Combos: Difference between revisions

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** The catch being that the characters had to have equivalent speeds so that their turns would be next to each other. This troper was annoyed many a time when what should have been a 25+ hit combo got interrupted by the enemies being so rude as to ''take their turn'' in the middle of it.
** Bonus points (and hits) if the attacks were elemental and complemented each other (eg, fire followed by wind).
* The [[Play StationPlayStation 2]] ''[[Fist of the North Star]]'' fighting game by Arc System Works is, basically, a combo maniac's festival. Comobos of up to thirty-three hits have appeared in ''tournaments''. It helps that each character has an attack whose sole purpose is to launch the enemy into the wall, leaving them open for such tactics.
* Also from Arc is ''[[Guilty Gear]]'', which is MADE of combos, so much so that the damage scaling system is visible for the players' convenience, as well as fast to kick into high gear to stop Dust loops from being instantly fatal.
* ''[[Devil May Cry]] 3'' lets you feel like a superhero by the simple measure of allowing you to [[Cancel]] out almost any move ''into'' almost any move at no cost, racking up devilishly large combos limited only by the monster's ability to absorb damage. In most games, this would break the game right in half. In ''[[Devil May Cry]] 3'', [[Nintendo Hard|it was a necessity]].