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As a someone who is a complete novice to fighting games, but is experienced at MOBA's and passable at RTS's and shooters, that logic makes sense. Good fundamentals will go far further than just blindly copying the meta.
However, that is very rarely emphasized. Any outsider looking at fighting games, or trying to learn them, gets the impression that the only way to win is to memorize 20-hit combo strings. No one is telling them "focus on the basics, THEN learn combos".
This is simply not true in case the game being played has matured enough.
Pros will definitely take shorter routes due to strategic concerns like resource usage, followup opportunities or simply the presence of Burst, but otherwise they always go for nearly the most optimal routes.
edit:
To be clear, this part is that's outright wrong. Any pro in their right mind will use the most optimal combo the situation allows.
Have you never seen DBFZ, UMVC3, Hokuto no Ken tournaments? The pros can and WILL do the half minute TOD given the chance, and they would be stupid not to when there's a competition on the line.
On the other hand, I have NEVER had a fighting-game 'pro' actually show me the ropes of how to play when it's clear I'm a complete novice, all they want to do is style on me.
I think fighting games suffer from the 'git gud' plague more than any other genre. Sure, other genres like MOBA's or Soulslikes have a huge gap between noobs and pros, but only in fighting games does being the worse player mean not having control of your character for 95% of the match.
That's why conventional fighting games are doomed to never have mainstream appeal, just like RTS's; the gap between a noob and a pro is gigantic. It means that most wannabees give up shortly after starting The attitude of self-proclaimed 'pros' doesn't help.
There's a good reason for those quotation marks around "pro" in that sentence. You're not likely to meet any actual pros online if you're a beginner, everyone else is just an intermediate player.
Not sure where you looked, but most of the time if someone isn't sure where to start, they get a plethora of resources to improve, or if they ask for feedback on their matches, plenty of people are willing to help out with insights.
I'm not exactly sure how you expect more advanced players to "show you the ropes" in random online matches, especially when nowadays more and more fighting games limit ingame communication completely(and you can't even look up people anymore).
For the record I haven't seen anyone random show me the ropes in MOBAS either - flaming and often banworthy slurs a lot more - outside the community capacity I listed where fighting games are plenty helpful.
after a while you'll see a logic in the combos and they'll be much easier to memorize, just take your time and work the bugs out on things you're learning against the cpu
this is my first fighting game too and there's been a lot to learn. Make sure you look at the "Dustloop" website for beginner combos (in game combo finder sucks) and helpful information on a character. And don't focus too much on winning, you're going to lose a lot. And a lot of elitist people will scoff at this, but do take advantage of the game's cpu enemies as a beginner. They're better than nearly everyone you'll fight at low levels in the tower, it's a lower pressure environment to practice new things, and it's much faster to rematch so you can practice faster. Then when you hop into real games it'll feel like just another match and not so intimidating
For instance, if I'm practicing baiken and I am learning 5k > 2D > 236k, 2S > 41236H~H, I'll practice the first 3 hits and make sure I have them down before I move on to linking the 2S.
Also, if you haven't already looked at it the dustloop wiki is phenomenal (https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive-). I agree with waterfowl, the ingame combo finder is alright but it's definitely clunky and hard to find combos that are truly beginner friendly.
Also, while learning combos can be satisfying once you get it down, it's also important to learn about stuff like the neutral, pokes, movement, and spacing. A player that has excellent neutral and bad combos will body a player that has bad neutral and excellent combos 9 out of 10 times.
For me the biggest difference between MOBA's (my experience is a ♥♥♥♥ ton of Dota2) and Fighting games is outcomes are 100% on you. Taking self responsibility and a learner approach helps speed up learning a lot. Not even to mention being committed at least a bit to practice which isn't playing a match.
Those qualities usually go against most player's natures. There's a lot of appeal to being able to blame a teammate for a L. Sure there are certainly games where your hard carry is terrible & is just flushing the large portion of team resources down the toilet (& won't listen to anyone because they accidentally had a couple of good games because of the RPG mechanics), but it's such a goto/repeated excuse it's a crutch for many people, who can avoid the realisation they're not as good as the like to think they are.
As for 95% of the time being combo'd, that doesn't really apply to Strive entirely, especially on the lower floors. Some characters may seem like they have Touch of Deaths on one hit, but I think I've only seen close to TOD combos when the RISC is cranked or these new Potemkin combos with the first Season 2 update.
I do empathise with the learning curve for people who have never before put in the effort to play a fighting game more competitive. There's a lot of losing when you're doing that first bit of learning. In the beginning stages or any time you hit a plateau where you're not winning as much because of fighting another higher tier of player, don't make the main goal to Win, set goals focused on yourself and improving.
Pick a single specific thing you want to do more of (which should help you play better in a match up or in general). An example of one is: use meter more, and that can be reduced to an even more specific goal of: use meter for damage dealing Overdrive(s) off of easy 1-2 button combos/gatlings. On the lower levels, even moderate improvements in doing more damage for every hit confirm (which the OD confirm goal is one way to achieve that), getting better with movement/dashing, or learning to block better will translate to wins.
Watching your own replays looking for your mistakes and ways you could have done better is also a good way of coming up with improvement goals.
As far as OP goes, I totally agree with the people advising not to try learning longer combos in the beginning if they're having trouble with them. Learned experience through playing, to get you used to your characters neutral options (and different character match ups) is far more valuable.
To paraphrase a fighting game tautology: the best combo is the one you can execute reliably when you have the opportunity to.
Like even if your first BNB is cl.S, f.S, 5H, Special move (which I think nearly every character has in GGST), you can get some play experience, and learn new combos as you progress and begin to feel more comfortable. It's all a process, ♥♥♥♥ won't come Day 1, but the good thing is, there are so many amazing resources available, that obtaining knowledge to help you get better has never been more accessible as it is now.
On an unrelated note, it would be interesting to have some sort of Fighter AutoChess as a completely different kind of game.
Strive isn’t really for me but it is a good entry point for people new to fighting games. You’re putting too much pressure on yourself for no reason. You’re new so you will be bad, terrible even and that’s normal and okay.