I know it's hard for some people to grasp here, but combos DO make the difference between winning and losing. I had not been approached with such an anti-combo sentiment until recently, and it's since snowballed into claims that are obviously false. If two equally skilled opponents take on each other, it'll be the one that can optimize their damage dealing opportunities that will be the victor. Footsies and zoning are very important, and it's very possible to win with just doing c.MK -> Fireball as Ryu. Although that in itself is a combo anyway.
When I whiff a HP Shoryuken, I feel pretty dumb. I'm anticipating the hurt, but when someone just walks up and throws me I get pissed. Not because they threw me per say, but because they weren't smart enough to capitalize on that blatant opportunity to deal damage to me. Weren't smart enough, simple as that. If you deny the use of combos you simply aren't smart, I said it. You might not want to put in the time and practice to do the big dealers, the flashy double FADC combos, and you can debate those all you want. But this is in itself your inadequacy and not my f'ing problem. Combos work, whether you choose to accept it or not.
Now I FADC in my combos pretty liberally, so let me hit this point pretty quick. EightBitWarrior brings up a perfectly valid point in that why would I burn that meter to get 40 more damage or whatever -- and that's simply a difference in standpoints. He thinks it's neglegable enough to where it means nothing, and I say that an extra 40 damage at the right time will win the match. Some people may be more conservative like him, and I'm fine with that. He's not opposed to combos at all, but at the same time he might as well get used to it since it only gets crazier from here (at least from me).
This was not a response to him, but if you think about the other uses of Akuma's EX Meter, the only thing I adore is the EX Tatsu. I don't care about super, I don't even care about EX Air Fireballs. The EX Demonflip is good for predicting fireballs, but those are all very situational. If I have the opportunity to cancel my LP SRK into an HP Red Fireball, I'm going to. Simple as that.
Here's an example of a game-winning combo that burned Momochi's entire Super Meter. Starts at 3:55 - ish. Demon Flip Palm Reset, c.MK -> Fireball -> FADC, s.HP(c) -> LK Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
In case you haven't picked up on it, I'm recording Theory Fighter 001 over these next couple days, and it's about the Anatomy of a Combo. You're probably interested if you've read this whole blog, so make sure you check it out when I release it (probably as several parts since a combo is a huge thing to break down). Let me know what you guys think, no cross-handed opinions allowed though. (kidding)
edit: I actually displayed that combo in my Demon Flip tutorial video, I feel so pro! Haha.
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