I don't super agree with everything he says about "mash flow". For instance, he says of super-traditional style flow "it is very important to note there was no interplay between the two basic flows, it just seemed like it because you could start one combo in the middle of the other." While the sum damage output and time taken for kick-kick-punch and punch-kick-kick may be the same, a combo's interplay is not expressly determined by sum qualities. In Double Dragon it is usually *better* to attack an enemy using punch-kick-kick because the punch is a quicker lead and the kicks leave the enemy stunned and ready for a grab. Does that not qualify as a combo?
Also, why do you say SNK doesn't have mash flow? His definition of mash flow is as a category. It clearly has Super-Traditional mash flow. Did you read that differently than I did?
To continue being a gigantic dick, his history isn't great. There are a lot more than two games that have implemented a super-flexible mash flow (though at least he did qualify with a "that I know of"). Sengoku 3, Lament of Innocence and No More Heroes just off the top of my head.
All of this writing is about combos, which are only one approach to (and one aspect of) combat. Not that there's anything indicating to the contrary. Just that it's an approach that doesn't work at all for a game like SNK.Statistics: Posted by Yourself — Tue Apr 01, 2014 1:34 am
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