What's everybody's team looking like now that the game has been out for a minute?
I wanna hear about your teams and why you picked them. Have you dropped/picked up any characters since you started?
I wanna hear about your teams and why you picked them. Have you dropped/picked up any characters since you started?
It's taken me since Monday but I'm finally feeling like I am starting to understand how this game wants me to be building my combos
I'm sure there's lots of suboptimal stuff going on in there but it was a lot of fun making.
TL;DR - combo rules are vague ~ let's share what we know. Tell me if I'm missing something or wrong about anything.
I've been in the lab trying to put combos together, and keep coming up with question after question, like "how many ground bounces can I do in a single combo?", "is it better to spend my boost meter on boost dash or boost specials?", and generally just wondering how the game *wants* us to put combos together.
Unfortunately it seems like there's not really a comprehensive resource out there that gives us all the information we need, so Im hoping we can put our heads together and compile the information and resources that we DO have, in hopes of making that necessary information available.
With that said, I'm gonna do my best to try and list what I know so far in an organized way. As replies trickle in with more info, I can make additions and amendments, and if something useful results from this, I'll try to find a good place to make this info readily available online.
GENERAL COMBO SYSTEM:
> As (most) attacks land, the Combo Gauge is filled. Once filled, one final hit is allowed, and afterwards the gauge will break and the combo will drop.
> This game allows most normals to be chained into one another so long as the sequence doesn't move from a stronger attack to a weaker attack (Reverse Beat)
> Most normals can be cancelled into specials or supers
> Most specials can be cancelled or followed up into supers, normals, double jumps, or dashes
> While in the air, only one Special and one Boost Special are allowed until touching the ground.
> Any number of special hit effects (ground bounce, wall splat, crumple, OTG) can be performed within a single combo.
COMBO GAUGE MANAGEMENT:
> Abilities that can reduce the combo gauge: Active Assist, Boost Dash, Active Tag
> Abilities that will override gauge breaks: Boost Specials, some Active Assists, Supers
BOOST METER MANAGEMENT:
> Each character on your team has an independent Boost Meter (this means that technically you have 9 full bars of boost to use in any given combo if everyone is full, not considering refill)
> Boost refills slowly while characters are active, but quickly while characters are benched.
I'll add more later, let me know if I'm missing anything big or have gotten something wrong.