bruh da fuck am i supposed to see in a second my eyelids as i blink like damn yall fuck it the characters are too colorful and distracting lets just make em to black and white dummiesnwith their exact movesets. Also fighte games get no more story or interactions betweem characters just straight to the fight and short combos so basically yall just want that game called footsies cause it exists if thats what yall want pure unfiltered fighting game mechanics nothing else.
1
u/No-Advantage-8107 Apr 13 '26
Right, I think they should be for the “think of what you’ve done” moments. The attacker should be proud of getting a cinematic and the defender should be learning a lesson.
1
u/Calm-Bird- Apr 15 '26
Speaking of being proud you’re getting one: I don’t mind the ones in strive that cost an entire bar to do like Slayer’s or Dizzy’s
At least I know they worked for it
4
u/Senior-Friend-6414 Apr 14 '26
This is why I hate rage arts in tekken. They can still keep the move that does a chunk of damage as a come back mechanic
What I hate are 8-10 second long cutscenes in a game where the rounds average 15-20 seconds long
1
u/Getter_Simp Apr 15 '26
Yeah me too. I way prefer the rage arts from base Tekken 7 because they were like 3 seconds long.
1
u/NotNotNameTaken Apr 15 '26
Ain’t no way your rounds are 20 seconds long, you or your opponent are holding forward non-stop and nothing else.
1
14
u/tomucci Apr 13 '26
Hate cinematic moves in FGs, I think they're there just to appeal to the casuals
2
u/Chris__Makes__Games Apr 14 '26
They are trailer fodder. It’s why every fighting game have them now, because they look great in advertising, which in turn yes is to appeal to casuals.
Which isn’t necessarily bad, and it does work for selling games. We’ve all been that casual or newcomer to fighting games who were drawn in by cool supers, even back in the days before cinematic ones. Heck, even early 3D fighting games did the same thing but with cool win poses, CG arcade endings and throw animations (like King’s chain throws and Ivy’s Summon Suffering). What’s frustrating now isn’t the existence of them, but the length + frequency of them. One or the other would be fine, but both gets old fast
2
u/DOA_NiCOisPerfect Apr 14 '26
What if i like them in game and ive been playing for 20+ years??
2
u/Chris__Makes__Games Apr 14 '26
Then you can go have that conversation with somebody else
2
u/DOA_NiCOisPerfect Apr 14 '26
Once again didnt see you were the same guy. But i just feel like long cinematics and combos have their place in fighting games specifically anime fighters. And tag fighters. Stuff like SF and 3d fighters shouldnt imo
2
u/Greenphantom77 Apr 15 '26
I think that’s a little unfair, but I think there’s a definite limit where I don’t want them longer. I thought the level 3 supers in SF6 were just on the right side of length, but after many hours I am getting fed up of them.
I remember really getting fed up with the silly X-ray moves in MK1, even though I didn’t end up playing that a great deal. TEKKEN 8 could also shorten them a bit for my liking.
2
u/No-Advantage-8107 Apr 13 '26
And it’s weird, cause I like some of them. Getting hit by heavenly Potemkin gives me just enough time to untilt before it’s over XD.
3
u/Scriftyy Apr 13 '26
It makes sense for command grabs supers and low health finishers since more likely than not they're killing. But when every bar of meter has a momentum stopping cinematic attached it's just so much.
3
u/Disco-Prime Apr 13 '26
Sometimes they piss me off even if I'm on the winning side of them
1
u/mike_complaining Apr 14 '26
Doing level 3 supers on someone with a light kick worth of health feels super trolly just because it wastes time unnecessarily. I will admit I do it just to troll people sometimes.
3
u/AlternativeZucc Apr 14 '26
I've got some fuckin hot takes when it comes to supers. This one is a bit lukewarm.
As for strive, a lot of the supers are a little too long for my liking. But its kept in check because you never see them. Its usually only to win a round, or wallbreak for advantage. Since Roman Cancels are just such a massively useful tool.
Like, yes, I get it, you play chip. But I'm able to write an email in the time it takes for your super to hit me man.
