Of course, fans of killer instinct are going to say no... but hear me out.
I miss the good old days of SF2, I think of SF2 and its variants (up to maybe sf3) as the golden age of the 2d fighters. MK, KoF, Samurai Showdown, ect.
Then KI came along, and while I liked it at the time I now dislike what it's done to my good old 2d fighters. After KI, every game had to have easily linkable pre-made combo chains. Or "super combos" that award some predetermined number of attacks/hits with a single command input. I don't think that was really the step forward that everyone seems to think it was.
SF2 had "links" as well, but those weren't really combos intentionally designed into the game. They were just examples of clever players taking note of the actual run time of certain attack animations and basically exploiting overlaps. That's why there's no combo meter, that's why the best chains you can run in SF2 are 3 or 4 hits. SF2 was more like a chess match, more about spacing, (especially since you couldn't cheat the spacing with a dash) and discipline than about memorization of a pre-made combination.
I'm not trying to take away from the skill it takes to play modern fighters. But I do miss the days of the simple contest of talent, no premade BS, no bail-me-out, super combos, basically everything that came about in response to Killer Instincts (well deserved) popularity.
I miss the good old days of SF2, I think of SF2 and its variants (up to maybe sf3) as the golden age of the 2d fighters. MK, KoF, Samurai Showdown, ect.
Then KI came along, and while I liked it at the time I now dislike what it's done to my good old 2d fighters. After KI, every game had to have easily linkable pre-made combo chains. Or "super combos" that award some predetermined number of attacks/hits with a single command input. I don't think that was really the step forward that everyone seems to think it was.
SF2 had "links" as well, but those weren't really combos intentionally designed into the game. They were just examples of clever players taking note of the actual run time of certain attack animations and basically exploiting overlaps. That's why there's no combo meter, that's why the best chains you can run in SF2 are 3 or 4 hits. SF2 was more like a chess match, more about spacing, (especially since you couldn't cheat the spacing with a dash) and discipline than about memorization of a pre-made combination.
I'm not trying to take away from the skill it takes to play modern fighters. But I do miss the days of the simple contest of talent, no premade BS, no bail-me-out, super combos, basically everything that came about in response to Killer Instincts (well deserved) popularity.