this post was submitted on 13 Feb 2026
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[–] Doc_Crankenstein@slrpnk.net 1 points 3 days ago (3 children)

No good fighting game should make it feel good to button mash. A good fighting game would discourage than in favor of actually making the player need to learn how to play.

[–] ampersandrew@lemmy.world 6 points 3 days ago (1 children)

It's got to serve both masters. It should be fun when you don't know what you're doing, that person should always lose to someone who does know what they're doing, and becoming the person who knows what they're doing should be fun, too. When you don't know what you're doing in DOA, you're still kicking people off rooftops and down the steps of the Great Wall of China.

[–] P00ptart@lemmy.world 1 points 3 days ago (1 children)

Right, I'm sick of infinite combos. I can't remember a 80 button press combo, and even if I could, I can't get the timing down.

[–] ampersandrew@lemmy.world 2 points 3 days ago (1 children)

That's neither here nor there, and it's not much of a problem in the genre either.

[–] P00ptart@lemmy.world 1 points 3 days ago (1 children)

You've never played the recent mortal Kombat games, have you?

[–] ampersandrew@lemmy.world 2 points 2 days ago* (last edited 2 days ago)

I have, and the last Mortal Kombat that had a problem with infinite combos was 15 years ago. There's also a structure to MK combos that reduces your need to memorize anything.

[–] yermaw@sh.itjust.works 5 points 3 days ago

They should strive for both. In the one I got hooked on (3 cant remember) there was a super-easy to learn counter button. Serious players can counter-counter-their-fakeout-counter but newbies can just mash away and its fun for all.

[–] Romkslrqusz@lemmy.zip 2 points 3 days ago

DOA had a high - mid - low attack/defend/counter/hold system.

A player who understands the core mechanics will have an easy time wrecking a button masher