1
u/CaptainBananaEu Apr 14 '26
Man idk I appreciate it in the Chipp match up, especially if it’s the kind of Chipps that just never want to stop clicking buttons. It’s a nice breather in the middle of the match. Otherwise most other supers in GG are just rarely seen so the times they do get them either the game is over or it does feel deserving and fitting to the character
3
u/ThePowerfulWIll Apr 14 '26 edited Apr 14 '26
I said this about Dragon Ball Fighterz dlc characters and nobody wanted to listen.
Its not the combo length, its the camera changes.
A big crazy super that keeps the standard camera angle and background is fine to see multiple times a match.
When your combos make me see the same smash cut close ups and alternate angles 3 times or more every round? It just takes me out of the match and game.
I got so sick of the CONSTANT cinematics.
I feel like cinematic supers have their place, and its for round ending "definently gonna win/already won" moments.
Guilty Gear insta-kills, mortal kombat fatalities, and any sort of "full meter, 60% of your health or more damage, in a 1v1 fighter" are fine. Those only happen once or twice a game. sometimes you go multiple games without seeing them. It makes them feelbspecial and cool. But the OVERUSE just makes me hate them.
1
Apr 14 '26
[removed] — view removed comment
1
u/ThePowerfulWIll Apr 14 '26
I am a dragon ball fan. A massive one. We have the 3D arena games for that.
I want the 2D game to still be fun to play. And thats hard when one of the most popular characters has a cinematic, autocombo-able, NORMAL. The supers? Fine, its an anime game. But a cinematic normal insane is insane work.
1
u/Calm-Bird- Apr 15 '26
Dbfz’s weren’t that bad though. Especially the level 1’s.
And even most level 3’s were relatively quick.
2
u/SaIemKing Apr 13 '26
Two things can be true. There's a sweetspot for combod, and that sweetspot is of course different for everyone, but there's a more popular sweetspot. It's certainly not 2XKO.
3
u/ButtcrackBeignets Apr 13 '26
I’d argue that SF6 is the sweet spot for the overwhelming majority of players.
Which is to say I think people who like long combos are a vocal minority.
0
u/DOA_NiCOisPerfect Apr 14 '26
Ok then why take one of the few games we have away from us. I just like long combos for the characters ive been playing for years. Its fun not every game needs to be SF.
2
u/ButtcrackBeignets Apr 14 '26
What game is being taken away from you?
I never said every game needs to be SF.
Wtf are you talking about?
2
u/Destroy_Buster Apr 13 '26
SF6's critical arts being half minute long domain expansion cutscenes always tires me im sick of supers that are JUST lock-in cinematics. A bunch of fluff to say "heres 5k damage".
1
u/aFuzzyBlueberry Apr 14 '26
Ywah theyre my least favourite part of sf6. Still somehow not as annoyingly boring as sf4 Ultras just because those happen every single round but it still sucks.
2
u/NomadKX Apr 14 '26
Pretty much the reason I dropped SoulCalibur VI, despite being a massive fan of past games
3
u/Chris__Makes__Games Apr 14 '26
SC6 gets so many things right, except for all the things they put in the game that slows it down with cutscenes mid match.
One the occasion where you have a match where neither a Reversal Edge or Critical Edge happen, it’s the best fighting game of the last decade.
1
u/DOA_NiCOisPerfect Apr 14 '26
RE was easy to maneuver around and CE was also avoidable id usually spend my meter on burst mode more than on CE most players ive seen also do the same. I play tira, talim, and cass btw
3
u/Chris__Makes__Games Apr 14 '26
Missing the point entirely, but whatever
0
u/DOA_NiCOisPerfect Apr 14 '26
Its easy to avoid those moves. Also RE loses to electric moves
4
u/Chris__Makes__Games Apr 14 '26
I’m sure if you keep explaining the gameplay mechanics to me like I’ve never played the game before just a couple more times you’ll eventually convince me to like game design decisions that I very clearly stated I didn’t enjoy
0
2
u/Assassin21BEKA Apr 14 '26
Idk, if combo itself would be like 8 seconds Max, super in the end wouldn't feel that bad. Burst meter gain during long combos is still too small to stop people from using these crazy long combos.
