>I think it’s way to easy to preform combos in tekken way to easy, yes I’m used to platform fighters like smash than the closed off arenas of a traditional fighter but I feel as if more time is spent mashing buttons in hopes of pulling off flashy combos in tekken more than other stuff like learning to space people out, mastering movement to counter both aggressive/passive players or timing things like blocks due to the stun lock thing youll encounter when stuck in a true combo.
Tekken 7 combos aren't that bad to pull off but not because of what you said. In Tekken 7, combos aren't usually made up on the fly, but serve a purpose similar to that of platform fighters, although their conditions and outcome are different. It isn't just a single canned string you autopilot into (outside of like, day 1 "I just picked up a new character" play). You might execute a combo that costs a character specific resource but deals the most damage. You might pick a combo that goes into less damage but allows for more favorable oki (the equivalent of tech chasing in Smash). There are characters who might have to build up a resource in order to perform other moves and might use a specific combo to build that resource and cash out later. There might be a specific sequence that only works on a small amount of the roster, but you might only have to open up someone twice instead of three times if you can land it. Or you might think "I can't hit this specific combo today" and default to something that might be less rewarding but more consistent.
Movement in Tekken is also very complex, you're expected to take advantage of 3D movement and there is wavedashing, backdash cancels, an air game (even if a lot of the roster isn't goof at it) that heavily dictates the flow of a match.
>It also doesn’t help to add in special attacks or finishers as I’ve always had that problem when smash started implementing them after ultimate came out as essentially those kinds of attacks take the concept of memory, timing and practice out of learning flashy moves and just lets the game play itself, maybe this would appeal to casuals but for me it makes matches feel cheap at timesThey fill the exact same role combo finishers in Smash do, I'm not really sure what you mean by this. There are tons of flashy moves, even in Melee, that like other fgs require you to set up a scenario in which they'll land, and in exchange you
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