What are some of the core functionalities of a combo system that makes it interesting?
I'd thought about it on and off for a while, but never really tried building a list of things to look at. Main reason for not building a list is because I didn't think it'd be useful for any particular thing. However, when watching Maj's last video I began to think of what existed in that video that could be reproduced in other games, and I realized the value of having such a list.
So I'll get started.
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Slow moving projectiles. +/-
Kinda self explanatory. The ability to chase slow moving projectiles can create interesting link combos. Having very slow startup on projectiles can also create very odd backwards-facing combos due to exotic hitboxes.
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Link Combos. +
Pretty much every game has got them, though for some it's more prevalent than others. In games with very loose cancel rules and normal-chains the links can be very scarce. But I think this one is always going to be a + in everyones book.
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OTGs, with relaunch. +/-
Most of the time these are limited to one relaunch, sometimes not. Sometimes the opponent has the ability to tech hit out of an OTG-able knockdown, and sometimes not.
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OTGs, no relaunch. +/-
Often used to build meter. Sometimes used for meaty setups.
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Wallslam. +/-
Sometimes limited, sometimes not.
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Scaled Knockback. +/-
Mostly scaled with combo hits. Could be scaled with combo damage. Pushes you progressively further back each hit, preventing most infinites and such.
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Scaled Gravity. +/-
Mostly scaled with combo hits. Could be scaled with combo damage. Drops the opponent faster after each hit, preventing most juggle-based infinites.
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Comboable Throws. +/-
Sometimes you can combo into them, sometimes you can combo after them. I sometimes wonder if it's a good or bad thing. In the case of MeltyBlood, a throw will reset the OTG and wallslam limit which could be perceived as either a really good thing or a really bad thing.
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Air Resets. +/-
There's two kinds of resets, and there's even something peculiar in the GG series post X2. In most SF games normal moves would flip the opponent in the air, putting them in an invulnerable state and will hit the ground standing. In SF3 supers would reset this state and hit an opponent regardless of the flip invulnerability, though the opponent is still able to parry. In Guilty Gear post X2 if the opponent Burst (hitstun cancel) out of an attack they would become vulnerable to airthrows, but the combo count would continue to increment, creating odd mid-combo-throw combos.
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Custom Combos. +/-
- `SFA2/3
`SF3 Yun Genei Jin
`CvS2
I forget where this idea was first born but it's a few reappearances which suggests people like it. Is it good, is it bad, what kind of custom is good and what kind are bad.
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Attack Cancel. +/-
- `X-Men/Marvel
`Guilty Gear
`Hokuto no Ken
`BBB
In the Capcom Marvel games as far back as X-Men there have been the ability to cancel an attack into a super jump, which enabled a quick-cancel of most normals, enabling very exotic combos. GG implemented the concept of using meter for a quick cancel of any move, costing meter to immediately return to neutral. HnK added the idea to do the same, except the Boost would move you forward. And BBB copied HnK.
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Assists. +/-
MvC2 gave us the ability to fire other characters special moves while another character was on point, and switch between character mid-combo. I believe some of the KoF games did something similar with the switching of characters mid-combo as well.
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Special-Super Cancel. +/-
The ability to cancel a special into a super and such. These certainly aren't the only games that have it, though. But again, there's many types. I sometimes wonder if it's a good idea or bad idea. Like in the case of BBB and Monster and sometimes SFEX I felt that pretty much every combo would follow the normal->special->super chain without variance.
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Attack Cancel. +/-
- `X-Men/Marvel
`Guilty Gear
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Front-step/Dash Cancel. +/-
- `some MeltyBlood
`Monster
Monster wasn't the only game to implement this (I just can't think of any others atm). But, what they did was allow you to dash cancel normal moves into a forward dash, which had a dash cool-down. Being in a dash state you could perform dash-only attacks or simply stop dashing. MB and GG allow you to airdash cancel, but being able to front-step on the ground added some interesting dynamics. In the case of MB the only character that can do it (anymore) is W.Len.
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Airdash / Double Jump. +/-
- `X-Men/Marvel
`Meltyblood
`Guilty Gear
Many games have used these functionalities outside of SF with varying levels of success. When combined with normal chains, many players feel the game becomes dialy (ground chain, air chain, dj repeat air chain). Some also feel that it dilutes footsies as the footsie game becomes heavily air based and "watery". How does it effect combos in games without normal chains, good idea/bad idea.
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Normal Cancel Limitation. +/-
Such as the ability to cancel a normal move into a normal jump, which is limited in MB. During a valid combo you aren't able to jump cancel more than once. This lead to interesting ways to bypass the limitation such as whiff cancels and obscure link combos. This could be applied to other things such as dash canceling (if applicable) and perhaps other things depending on how the game is designed. I personally feel Arcana Heart needs a bunch of these particular rulesets.
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Non-direct-combo related mechanics.
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Kamone, while rising jump attack overheads. +/-
Though this isn't directly combo related, it can be. The ability to hit the opponent while rising can create very odd jump and rejump combos on taller characters. Though in the case of MeltyBlood it also creates a wild high/low mixup due to the functionality of blockstun/fuzzyguard.
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Suki, frame traps between attacks. +/-
Not directly combo related, but I find it interesting.
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Delayed chains, ability to chain melee attacks with a manual delay. +/-
Again, not directly combo related, but it can be. The ability to delay hits between a combo hit can make for some very interesting combos provided other system mechanics are in place.
... That's all I can think of for now.
Looks like Jolly Ranchers & Baskin's Sherbet.