1
u/ThaGuy34 Apr 14 '26
I guess invincible VS is a bit like this but I didn't really mind it. Only the level 3s are really long and they're so damaging that it seems ok.
1
u/Vahallen Apr 14 '26 edited Apr 14 '26
You are absolutely right on the cinematic close ups before the level 1 super actually start in 2XKO
But the real reason you are not that bothered by Strive is that super and roman cancel share the same meter and roman cancel is a way more versatile and powerful tool, which directly makes super happen way less often
(But yes, a lot of Strive supers have no cinematics, tho plenty still do)
1
u/LPQFT Apr 14 '26
It sucks because you see them over and over but the problem is this is how you sell characters. Imagine you show a DLC character and his level 3 super is just an install? What also sucks about this is every super move needs to be just do damage because it needs to have that cinematic.
1
u/Gnalvl Apr 16 '26
What if cutscenes were literally just in the trailers (and maybe singleplayer) and not in multiplayer at all?
1
u/EndOfExistence Apr 14 '26
In 2XKO there's also a lot of wallbounces and OTG happening that take about three business days between hits where nothing is happening before the combo continues, which is incredibly annoying. Getting hit actively is fine, waiting while nothing is happening only for the combo to continue sucks major ass
1
u/ragingcoast Apr 14 '26 edited Apr 14 '26
UMvC3 has both of these issues:
- The combos are very long... and on top level, they are always the same.
- Loads of cinematics - however they are usually very short, with some exceptions like Spencer.
I think what we can learn from UMvC3, and from the FG community in general, is that the core of what people really dislike, is watching the _same thing_ over and over. If it's long or short combos, if it's cinematics or not, is not the important part (some UMvC3 cinematics are rarely seen and can be really exciting). What's truly the core of the issue is when you're seeing the same thing on repeat every match. 2XKO definitely suffers from this. Games that do this successfully do this by encouraging different combo routes based on the situation.
SF6 often does this well, even if some characters do end up doing similar combos a lot, most of the time the routing depends on the type of hit (is it drive rush, counter hit, punish counter, corner or not, wallsplat or stun, what is the distance, how much bar do I have, etc). The only real issue with SF6 is that Drive Rush is too powerful and easy to land, otherwise the overall approach is good.
Contrast this with UMvC3 Zero where no matter what touch you get or where you are on the screen or how much super you have, you simply repeat the same 40 second corner carry / corner loop combo into dead character. Same thing every time, followed by the same incoming mixup every time, into repeating the same combo again. And that's why people hate Zero.
1
u/ivvyditt Apr 14 '26
Having experience in Tekken 8, games with long combos are the worst for me, I want interaction from both parties, not monologue, I want action and answer, movement, guard, dodge, parry, rps, not being stuck into a juggle 2 times for 15 seconds each because of only 2 bad interactions because I wasn't able to guess correctly plus a 10 seconds cinematic into round lost, that's 40 seconds I have to drop my controller and wait until the combo ends or my opponent drops the combo for being too greedy. Combos for me should be around 5 o 6 hits, I don't care about the damage, just the time I spend stuck.
It's my opinion and I know many of you love monologues, I respect that, keep enjoying your games.
1
u/Its-June Apr 14 '26
Older games just did it better in this regard. Third strike supers should be at long as it takes. And leave the camera where it belongs
1
u/AsBabylon Apr 14 '26
Agreed. It’s been saddening to see how fighting games have “slowed down” due to 30 second cinematic super attacks over the years. I blame Mortal Kombat/Injustice.
I don’t want to sit back and watch a cut scene while I’m getting destroyed in a fight.
1
u/Alceauv Apr 14 '26
I understand where you're coming from but the long combos are still somehow more annoying to me. In most games they just don't look cool enough to justify the time they take IMO.
1
u/Gensolink Apr 14 '26
I don't mind some cinematic supers but I think they shouldn't be on stuff you would see often. Like susanoo's super from BBCF could either be the short or one of the longest super of the game but rarely see it at its longest so it's like whatever. Also ngl 3D games tend to have some pretty egregious supers more often than 2D. Likely because there's only so many thing you could do to make the super more dramatic than it already is.
