Being a member of this forum for a good long while, I have observed the overwhelming popularity of Free- Form combat which is to be expected of a site whose dedication is to a game with free- form combat in it. However, with this love for free- form, Dial- A- Combo is severely frowned upon. It has been seen as being very limiting compared to free- form which is highly inaccurate.
1. People generally have a bad understanding of what the term "dial- a- combo" actually refers to. Specifically for our site, people think it means "an input sequence to do a specific action" such as Triangle, Circle to do a Juggle attack. However, the term just simply refers to a chain of inputs to do anything especially a chain attack. Dial- a- combos are the basis of mechanics like buffering where the player can do the entire input sequence faster than the actual animation.
2. The difference between free- form and dial- a- combo is that free- form has dedicated buttons or combination of buttons for a particular action where as dial- a- combo has a dedicated input sequence. People would see the input sequence as unnecessary where a simple button would suffice. However, as the number of attacks and combos increases, one button wouldn't suffice and other mechanics such as timing and the addition of other buttons would be needed. Some people see that as the free- form system becoming unnecessarily complex where the dial- a- combo would simply have a number of combos for those same attacks.
3. There's no substantial evidence that either one works any better than the other. It all seems to be a matter of how the developers execute either system.
So, my question here is how exactly is one any better than the other if not as a matter of preference and/or personal favoritism?
1. People generally have a bad understanding of what the term "dial- a- combo" actually refers to. Specifically for our site, people think it means "an input sequence to do a specific action" such as Triangle, Circle to do a Juggle attack. However, the term just simply refers to a chain of inputs to do anything especially a chain attack. Dial- a- combos are the basis of mechanics like buffering where the player can do the entire input sequence faster than the actual animation.
2. The difference between free- form and dial- a- combo is that free- form has dedicated buttons or combination of buttons for a particular action where as dial- a- combo has a dedicated input sequence. People would see the input sequence as unnecessary where a simple button would suffice. However, as the number of attacks and combos increases, one button wouldn't suffice and other mechanics such as timing and the addition of other buttons would be needed. Some people see that as the free- form system becoming unnecessarily complex where the dial- a- combo would simply have a number of combos for those same attacks.
3. There's no substantial evidence that either one works any better than the other. It all seems to be a matter of how the developers execute either system.
So, my question here is how exactly is one any better than the other if not as a matter of preference and/or personal favoritism?