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2b984c (2) No.14630266>>14630321 >>14630452 [Watch Thread][Show All Posts]

How are infinite combos good game design?

What's the purpose of combos in general? I know some games have combos as a logical result of game mechanics (for example, Ryu's first combo was using landing to cancel jumping kick recovery, then super to cancel crouching low kick recovery.) While others deliberately make some attacks have less windup/recovery when used as part of a predefined combo, are these the only systems? What are some advantages and disadvantages of each? How are zoners usually balanced? Which games have the most and the least focus on spacing? How does this affect gameplay?

30e3b4 (1) No.14630321>>14630443

>>14630266 (OP)

Come to the Fighting game general.


2b984c (2) No.14630443

>>14630321

I expected to have enough content to warrant a separate thread but I'll repost there anyway.


64e54e (1) No.14630452

>>14630266 (OP)

Outside of SFA1 and SFA3 and SF4 stuff that was patched out. There aren't really any infinites in the Street Fighter series.

Marvel vs Capcom, it's a dumb game. But some people like that rock, paper, scissors instant death game.


39dee8 (1) No.14630457

Infinite combos are great




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