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?