Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Something that helps me is to have an attack where pressing Up won't make me jump and can combo into the charge move. For example, Jin's grabs into his astral finish.
I feel like, while certain motions are hard, they shouldn't be simplified just because of that. Life's a learning experience, and if you take that away, it becomes boring.
I mean, look at Naruto: Storm 4. It's a game with the most simplification a fighting game can have in regards to input commands. Why isn't that one more popular? Because improving in it is so simple that the game becomes utterly boring after a while.
If you want simpler controls, opt for something like UNIEL or an arena fighter on Steam. If you want something that you can practice and get better at (As in, not blaming the game for your own shortcomings), then pretty much any 2D Fighting Game is for you.