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 No.21864

They just lower the skill floor and encourage bad habits among new players to fighting games like button mashing over understanding how moves and inputs work or learning to handle your controller/keyboard well in a way that allows you to naturally transition between strings

This is also why I believe platform fighters, and 3d fighters like for honour are generally deeper than modern day classic fighters because to learn things like combos, strings, transitions and dodge reads you need to both take the time to learn what moves work with what inputs and practice them to be a good enough of a player to use them and execute them consistently across matched

 No.21871

File: 1662313505373-0.png (134.45 KB, 1240x896, FUXd1RKWYAAsZPn.png)

File: 1662313505373-1.png (40.57 KB, 1240x896, FUXePSiXEAEgHpr.png)

Autocombos in fighting games are just the modern variant of pics related (and in fact are sometimes tied together depending on the game). They're designed so casuals who pick up the game can mash and that's it. They don't lower the skill floor of the game given they're unoptimal compared to manual combos and the types of players that use them are mashy and get blown up by anyone who knows how to hold down back and punish with a combo of their own. And the bad habit integral to autocombos (again, mashing) is something new players will do if autocombos are in the game or not and will unlearn if they actually care about getting better.


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