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there have been loops for grow-han, cell, kid buu, bardock, and base vegeta, off the top of my head.
so again,you're being pendantic, one is a subset of the other.
I can 100% promise you there is not a single TOD in the game that starts with autocombo, nor one that repeats it in the air, because:
Yes as you said loops exist, but if you’ve ever actually seen one the looped attacks are repeated maybe 3-5 times in the entire combo. The ‘infinite combos’ the op is wailing about do not exist, and I don’t believe he’s ever actually received a TOD at his rank / with his disillusion that Vegito is op.
sparking resets stun.
you use air autocombo because doing the actual inputs changes timings such that you cannot jumpcancel to catch an air 2H.
but anyway:
https://www.youtube.com/watch?v=sydMc6VIfvY
https://www.youtube.com/watch?v=BjOb9QvF8eg
and here are recent videos:
https://www.youtube.com/watch?v=VFx6aqMxqYM
https://www.youtube.com/watch?v=X27loD0x3Pw
https://www.youtube.com/watch?v=q5YD46m9xfk
https://www.youtube.com/watch?v=2dJkkkkycqg
A what? Decide what you're gonna say, and say that, because what you are currently saying are 2 separate things that would be halfway correct on their own, and completely impossible together. The only launch you ever get from auto-combo is a full "hard" launch that consumes your Smash, and if you do a full air combo afterwards, there's no way to actually go for the standard re-jump assist extender, which you seem to apply is happening here, as you say another 2 auto-combos happen in a row after that. On paper, this list of moves supports your idea, but it's something that doesn't ever actually happen ingame, AND is impossible.
There are certain loops, but as others correctly pointed out, those are at best repeated 3-5 times, mostly because it's literally impossible to do more of them in 1 combo.
There exist loops, which do good damage usually, and there exist TODs, which kill a character from full health. Those are 2 separate groups that sometimes intersect. You can have TODs without any kind of loops - actually most of the videos you posted as "proof" - (and if you dare call anything where a character uses air normals, then more air normals after a relaunch a "loop", imma smack you cause that's just a lazy redefining of what "loop" means within the context of fighting games to suit your point - that's not a "loop", that's a "standard combo route"), and you can have combos that HAVE loops, but aren't TODs.
Loops: Self-sustaining short combo route repeats without expending any special move property to do standard combo routes over and over, more than what the standard rules would allow.
What ARE loops:
* Gohan leg loop
* Blueku tackle loop
* Base Vegeta disk loop
* Cell j.S loop
* Gajillion IAD loops in Sparking only.
What are NOT loops:
* Standard combo routes
* Combo routes > assist extension > same combo routes again
The above loops you will see basically every time the conditions are met regardless of whether it's a TOD or not, and you'll see TODs with characters who don't have loops of any kind(at least besides some simple Sparking only IAD loop, which ends up not being used in the TOD).
If you're going to be technical, please be correct.
Sparking doesn't reset hitstun scaling. If it would, everyone would use it to do a full combo, as long as they possibly could, THEN Spark and get another full length combo on top of it.
as for sparking, that is indeed how it works, most of the time with most characters. as with almost everything else in this nutty game, the exception list is almost as long as the actual case list.
Just because you want to generalize doesn't mean things that aren't loops in common fighting game lingo suddenly become loops.
If that is indeed how it works, show me ONE video as proof where the combo bypasses the standard hitstun decay duration(or to be more exact, since the aerial version is referred to as "untechable time", I want to see the decay of that bypassed). If you are right, this should be very simple.
Here are the threshold your proof needs to break: http://www.dustloop.com/wiki/index.php?title=DBFZ/Damage#Hitstun_Decay