>Best selling fighting game of all times was produced in 1991, didn't have combos or complex mechanics
Imagine putting millions of dollars into AAA fighting games if with the same money you can make another type of game and get bigger profits. That's why companies like Capcom are in debt to the core. btw 2d fighting games are still the best ones. Fuck this 2.5d shit. And Tekken 3 is still by far the best 3d fg
It was a different culture back then. People were more willing to be bad at games and more willing to learn to get good. Nowadays games are considered "badly designed" if a soibeard isn't immediately good at them. Arcade culture played a big role too; most games (and especially fighting games) are much more fun when you're playing someone else in person.
Luis Sanchez
It did have combos, they just weren't intentional. Combos were a big factor into why it was a hit.
Landon Thompson
> didn't have combos or complex mechanics actual retard. it was the game that introduced combos to fighting games (as a bug but still) and had the most complex mechanics at the time
Matthew Russell
>didn't have combos or complex mechanics lol lmao
Hudson Torres
SFII's combos and mechanics are way more difficult and obscure than SFV's, tf are you talking about
Cameron Bailey
Bullshit
Ryder Martinez
>Best selling fighting game of all times not even close Super Smash Bros. Ultimate - 25.71 million Street Fighter II - 15.5 million
Alexander Sanchez
Smash Onions ia not a fg
Eli Reyes
Yes it is. It's a game where you fight people on a 2D plane. There are normals, specials, knockdowns, ringouts, health meters, a timer, jumps, blocking, rolling, throws, frame traps, oki, yomi, abare, and supers.
Blake Martinez
Have you actually played both games? SFV has a massive input buffer full of shortcuts for special moves, SFII is a rigid clunkfeat by comparison.
Oliver Wood
I always wondered, how do you you salesfag adjust all-time sales numbers to account for the smaller market size and population of gamers 30 years ago? Or you don't?
Connor Gonzalez
No commands = no fg
Ssb has its own category: the cuck onions genre
Grayson Rivera
Lplplplplplpmpmpmp sonic boom with Guile is not a real complex combo
Ryan Williams
Smash has input commands. Everyone has command normals, and several characters have more complicated motion inputs for moves.
Luis Fisher
and it's still harder than basically any SFV combo. the way stun and backturn works in SF2 is confusing and important, whereas most things in V are immediately intuitive. The game didn't flop because it's too complex, it flopped because of a huge lack of casual content and a ridiculous amount of input delay making competitive play far too "read-heavy," to put it nicely
Brody Phillips
Quit trying so hard. Its not.
James Miller
Smash has motion inputs though, e.g Terry, Ryu, and Ken retain their motion inputs from their games.
Brody Cook
It is a fighting game, and no amount of wannabe """FGC""" seething can change this fact.
Ryan Ramirez
platform fighters are pretty different just because the victory condition isn't the same and combos/blockstrings work entirely differently. Also blocking being entirely different, knowing when to block high or low is a huge part of fighting games. I do think smash is a good argument for "oh no it's a competitive 1v1 thing nobody can possible deal with that that's why we're unpopular our games are just too cool and hardcore" being pure cope from the FGC
Angel Kelly
motion inputs aren't what make fighting games fighting games you tard, most 3d fighters have barely any at all.