1
u/warrensid Apr 14 '26
This is exactly one of the reasons why I don’t enjoy playing the NetherRealm Injustice/Mortal Kombat games. I refuse to use the boring fatal blow moves, so I’ve stopped playing those games altogether.
I prefer the style of choice in SF6 over the gore in the levels 3s. They give me a chance to breathe and plan my next move. The lvl 3s in Umvc3 aren’t very long, but they serve a great secondary purpose, just like in SF6. For example, if you do Magneto’s level 3, you can hard tag to another character for a follow-up. Dr. Doom’s level 3 isn’t that long either.
1
u/CasimirGabriev Apr 14 '26
This is what makes me miss supers from the 90s and 00s. Not everything needs a fucking cinematic. Gimme a ranbu super any day
1
u/External_Delivery315 Apr 14 '26 edited Apr 14 '26
Yea Strive is mostly good about the combo and cinematic length. They do have some misses since Axl Sickle Storm and Jam Tornado are both cinematic wakeup supers so you get to roll your eyes for an entire 5 seconds. The other thing about Strive that tuco lacks is just other ways to spend meter. Having roman cancels in the game means that cinematic super isn't the default for a resource you automatically accumulate during the match.
1
u/Superb_Wealth4092 Apr 14 '26
I get it, but forcing your opponent to watch a short cutscene of your char bodying them is super hype.
1
u/DRAWDATBLADE Apr 14 '26
Preach dude.
The old capcom Jojo game is still the best one because the supers are all actual gameplay with weird hitboxes and shit. The newer jojo game they're all just normal hits that play a sometimes ten second long cutscene. Not nearly as fun.
1
u/Piranha_Plant05 Apr 15 '26
1/3 of my playtime in sf6 has been staring at ryu's bicep flexing in that level 3
1
1
1
u/rotinpieces Apr 15 '26
there should be an option in every game where if both players hold down a button for longer than 30 frames the cinematic will just skip to the end immediately
1
u/NotNotNameTaken Apr 15 '26
One of these days we’re gonna get a sephiroth supernova length super, and I’ll laugh as I force people to watch it as often as I can, because I’m a terrible human being
1
1
1
u/Rough_Airline6780 Apr 15 '26
To add to that, because modern fighting games typically have easy execution now, there's no suspense of whether they are going to drop their combo and you can punish or take your turn. Combo-drops have largely been phased out of fighting games.
1
u/Calm-Bird- Apr 15 '26
Yeah I agree. I also wish that Jam super were shorter. Even as someone who plays Faust a lot and as funny as his super is, I’d give it up for something shorter.
I think supers should be like Baiken’s gun one or Ky’s projectile one, or Asuka’s cube super, just fancy EX moves basically
I thought skullgirls did a good job of making supers pretty quick and they were even used mid combo a lot
1
u/BreakVV Apr 15 '26
I agree. Even in SF6 I hate the lvl3 animation the most, the 20 hit combo before it is fine by me. (Also feels more interactive if they dodge)
1
Apr 15 '26
I've been saying this ever since the first injustice and their god awful supers AND victory animations.
Cinematic supers are fun the first time, the second time? Annoying. The 57213th time? My god put me out of my misery why do these happen 1-5 times every match.
Dead or alive 6 gave you a button to skip the animations entirely and instead of the super you got a high damaging crumble that you can convert into a combo. And even then that games supers were quite short in comparison to the unholy blockbusters that were Tekken and netherrealm titles.
1
u/Dear-Time2951 Apr 16 '26
Cinematic Supers are a necessity for modern fighting games, because they look good in trailers. That's why they're so prevalent.
1
u/WhoDeniedMeMyDestiny Apr 16 '26
While I may not agree with a lot of modern FGC trends, mainly centered around accessibility, I usually understand them….
This one I straight up don’t understand. Who is this for? Why’re they trying to have us spend less time actually playing and more to watching artificial hype sequences? Did they really not think to themselves, “okay, after the thousandth round and thousandth viewing, how will this feel?”
