None in particular. I'd say its just because I find fighting games too complex in the wrong ways. Fighting games always feel to me like a memory test and not of the good kind.
I don't own a lot of fighting games but I have one or two. So lets bring up one I own right now. Tekken 5 Dark Resurrection on my PS3. Practice mode. Random. I rolled Christie. Pause menu. Command list. ONE HUNDRED AND FORTY NINE COMMANDS LISTED. Most of them with specific circumstances. Okay some make sense, there's a horrendously complicated looking combo here that says "during sidestep" which makes sense because I vaguely recall a sidestep button. Then there's a big pile of stuff saying "during handstand". What? Looking up I find there's a separate command for handstand. Why would I want to handstand? Damned if I know but apparently I can do it.
Lets go back to character select and try again. Jack-5. Eighty six moves. Lets try and pull a simple one off. Try and fail. Keep trying. Got it on about the sixth go. Okay so I can learn that move and now I can do it pretty consistently. Now I have to learn another eighty five moves. Then remember what they all do and then work out what circumstance they're useful under.
And this isn't even touching on the basic mechanics behind the game. I own Skullgirls as well and that was incredibly valuable for learning a fair few fighting game basics. I also watch SSB sometimes ever since TL picked up Smash players. That's fun to watch and I understand some of the concepts there too. But to actually PLAY to any extent...honestly its just too much.
Ultimately though I just can't play the damn things. Complex games don't intimidate me, I've played tons of different kinds of "complex" games over the years but fighting games just feel all wrong about how you learn from them. I never learn anything from playing an hour of a fighting game. The learning process begins with mashing buttons and ends when I find a particular combination that works and then repeat it over and over. To actually learn more than that I'd have to spend hours studying movelists and basic mechanics.
The flip side: pick something really complicated...grand strategy games for example. I recently started playing Hearts of Iron 3 which is outrageously intimidating to start playing. But by playing through it, making mistakes and trying to do things that I don't really know how to do (resulting in having to look it up) I'm finding myself semi-competent at not immediately losing half my army. I can play it while learning.
On reflection I think its the total lack of specific feedback that is inherent to fighting games. In most games if you lose its very, very apparent why you lost. On a simple level if you get your head blown off in Counter Strike then you know its because you didn't spot the sniper and didn't keep in cover properly. On a more complex level something like DOTA2 contains tons of weird interactions and differential damage things to keep in mind but if you outright lose a game you can usually identify points at which it went wrong; perhaps you took a teamfight in a terrible place whilst your carry was away and that cost you rax or Roshan for example, or you didn't have an answer to PL's mass of illusions. But if you get your head kicked in in a fighting game then unless you're already incredibly experienced you're unlikely to be able to spot why. There aren't different lose conditions or circumstances. There's just "you lose"; and its so damn quick you probably can't spot the point it went bad unless you already know what you're looking for.
I don't own a lot of fighting games but I have one or two. So lets bring up one I own right now. Tekken 5 Dark Resurrection on my PS3. Practice mode. Random. I rolled Christie. Pause menu. Command list. ONE HUNDRED AND FORTY NINE COMMANDS LISTED. Most of them with specific circumstances. Okay some make sense, there's a horrendously complicated looking combo here that says "during sidestep" which makes sense because I vaguely recall a sidestep button. Then there's a big pile of stuff saying "during handstand". What? Looking up I find there's a separate command for handstand. Why would I want to handstand? Damned if I know but apparently I can do it.
Lets go back to character select and try again. Jack-5. Eighty six moves. Lets try and pull a simple one off. Try and fail. Keep trying. Got it on about the sixth go. Okay so I can learn that move and now I can do it pretty consistently. Now I have to learn another eighty five moves. Then remember what they all do and then work out what circumstance they're useful under.
And this isn't even touching on the basic mechanics behind the game. I own Skullgirls as well and that was incredibly valuable for learning a fair few fighting game basics. I also watch SSB sometimes ever since TL picked up Smash players. That's fun to watch and I understand some of the concepts there too. But to actually PLAY to any extent...honestly its just too much.
Ultimately though I just can't play the damn things. Complex games don't intimidate me, I've played tons of different kinds of "complex" games over the years but fighting games just feel all wrong about how you learn from them. I never learn anything from playing an hour of a fighting game. The learning process begins with mashing buttons and ends when I find a particular combination that works and then repeat it over and over. To actually learn more than that I'd have to spend hours studying movelists and basic mechanics.
The flip side: pick something really complicated...grand strategy games for example. I recently started playing Hearts of Iron 3 which is outrageously intimidating to start playing. But by playing through it, making mistakes and trying to do things that I don't really know how to do (resulting in having to look it up) I'm finding myself semi-competent at not immediately losing half my army. I can play it while learning.
On reflection I think its the total lack of specific feedback that is inherent to fighting games. In most games if you lose its very, very apparent why you lost. On a simple level if you get your head blown off in Counter Strike then you know its because you didn't spot the sniper and didn't keep in cover properly. On a more complex level something like DOTA2 contains tons of weird interactions and differential damage things to keep in mind but if you outright lose a game you can usually identify points at which it went wrong; perhaps you took a teamfight in a terrible place whilst your carry was away and that cost you rax or Roshan for example, or you didn't have an answer to PL's mass of illusions. But if you get your head kicked in in a fighting game then unless you're already incredibly experienced you're unlikely to be able to spot why. There aren't different lose conditions or circumstances. There's just "you lose"; and its so damn quick you probably can't spot the point it went bad unless you already know what you're looking for.