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by jncfhnb 917 days ago
No, it’s not like chess. Chess has much more entropy. Moves are made one at a time. There’s much, much more stateful considerations to the game.

In fighting games only a handful of options are particularly relevant at any time. often times characters’ entire thing revolve around one move, like a fireball. It’s not to say that spamming fireball is a viable strategy, but all decisions need to be made in the context of remembering that they have a fireball more than anything.

1 comments

>often times characters’ entire thing revolve around one move, like a fireball

People absolutely hate when a character's entire thing revolves around one move. They're usually a low-tier character, and when they aren't low-tier they are just annoying to play against.

Only beginners tends to complain about that. It's usually extremely easy to deal with people who spam a single move.
one notable exception to this is the grappler archetype, where their 'close proximity command grab' is a massive tool which you always need to respect

the mere presence of the grappler causes a pressure on your decision-making process, since you always have to respect this option from them

but even here, the grappler has more tools than just 'grab you', they have an entire neutral kit still, as well as specials oriented around space control and 'trapping you' in the range where their grab is effective

You didn’t read what I wrote