Poor wrote:
Combos don't require skill. It's simply a matter of memorizing the button order and timing. It's not like aiming in a shooter. You can't be the best at a combo. Either you can do it or you can't do it. It's very black and white. You can learn a combo in a day and you really only need one. The only part that requires actual skill would be launching the opponent. Actual skill is required here because you face actual competitive resistance.
Juggling reduces matches to "launch and juggle" fest. Any moves that can't launch or be used in a juggle combo become impractical and risky to use. There is very little room for a creative playing style. This juggle stuff is nonsense. Why can't a fighting game be about exchanging and blocking blows?
I used to enjoy playing SP mode until I got T5:DR and the AI would juggle me like crazy. Now I know how the SoRR bosses feel when I use the vault and regrab exploit. If they added a way to break or counter a juggle I would definitely pick up the game again.
They do require skill, it's not about memorizing the button sequences as it is about having perfect execution, knowing which combo you can use at what distance, and knowing which characters these combos will and won't work on, then applying all of these mid-match. It's not about being the best at a combo, it's about being the best at a fighting game, outthinking and outplaying every one of your opponents.
Juggling doesn't reduce matches to anything. I've seen entire matches played out on just pokes and mindgames, with a short combo+ground hit every now and then. But alas you don't understand that this game series is pretty much perfected in its own style now.
I'd like to reccomend several other fighters to you.
1. Killer Instinct series, a bit old but it is the originator of the C-C-C-C-COMBO BREAKERRR(which is my text tone)
2. Tatsunoko vs Capcom: Ultimate All-stars, this underrated gem is probably one of the best fighter out there. It's very well balanced and allows for many times of playstyles, including Zoning/Keepaway(staying away and using projectiles) and Rushdown(close quarters combo heavy style) and different subtypes and mixes within those two. There are long combos and juggles but they can be broken at the cost of two bars of meter, not to mention it's a beautiful looking game.
3. Def Jam Fight For New York, I know it's old and a ridiculous concept for a fighter but the combat is actually insanely good. There are absolutely no juggles but there are lots of different types of attacks, and you have to choose your attack wisely because there is a parry feature in the game which allows you to play very defensively.
4. Street Fighter series, these games do have combos without breakers, but the combos are never terribly long. They take an entirely different kind of skill and allow for various playstyles as well.
5. Mortal Kombat 9, Heavily reliant on juggles, but adds zoning via projectiles and combo breakers via 2 bars of meter.
So take your pick, and leave Tekken alone, or stick to playing with your buddies. Pro-players still love the game, and it is still one of if not the best selling Fighting series of all time.