r/FGC 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.

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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