you can have long combos in SSFIIT does it means you have to noQuote:
Originally posted by Nash
that's what i think is ironic. in balancing it, they broke it. since if two good players are playing, there would be no need for the long combo system. but this is a circular and paradoxical argument.
its one of the many aspects of the game
well when your doing a long combo theres a greater chance of screw up, and if you screw up you leave your self open for a counterQuote:
no, it's just in killer instinct where you leave yourself open for counters with long combos. in most other fighting games, once combos connect, they cannot be broken. it's only when combos are blocked that they can be broken (i.e. - alpha counters in street fighter alpha or capcom's vs. series)
and i see nothing wrong with being able to stop a combo it added something new to the Genre something the KoF series hasnt done in a long time
I havent played the arcade one in ages but the game didnt feel slower or more sluggish to me at all and back in the days i would go from playing that to Xmen Vs SF pretty much all day long and i had no problems with the control or speed of KIQuote:
well, jago and orchid are fast, but only compared to other characters in the game. overall, though, the game felt slower and more sluggish than street fighter and king of fighters.
