Mrdrofficer, I understand what you’re trying to achieve with this thread, but I don’t think it will serve much of a purpose, outside of finding unburstable infinites (if that will ever be possible).
The SG combo system is built around everything being able to combo all the time, so if one was to ignore bursting, the game would have THOUSANDS of infinites, most of which would be simple loops and variations like the one you posted, and they really aren’t worth posting due to their simplicity.
Like I said, I understand WHY you made this thread, but I think the effort could be directed elsewhere.
infinite loops are still good to know cause they show you what can be done up to bursting and if for instance a character has multiple infinite loops theoretically, they could chain the loops into one another for an unbreakable long ass combo that by pass infinite detection as long as the same moves arent repeated, anywho that loop allows me to extend one of my combos easily so… yeah its good for me.
Not true, I’ve seen plenty of combos drop after landing back on the ground and relaunching. The game will drop combos like any planned system, it’s just that there are exceptions. Otherwise you’d see a hundred loops right now, which I haven’t, maybe down the line. Mike and team prevented ‘possible’ infinites but that doesn’t mean everything will combo all the time. There’s still some skill to the system.
except, like Dime said, the loops are useful combo elements. Given the lack of HSD, each one you find can potentially be ‘slotted’ into your combos to make them that much longer/more damaging (with some chance of unexpectedly triggering the infinite prevention).
Like others have said, by the nature of the combo system there are gonna be a lot of possible loops, it would be worth learning/sharing them because those sequences, even non-looped still are very useful combo elements.