What do you think about autocombos in fighting games? Should they be removed all together?

What do you think about autocombos in fighting games? Should they be removed all together?

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As long as they're weaker than actually learning a real combo I don't see why they should be removed. A lot of people aren't good at combos or hate practicing them but are deadly at neutral and other facets of the game.

Obviously the best players will learn to combo anyway, but there's no reason not to give less skilled players a single button BNB that they can use while they learn the character.

So long as they're weak and non-intrusive its fine. You don't need them

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The issue with autocombos in a fighting game isn't about how they impact the skill floor to get into a game, it's about how they fit in along with other mechanics. Gatlings, chains, magic series, that's all essentially the same shit. The problem is that autocombos are so poorly implemented in most instances that they negatively impact the game at all skill levels.

DBFZ does it well: a newbie can mash light and see a fully realized example of the most basic type of combo in the game, while higher level players utilize the properties of autocombo such as how it snaps to position to extend more complicated combos. It's versatile and fundamentally important.

KOFXV autocombos are absolute garbage. Not only do they force a new player to spend the highest amount of resource possible for a heavily scaled combo, they also have no extra functionality to benefit higher level players. You won't weave a partial autocombo into your bnb. Also, when implemented like in KoF you lose the option for standing jab pressure.

I think it should have both. Sf6 is doing it and seems to be a good balance.

fuck autocombos and easy motion inputs
fuck people who advertise it, they don't play

I believe FighterZ does it the best. You mash L and you get a 25% meterless combo, or you mash M and you get a 33% for one meter, neither of which give you a knockdown you can oki off of. But doing a very simple and easy manual combo delivers you the same 33% safer and faster than mashing L for no meter at all plus a hard knockdown for oki afterwards. But also every character's autocombo LL and LLL are unique moves exclusive to the auto combo which creates situations in which you'd actually want to use the auto combo at least a tiny bit, such as setting up tickthrows for some characters or having an LL that dashes you forwards very far very quickly, letting you either close gaps or beat out an opponent mashing reflect.

This way the auto combo isn't something that's ever optimal to fully do and more experienced players should leave it behind, but in certain niche situations it ends up being another tool to use.

I think it's cool when fighting games are able to have combos that are extremely difficult to pull off consistently in tournament, but you have top level execution-specialist players who are able to do it. If you take away any of the skill in execution, then you lose something there.

Let them in as an optional thing like stylish mode. Anyone can beat stylish players in GG XRD so that's not an issue with me and they can help the other guy have some fun by just mashing shit. That said, imo it's unaceptable to force them upon ALL of your playerbase like FB did with Type Lumina, not only they get on your way, they also punish you for mashing/double tapping literally anything which is sometimes a normal thing to do in anime fighting games, regardless of how clean your inputs are

only retards complaining about them. they're never good. DBFZ is the only game where autocombos have a use but it's not like you're literally spamming autocombos, you use them for utility mid-combo to extend them in ways you couldn't normally which is perfectly fine.

Just have a second baby mode with autocombos like SF6

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I think that they shouldn't be too easy to accidentally fall into (no, I won't clean my inputs Melty Blood Type Lumina).

auto combos are dumb but jab strings are okay

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I think auto combo in P4U and UNI is fine. 3 buttons, 2 of which are unique into a special and forced super. That way when optimizing you can find use in those 2 unique normals, like in P4U where they give enhanced meter gain or access to knockdown on light starters. They aren't strong but serve their purpose.

They should have ero optimal utility and able to be optionally turned off, because they're intrusive. My button press should cause one thing I intended to happen always. There's a reason why I never played rekka characters or characters with 2CC etc. normals like Tsubaki.

Players should have the option of turning them on or off for themselves, otherwise, no.
It's annoying if you want to do your own combo but the timing is off slightly so it buffers you into an auto combo.

I'm all for training wheels to get noobs comfortable though, just please keep the option for taking them off once you learn how to ride the bike.

they actually stopped me from enjoying TL, even more so than the shield and moon drive bullshit

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MBTL overdoes it; hate that shit.
UNI's implementation seemed way less intrusive, but I'm still not sure why autocombos even exist?
Melty and UNI seem to have a lot of freedom with chaining attacks so why would they need autocombos? For something link-based like Street Fighter I can see the appeal, but Street Fighter already solved that issue by adding target combos. Street Fighter 5 target combos and GGStrive universal gatlings are a good enough crutch for a shitter like me; don't really see why an even more braindead system would be needed.

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Under Night did it pretty well I think.
Smart Steer is utterly garbage and a waste of meter but it still lets beginners mash if they want to. Smart Steer as a mechanic is actually used in high-level play to partly cheat the reverse beat system.
Or I guess you could just make a selectable stylish mode and not have autocombos in the regular control scheme.

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The best part about BBTAG is people thought the game was easy because of the simplified combos and got assfucked by cross combos so hard they just stopped playing immediately.

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This kinda shit is why I don't play anime fighters desu

autocombos should be the only option when playing, completely remove the option to do manual combos. fighting games were at their most popular when 99.9% of players were mindlessly button mashing in the arcades, only losing their shit when karate man sometimes shouted "oreeyouken" while uppercutting.

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I think it stopped being "cross combos are hard" and into "cross combos were complete bullshit when both you and your assist were fucking invulnerable during DP"
The combos weren't the hard part, it was just how easy you died.
Personally the combos just didn't feel as satisfying to do when it eventually ended up as corner loops + assists