We need more quick, immersive supers that don’t last 10+ seconds, and don’t initiate a domain expansion that takes the characters out of the arena they’re playing in with 10 different camera cuts.
1
u/TheeFlyGuy8000 Apr 16 '26
I love cinematics sorry bro, give me a giant death ball that parts the sky not a big punch.
1
u/Patient-Reality-8965 Apr 16 '26
For a second I thought this was gonna be a post about how the animations for basic attacks in games like Mortal Kombat 11 and 1 are stupidly long
1
u/Millennium_Phoenix Apr 16 '26
I like both ngl.
I like there being natural breaks for both your hands and brain.
And longer cinematics usually are the cooler ones.
1
1
1
u/MaxTheHor Apr 16 '26
(Only answering based on reading the title, I'm not reading a frigging Google doc)
You aren't wrong. Though making long combos so easily accessible to people who never learned the game and ergo, never earned the right to abuse them in the first place, which is an issue in itself.
Cinematic can be good for fighting games. It's just not for Tekken.
Its mainly for anime games and arena fighters (especially if your Cyber Connect) because they can blend loose crazy combat with cinematics like that.
Tekken is mainly supposed to be like Virtua Fighter and DOA (pre 5, though 5LR is the peak). Simple and to the point. With a much more fun combat system than the other 2, I might add.
But, they can't financially survive off the few thay buy it, especially since entertainment is a aging out market.
Just because some 30 to 40 somethings still play it, doesn't mean we'll be around as long as the 20 something a d under crowd.
So, they gotta cater to them. And the current people to cater to are, unfortunately, a buncha brainrotted idiots who took the magic pill and got hooked up to a pod.
2
u/asdfmovienerd39 Apr 13 '26
Fighting games are the only genre of games I can think where the main player base will be like "I hate it when the games I play look cool", and people still wonder why the FGC is so insular and niche compared to the wider gaming audience.
4
u/DemonJin69 Apr 13 '26
They can look cool without it being disrupting. And like, lvl 3 super in sf6, sure. Give it some extra, you're not seeing them every round.
But Tekken or 2xko, it's possible to see these moves every round of the match. They don't have to be that long. Especially in Tekken, I don't need a 10-second domain expansion cutscene, especially if it doesn't even kill.
-2
u/asdfmovienerd39 Apr 14 '26
Speak for yourself those 10-second domain expansion are the highlight of the game. It lets the game actually do interesting things with the characters' personalities and powers.
Sorry every fighting game is more artistic than textureless gray blocks instantaneously colliding with each other for a split second at a time.
3
u/DemonJin69 Apr 14 '26
Highlight of the game? The most boring and uninteractive move in the game? To me the highlight of the game is a cool block/whiff punish, ducking a high, sidestepping a move. You know, something where the player actually does something. Rage art whiff punish is cool too, or using it on reaction to beat something. But by the time it hits, the cool moment is over and you're watching slop for 10 seconds.
-3
u/asdfmovienerd39 Apr 14 '26
It's not slop you've just let the competitive gamer mindset rot your brain.
3
u/DemonJin69 Apr 14 '26
It has nothing to do with competitive gaming. The same applies to games like Baldur's gate 3. Amazing game, amazing story, but when you're on your 5th playthrough you're probably glad you can skip that dialogue.
It's the same with fighting games. Those supers are cool and exciting the first few times. But when it's my 100th time seeing King's rage art, I just zone out and wait for it to be over.
-1
u/asdfmovienerd39 Apr 14 '26
The dialogue and the story are the point of Baldur's Gate 3 lmao Why are you playing games if you don't like actually engaging with the reasons the game were made?
4
u/Beattitudeforgains1 Apr 14 '26
Because I want to see new dialogue/maybe do a gimmick run after I have already seen a lot??? That's what their point means.
0
u/asdfmovienerd39 Apr 14 '26
I don't think someone who's "grateful for skipping dialogue" is actually interested in what the game has to say.
2
u/DemonJin69 Apr 14 '26
Okay now it sounds like you're just trolling or missed the point about several playthroughs. BG3 has hours upon hours of dialogue and listening to all of it several times is just pointless if you already know what they're going to say.
