The way I see it: Combo execution needs to be QUICK and BRIEF, and not just take up half the match. Also: they need have a moderate level of difficulty in pulling off, or at least enough to make a player go:
“Oh wow, that combo was amazing! How did he do that?!”
...and not...
“Oh geez, he got that single hit on me to start off a huge combo. Time to go through the motions…”.
Just as long as the command inputs aren't something ridiculous as Ivy's "Summon Suffering" grab in Soul Caliber... Yeah, I'm sure you know what grab I'm talking about.
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