Are combos dropped automatically based on damage

ive noticed that by taking a couple of air hits out of a combo that im more likely to hit the combo. is this just me needing more practice or is the game stopping you from linking stuff after about 4500 damage.

Yes, damage is one of the things that ramps up hitstun decay. The general rule so far is that it’s much harder to keep combos going after 5k damage… so to get the most damage for the least amount of execution needed, stop your combo just before 5k damage and combo into super.

Well there’s a couple of things to think about now. Desk demonstrated that the opponent would fall out after using the same move 20 times, that number capped the hit stun limit. However I’ve just noticed that Time stone negates this rule and drops out at around 30 hits instead. Maybe that’s Time stone specific, but it could be based on number of active frames rather than actual number of hits; that is most characters will have similar s.lp properties, however if a button is cancelled at a faster rate then less active frames are counted and thus the hit stun cap is extended beyond 20 hits which is average for the cast under normal conditions.

that was his first video, he made other ones after that which deconfirmed the first one.

In the video I saw he stated that rule was the only for jabs.