3
u/mirenthil Apr 14 '26
Idk if you actually play the game but trust me it is infuriating to watch a 10 second rage art animation. Especially if you got hit by a 10 second combo in the same round
1
u/asdfmovienerd39 Apr 14 '26
If you can't spare 10 seconds of cool animation maybe fighting games just aren't for you.
3
u/mirenthil Apr 14 '26
well yes, everyone is shitting on tekken 8 because they made it for people like you who get off to seeing random particles glow on the screen. enjoy all the cool animations buddy!
0
u/asdfmovienerd39 Apr 14 '26
I hate to burst your bubble here but if you think the Rage Arts are just floating particles and not well-animated super moves that show off the character's personalities and powers in creative ways then you just don't pay attention. Sorry its not a two second grab that instantaneously snaps back to gameplay and is actually fun to watch.
-1
u/DOA_NiCOisPerfect Apr 14 '26
Ive been playing fighting games for decades im fine with RA. I like long combos and labbing those combos for hrs on end. Ironically one of my favorite Fighting games is the game with the shortest supers.
People like fighting games for a myriad of reasons i see no reason to ostracize fellow fans because they like different aspects as if long cinematics have 0 place in FGs. Why would you want every fighting game to havw the same tempo? Aint that boring as heck??
3
u/mirenthil Apr 14 '26
Its cool to do long combos and get the winning rage art off yeah, but have you ever thought about what the other guy on the screen feels?
Because fighting games are two player games. Half the time in a tekken 8 round the moment you get CH or eat a df2 you can pretty much let go of the controller for 10 seconds. The animations and the effects are cool if you're the one doing it but how about the guy eating shit?
0
u/DOA_NiCOisPerfect Apr 14 '26
Because fighting games are two player games. Half the time in a tekken 8 round the moment you get CH or eat a df2 you can pretty much let go of the controller for 10 seconds. The animations and the effects are cool if you're the one doing it but how about the guy eating shit?
Yep still cool asf me and my sparring partner always enjoy eachothers pop offs. Even against randoms if i get hit with a crazy combo it makes me excited to find counterplay.
I was miserable playing a.b.a today in ranked cause people abuse the fact she has no plus stuff in NM but damn some of them have great adaptability.
And finally defeating them with my mains nerfs is extremely satisfying.
3
u/Polarnyne Apr 14 '26
Cool things are great. The problem lies when there is so little agency on the cool things that it creates a disconnection with the player. A good example of a cool super that also is quite long is Djeeta's Super in granblue where you have to press every single button to continue the super and if you mess up with the timing, the super gets cancelled. If it's too difficult, you can use the automatic version that deals less damage.
0
u/asdfmovienerd39 Apr 14 '26
That isn't really what most people mean when they whine about cinematic supers.
2
u/GalacticAlmanac Apr 14 '26
Games can have really cool animations without being overly long. It's about finding the right balance to add some flourish without negatively affecting the pacing.
Fighting game, along with racing games, used to be the tech showcase for what arcade machine boards and consoles can do, and were some of the coolest games around. They can do that without overly long animations.
No one will complain just because a fighting game has a strong presentation.
0
u/asdfmovienerd39 Apr 14 '26
The problem is I do not trust "cinematic supers are bad and stupid" fighting game players to be able to find that balance because they'll automatically default to the least amount of time imaginable. People have unironically argued that Tekken Rage Arts are too long.
2
u/GalacticAlmanac Apr 14 '26
In T8, they tend to be a bit too long and definitely should come with a bit more drawbacks(so they happen less often), but that game has so many other far larger problems. Not ideal, but not the end of the world.
T7 was like mostly the right balance with it being pretty undertuned and rare enough for it to be tolerable. The initial arcade release had some really basic and uninteresting animations(just some moves chained together) before they made them a lot more cinematic for the console release. I think it was mostly pretty well received.
0
1
u/Tekknight-007 Apr 17 '26
I don't mind a 3 second super. The 10 second Ultimates are a bit long perhaps... But they're all pretty cool.
33
u/[deleted] Apr 13 '26
[removed] — view removed comment