Wow dude, the line about cadence and rhythm is exactly what I've been thinking about but unable to articulate.
Glad I'm not the only one who sees it.
The thing is, if you're new to fighting, these concepts are way over your head.
Once you've been around for a few years, then you'll appreciate and understand it. A lot can be learned about this stuff through sparring but fighting games can teach it too.
Trouble is, if people don't make noise about it, and it's a non-issue for newcomers, why would they change it?
I'm sure GPD and other top devs, with their striking experience & BJJ training have a grasp of these concepts but putting it into practise is a different thing entirely & that's why I keep bringing up Fight Night Champion, a game where you could define your own rhythms & timings.
Try a double jab in this game. You have two options:
- Double jab really fast
- Jab, wait, jab
Those are your two timings. Understand those two timings, use them. Then do the same for all your other moves. Add all those static timings up, memorize them and play the game. This is the Tekken / Street Fighter method.
VS.
Press a button. Strike comes out when you press it. Make up your own timings. Punch on the offbeat if you want.
The difference in terms of music is, being able to play a melody only to 1 or 2 specific rhythms vs being able to play a melody to your own rhythms. Think of a melody as combo, think of having to be forced to sing it to an exact beat vs being able to sing it to the beat you want to. Like a guy doing improv or a song in the shower where you suddenly feel like holding a note or varying it up. This is important for fighting because that offbeat & change of rhythm is key for creating & taking advantage of openings.
e.g.
1) Jab, no pause, cross (Combo)
2) Jab, 0.25ms pause, cross
3) Jab, 0.33ms pause, cross
4) Jab, 0.56ms pause, cross
5) Jab, 1 second pause, cross (Non-Combo)
At the moment, we can only use the first option if we want to combo a jab, cross. The other available option is number 5, throwing each shot individually. We can't throw a jab with the intent of following up with a cross but wanting to vary the cadence in between to throw off the opponents timing.
So all that nuance, all the organic feel is lost. That my friends, is clunky Street Fighter misery for those of us wanting to play a melody with our fists.
A newcomer to fighting, may not understand the difference between 1, 2, 3, 4 and 5. He will just see, Jab - Cross. Ok, that's my combo. Just like a newcomer to music may not understand the duration of notes. Some people have a sense for it, some people have to be taught it, some people never can figure it out.
Thing is, for a game like Tekken, it isn't that important. I just learn the combo timings & learn the cadences & rhythms then chain it all together to learn my character.
Okay. That's fine. That's Tekken. It's an Arcade game heavily based around balance, with years of fine tuning under the hood.
This is supposed to be a simulation game. Organic. It can be arcadey too at parts, but please, don't make the basic fundamentals of fighting arcadey. A game like Fight Night Champion had it right, even if it was primitive.
A solution:
- Leave combo system as is BUT slow it down a touch.
- Let us throw non-combo strikes at the same speed or almost as fast as as combo strikes BUT take away the damage buff that you give to combo strikes (where stamina on the first punch is the only important bit).
- Let the AI favour combos as usual, so fighters fight like their real life counterparts.
- Don't drop strike inputs. Let us be punished for being dumb.
- Voila.
So if I throw a jab-jab-lead hand hook, the third punch isn't part of the guy's combos. Okay fine. Whatever my stamina dropped to at the time of that third hook, let that be the deciding factor in damage etc. as it would be if I threw it a single strike.
But don't make me drop the input & have to input the timing according to the game's timing.
Similarly, be a bit more lenient on the timing of the combo e.g. jab jab.
If the fighter has it in his arsenal, then a jab-0.1ms-jab and a jab-0.2ms-jab should both count as part of the combo. Make the buffer between the first input & second more lenient. Don't force him to have to return to center / neutral stance before being able to throw out the second jab, if it's put in delayed.
Let the strikes flow, like the river my friend. Let us become the water.