Heh, Is there a such thing nowadays?
MGR? Its longest combo is probably a 6 inputs long combo.
Heh, Is there a such thing nowadays?
Heh, Is there a such thing nowadays?
I remember a large chunk of Kazuya's moveset, but not combos. Same with Smoke in MK9.
MGR and friends have the simplest combo systems possible. 1-4x square then triangle. That's 4 combos changed by pressing square a different amount of times before triangle. The rest variations on that, sometimes mixing it up with an STS OR TST, or maybe delayed inputs for certain moves. Add in the odd special and you're done.
International Karate +I'll take the bait, which games? Divekick?
Misnomer. Brain memory. Muscles have no memory.
If you don't have the required reaction time, you can do them as many times as you want - it will never work.
IE drunk, old people, people complaining games are too hard. . . etc etc
What do combos have to do with reaction time? There is literally nothing to react to.
So I'm playing MGS Rising and its the first fighting game I've played in a while since probably Mortal Kombat.
What do combos have to do with reaction time? There is literally nothing to react to.
If it's anything like Bayonetta/DMC/GoW/Ninja Gaiden, you can defend at the right time and then mash away to beat the game with ease on normal. You don't need long combos to win against a computer.
I think he means that you have to get the rhythm down, if that makes sense. Inputting a command at a wrong time can result in no combo at all in fightinggames. The time and sequence you have to input a combo do benefit from good reactiontime.
I tend to react more to what my opponent is doing than the specific combo itself. Cancels are way more important then and what moves can be canceled and how, dash cancel, grab cancel ect. You can take most fighting games like a poor mans chess (or better than chess if that's not you thing) as it mainly end up being about control and how you react to your opponent. Fake them out and cancel into something else to gain the upper hand and so on.
I understand fighting games pretty well, thank you; I've been playing them for decades. The thread is about learning combos (and particularly the button presses rather than the timing, as I mentioned above), not using them appropriately.
Had to stop right there. It's a hack and slash action action game.So I'm playing MGS Rising and its the first fighting game I've played in a while since probably Mortal Kombat.
What do combos have to do with reaction time? There is literally nothing to react to.
Alright. No need to get snarky. I wasn't patronising you or anything. I think you seam to focusing more on move sets and a linear series of moves. I was move implying that sometimes a combo isn't from one move to the next and can be quite open ended and dependent on the situation what move you move into next. Whether is be a combo cancel or change to an aerial or ground move. For that you need to be able to not only react to the situation but you opponent. If you pull of the wrong move you could leave yourself open and being seeing a very quick KO screen.
say if
a) the timing of the combo becomes different (whether by your own or external factors) and you need to react to change the follow up. happens a lot in the vs. series games. of course you will still have memorized the follow up branch beforehand but determining which one in time takes good reactions
b) the game has a defensive option where the opponent can move while in hitstun/juggle state
(for example, air control in Soul Calibur or directional influence in Smash)
Yeah, I was afraid my post would be taken as snarky; I even edited it to make it seem less so. It wasn't my intention, but tone doesn't comes across written text, I know.
In any case this is way outside what the OP is talking about, which is memorizing combos, not executing them. Perhaps I should have been more specific in my first post.
All these games MGR, NG, DMC and Bayonetta also have directional inputs and some combos require precise timing. They're closer to games like Tekken or DOA than Street Fighter, but the only difference actually is the human part of being your enemy.Character action games usually have different kinds of combos (like various combinations between regular and heavy attacks) and memorisation going on than fighting games (where directional inputs, timing-based links and psychology are much more important).
Mash buttons and hope I did it right.
If you know the basics of how the combo system in the game works, like what your starters are, what you can cancel or link into, how to use meters, how to extend the combos with whatever system is in the game (e.g. bounds, dhcs, wallbounce, groundbounce, juggles, stuns etc), and how to finish your combo for max damage or positioning or meter build etc (the purpose of the combo) then you're not really memorising a bunch of moves in a certain order or anything, you're just fitting whatever moves you have into whatever slot they can possibly go in... It's not just a bunch of random button inputs basically.
International Karate +
Do them over and over -> muscle memory