[0:00] A friend of mine recently commented on [0:01] how the combos in Strive feel [0:03] unintuitive, and I remember thinking the [0:05] same thing when I first started. It felt [0:07] unnatural to not be able to chain punch [0:10] and kick together and weird that you [0:12] can't use a super from a special move. [0:14] It felt restrictive and made me question [0:16] just how combos even work. But over [0:18] time, especially playing different [0:20] games, I came to understand that all [0:22] combos fundamentally work the same. But [0:24] the systems of a game will allow [0:26] different ways to interact with the [0:28] opponent and the move set. Each game [0:30] emphasizes different aspects of combos [0:33] and thus creates their own unique feel. [0:35] So, let's go over combo theory in [0:37] general, but then dig into how you [0:39] should look to learn about combos in any [0:42] fighting game. [0:44] As always, let's start with the basics. [0:46] When you hit an opponent, they are in a [0:48] state called hit stun. They cannot block [0:50] or move during this state. If your [0:52] second attack can hit them before they [0:54] recover from the hit stun, you've made a [0:56] combo. A combo is just a series of [0:59] attacks that the opponent is guaranteed [1:01] to be hit by because it cannot recover [1:03] in time from the hit stun to block. Of [1:06] course, there are exceptions to this [1:07] rule. Hello, burst. But generally, [1:09] that's what makes a combo. What attacks [1:11] you can use to hit an opponent before [1:13] they recover from hit stun changes [1:16] depending on the move that hit them on [1:18] the amount of hit stun that was applied [1:19] and the startup of the follow-up attack. [1:22] It comes down to the frames. And if you [1:24] need a breakdown into frame data, got a [1:26] video on that already. There are two [1:28] categories of follow-up attacks, links [1:30] and cancels. A link is when your attack [1:33] applies enough hit stun to where you can [1:35] completely recover from that attack and [1:38] use another one before the opponent [1:40] recovers. Essentially, you're so plus [1:43] that you can fit in another attack. A [1:45] cancel is when you cancel the recovery [1:48] of your first attack with another [1:50] attack, thus speeding up your next [1:52] attack. The goal is for you to be fast [1:55] enough to hit them before they can [1:57] recover from the hit stun. In both [1:59] cases, it's just a matter of having [2:00] enough frame advantage to hit them [2:02] before they can recover. But there's [2:04] another way of making combos via [2:06] extending stun. The easiest illustration [2:09] of this is a wall bounce. When you hit [2:11] an opponent against a wall with a move [2:13] that can wall bounce, you're essentially [2:15] extending the stun they have to allow [2:17] you to follow up with another attack. [2:19] There are many different character [2:21] states that games allow you to be able [2:23] to combo with. Crumple, dizzy, juggles. [2:26] These are all character states that [2:28] extend the stun the opponent has. OTG [2:31] moves are basically moves that let you [2:32] interact with an opponent that's in a [2:34] state you normally would not be able to [2:36] when they're on the ground, thus [2:38] allowing you to apply stun. Again, if [2:40] any of these terms are going over your [2:42] head, check the description for the [2:43] fighting game glossery and look them up. [2:45] But these concepts are what makes combos [2:47] work. Different games emphasize these [2:50] concepts differently, and it's what [2:52] gives each one its own unique feel. [2:55] Let's start with Street Fighter. Street [2:56] Fighter is known for its links. Thus, [2:59] you're looking for moves that apply [3:00] enough hit stun so you can connect with [3:02] another attack. Take this heavy kick for [3:05] example. Ryu is plus 9 from the hit. [3:08] Thus, if I have a move that's nine [3:10] frames or faster, I can link to it. Now, [3:12] compare that to Uni. Uni has a very free [3:15] flowing cancel system. Any normal can [3:18] from any other normal. So, I can go [3:20] light, medium, heavy, but I can also go [3:23] heavy, medium, light, or even medium, [3:25] light, heavy. They can cancel regardless [3:28] of the advantage. But if you notice, [3:30] spacing becomes a factor. Strive focuses [3:33] on cancels, but not so free form. The [3:35] Gatlings are much more specific. [3:38] However, what Strive does focus on is [3:40] character states. Counter hits apply [3:43] extended stun, allowing for links, and [3:45] things like Unica's charge DP has a wall [3:48] bounce effect to it. So, it's via [3:50] different states that you really get [3:52] your extensions and combos. If you think [3:54] that's limiting, check out City of the [3:55] Wolves. It's built around its special [3:57] cancel system, Rev cancels. But this [4:00] system also locks you out of using [4:02] normals. Notice here how plus I am, yet [4:06] I cannot connect with this normal. [4:08] Weird, but that's how the system works. [4:10] Whenever you pick up a new game, [4:12] understanding what the system allows [4:14] will help you wrap your mind around its [4:16] combos. You can ask yourself questions [4:18] like, "Do moves leave me plus enough to [4:20] link attacks together? What buttons can [4:22] be normal canceled or special canceled? [4:25] Are there ways to extend stun?" And once [4:27] you have the answers to these questions, [4:30] you have the fundamentals of what that [4:32] game's combo system is. [4:34] As you understand and start to develop [4:36] your own combos, there's one central [4:39] thing you should ask yourself. What do [4:41] you want from the combo? The first [4:43] response is damage. That's the entire [4:45] reason we create combos to begin with is [4:47] to increase the number of hits against [4:49] an opponent. Thus, they take more [4:51] damage. But there's two more concepts [4:53] you should consider. Firstly, [4:55] positioning. As you hit an opponent, [4:57] naturally your characters move. They [5:00] move forward or upward and thus leaving [5:02] you in a different position on the [5:04] screen. What position you're left in [5:06] after the combo is over is worth [5:08] considering. Let's say you're a rushdown [5:10] character fighting a zoner. you want to [5:12] stick close to them as much as possible [5:14] so their zoning becomes less effective. [5:17] So with that in mind, maybe you want a [5:19] combo that leaves the opponent close to [5:21] you rather than launching them far away. [5:24] Or maybe you're playing a character that [5:25] does its best in the corner. So corner [5:27] carry is much more advantageous to you [5:29] than damage. Positioning matters. [5:32] Secondly, end state. By this I mean the [5:34] state you leave yourself or your [5:36] opponent after the combo is over. Some [5:38] combos can set you up nicely for a safe [5:40] jump, or they leave you point blank next [5:43] to the opponent so you can meeting them [5:44] easily, or it pushes them far enough [5:47] away that it allows you time to set [5:49] something up, like a trap. The end state [5:51] can be really influenced by your [5:53] character's core strategy. If you're a [5:55] mixup monster, you want to stay close so [5:57] you can keep your pressure up. If you're [5:59] a zoner, you want to knock them far away [6:00] as possible. Or you just really love oki [6:03] and want that hard knockdown every time. [6:05] Regardless, when you're developing [6:07] combos, think of these three concepts: [6:09] damage, positioning, and end state. Your [6:12] combos should have purpose, and the more [6:14] intentional you are with your combos, [6:16] the better you'll be. [6:19] And that be combo theory. Quite a meaty [6:21] topic, but one I hope helps shed light [6:23] as to why some games feel the way they [6:26] do and why some fit your preferences [6:28] better. Some people want to hit buttons [6:30] constantly, so a heavily cancelbased [6:32] system feels great to them. Others like [6:34] the intentionality of blinks, so they [6:36] prefer that system. Overall, it's a [6:39] personal preference, and no game is [6:41] right or wrong for its system, but [6:43] regardless, as a casual, you should try [6:45] them all. [6:47] [Music]