From a game design perspective, what is the purpose of combos?

Weren’t combos a mistake in design? Or was that special-canceling?

Canceling is an accidental byproduct of kara canceling, which was added to make it easier to do special moves. In SF2 the first 5 frames of a normal can be kara canceled, which means you can cancel normals during their active frames if they become active on or before the fifth frame. Hitstop of course freezes you on that active frame which means you have plenty of time to input the special move.

People, naturally, took advantage of this to squeeze more damage out.
This lead to people choosing which special to cancel into, if they wanted extra damage, knockdown, etc.

I’m not sure which was the first game to allow long combos but I imagine he liked long combos or he thought people liked doing long combos and that was the start of new type of fighting games that put more emphasis on performing combos.

You know I’ve always wondered if the fighting game community would even accept a fighting game made today that didn’t have combos in it or they were minimized? Of course I’m assuming that other then combos the game is well made and not broken of course. I’m guessing probably not, it would most likely be seen as a novelty and then quickly forgotten.

I would love a FG that had less/smaller combos in it. I am not a fan of marvel style combos.

Hit confirms

Pre-ST SF versions like CE, HF and Super SF and Samurai Shodown 1 off the top of my head

8P

Because combos are fun.

play battle fantasia

I’d play SS2 over SS1 any day

Highly dependent on the game and character, but combos can add:
1)Choice between wakeup game and damage.
2)Choice between saving a resource and spending it on extra damage.(Meter, gold bursts, or some sort of character specific resource…in some cases, you can sacrifice damage for an opportunity to gain more of a character specific resource)
3)Reset opportunities.
4)Combos add more of a risk for being cornered.
5)Combos add more possible weaknesses/strengths to characters, like being too small for certain combos to work, or being so large that they can do more damage to you, or having longer combos in certain situations that generate a lot of meter, or strong corner push, etc.
6)Burst baiting.
7)More reward for “setups” of projectiles etc, as well as more capacity to do varied setups.
8)The risk of certain combos that you cant hit confirm.
9)Adds more meaning to a counterhit.

and other little things. some of this was brought up by previous posters, but they posted paragraphs which some people wont read, lol.

lmao stay silly

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More decision making to be done.
damage/oki/resets/meter build/meter use/corner carry/setups/burst baiting etc.
If there is one best combo that gives you everything you could hope for, only then it becomes a mindless automatic aspect.

@Saotome Kaneda
agreed. SS2 is by far the one installment in the series that had nailed the whole thing. aside from the fact that not a lot of fighting games were weapon-based at the time, it had set the standard back then. and well, he did ask for a game with small combos…

8P

SS5S is the highpoint of the samsho series.

there’s 2 things, I think

[LIST=1]
[]They’re easy flash, they make for really nice promo videos. (Yes I think people are shallow)
[
]They specifically reward practice. People like the feeling that they can get a hand up and do things that other people can’t do. Extended combo systems give that feeling in spades, and mean that in general the person who has put in more practice time will always win.
[/LIST]

A sorta blog I wrote on the matter years ago (posted in another forum, and even here, before I actually had a blog):

Some of my feelings changed since this piece but I mostly feel the same.

If you want to see how a game without combos would work, look no further than DOA4. This is the game where Itagaki got so fed up with losing that he nerfed juggles and made nearly every move counterable. Ask any of the DOA players here ( Wah, Rikuto, etc.) and they’ll tell you the same thing - the game became a defensive mess that was frustrating since every move resulted in guesswork and the safest option was to get hit and counter out of the “combo”.

A number of games with short or basically non-existent combos were mentioned up above though, and they’re nothing like DOA4 :stuck_out_tongue:

combos happen in real life too, OP. get in a fight sometime :coffee: