Why do some people just seem to hate combos? Also post combo webms. Any game, any genre

Why do some people just seem to hate combos? Also post combo webms. Any game, any genre.

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people that dont play a game assume that its just gameplay that every player can do rather than realizing its footage of people learning everything about a game.

they never realize that in DMC's case, there is such a huge gap between hyper combo fags and average players that most people aren't doing any of that webm's stuff.

Why are some kids so addicted to combos and fighting in general? Is it some new e-peen comparison thing? No interest in any other form of gameplay?

It's an outlet for creativity. As a game mechanic, it gives combat depth on offense. Players create something cool or beautiful with their imagination, dexterity, and game knowledge.

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Best combo pic rel.

But really its because they are not intuitive. You can play an fps and naturally understand the loop of suppressing fire, flanking, traversal, cat n mouse literal tag shit. But combos make no sense. We have no real world basis to understand how that 90 hit combo would ever actually play out.

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I hate games where enemies need to be comboed too many times. It's just unrealistic.

There's that kind of disdain for show-off hyper combos, but I think there's also a more banal aversion where some people just get turned off from a game having combos at all. That one I really don't understand.

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because DMC combos aren't about dishing out damage efficiently. it's purely about looks
that's fucking stupid

>that's fucking stupid
Spoken like someone who doesn't know how to have fun.
Maximum efficiency gets boring.

That shit's just autistic.
I'd rather have the enemy get more and more visible damage with each hit, blowing to pieces.

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I'd much rather play a game where only the enemy is capable of doing this and I have to spend twenty seconds dodging for every attack I'm allowed to attempt.

It depends on the combo but some fighting games just let them go on for TOO long
I don't want to sit there for 10+ seconds watching my ass get beat, not even able to disengage with the game because there might be a sneaky reset eight seconds in to reset scaling
I don't play that type of fighting game and stick with one whose BnB combos are 5 seconds or less in length, though, so I don't really get mad that they exist

Well, there's a game for you, and it's all over the catalog.

DMC is retarded compared to actual fighting games. If you combo another actual person then you outplayed their entire soul, but if you're just doing shit to a literal sandbag like in DMC games then what's the point?
What the fuck are you doing?

Like how Tony hawk combos encourage you to do laps grinding a circle instead of having fun playing the game.

Combo systems are max tier autism bait that actively reduce the fun I have with the mechanics.

You need the call and response gameplay loop to engage my brain. Combos are just beating up that dumb car in street fighter

Because they look cool as fuck. Makes me feel like one of my japanese animes

that's describing a game where enemies have huge hyper armor that force you to wait they finish attacking or sneaking attacks between them.

>DMC is retarded compared to actual fighting games.
I don't like actual fighting games.
I like DMC.
> If you combo another actual person
I don't want to fight another actual person.
>then what's the point?
I'm having fun and I don't need to be better than anyone else, nor do I need another person's validation to feel good.

Good news Elden Ring exists.

Yeah children play with their blocks.
Real men will be actually fighting and competing against each other. You're not outwitting anyone with your fake combos. It's practice for no reason.

There are combos in boxing or martial arts. In games, they just come about naturally. Someone getting stunned after being hit is a natural phenomenon. Attacks have to take a certain amount of time to come out. Put those two facts together, and if an attack comes out faster than someone can recover from a previous attack, you get a combo.

Hell, getting shot repeatedly is a combo.

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Damn that first combo is stylish. Who needs Umbran Climax when you can do cancels like that?

doing this is way easier than it looks. the hardest thing is not getting hit lol.

DMC is literally about style. You're graded on how much variety you can put into your combo. Aside from that, combos in DMC on a more fundamental level are about crowd control. Launching and juggling keeps enemies out of the fight for as long as you can maintain the combo. Extending the combo is also where a lot of your damage comes from.

Plus, unless you're playing kusoge, you're not going to do super long combos to other players without them getting pissed. Sure, fighting games have stylish combos, but in most cases, you're doing something short and practical or looping an infinite in a pretty boring way.

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I'd post some sick ninja gaiden webms if xemu didn't chug at 15 fps the moment I do a Divine Cicada Slash
Cri

Funny I've never realised that you can fairly compare DMC to Tony Hawk.
Tony Hawk while you can just powergame it and repeat the same loop over and over, it feels fun to just go free style, there's stuff everywhere and THPS1/2/3 are fairly forgiving if you just ride around aimlessly trying to grind everything that looks vaguely sharp.
The level design took a nose dive with 4 and up though when they had to add all this empty realistic space to accommodate the quests.

is crazy how much this game combat is brought down by its structure and shitty scoring.

Is def cool that platinum is taking risks, but it could have been the action game of the decade.

Nevermind the structure and the scoring system, the number one fatal flaw of Astral Chain is the fact that nearly every enemy randomly cancels out of hitstun and can attack mid-juggle. I can only assume that Taura lost a family member to a sick 69-hit combo and he's hated combos ever since.

I still love Astral Chain, but it really pains me to imagine what could have been if they made the enemy behavior and combos a bit more traditional. Would've been the cuhraziest. Maybe Astral Chain 2 will fix that?

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Shame, I like Ninja Gaiden webms. This is all I've got.
I've only played NG3RE and honestly, I don't understand how the Ninja Gaiden combo system works at all. It seems in RE specifically you can do weird shuriken cancels to keep a combo going forever, but in all other cases, I have no idea how to keep an enemy in even the most basic string.

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Gonna give this a bump because I've gotten one (1) combo webm.

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Kingdom hearts 3 dlc bosses are exactly like that.

a lot of new players think 5 neutral mistakes leading to a combo is only one constant combo all the time because they don't even know what went wrong in the first place

Combos in games where you're not supposed to be comboing are the best kind

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People usually hate combos in PVP games and only if they are way to long.

Why?

I bet Hideki Kamiya would agree since Onimusha's unintentional juggling inspired DMC.

this, kinda
it would be interesting if in the middle of the combo the enemy does some random shit you need to react to in order to continue the combo, you drop it otherwise

In fighting games, the person getting comboed has all control taken away from them and can do nothing about it. Having a "burst" mechanic to escape combos is actually fairly uncommon, and even then you don't always have the resources to do said burst.
Contrast this type of absolute interaction with most other competitive multiplayer games (FPS, RTS, Moba, etc.) where both players are in control and attacking each other, essentially racing to whoever depletes the other player's health first. This at least gives players the illusion that they're "getting some good hits in" and could win, even if in reality the outcome is already mathematically decided. And that control obviously also enables players to disengage from the fight, if they deem it feasible.

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I'm gonna be playing through the DMC series (yes even 2) soon. Is there any tips or tricks I need to keep in mind to git gud and do well?

I would gadly take more time in combo than more damage like it happens on strive

only new players dislike long combos and like high damage

also consider an easy bnb combo meterless in dbfz does 1/3 of three characters, it means it takes 1/9 of all your hp, compared to strive in which in two combos you get all the hp deleted

I'm inclined to agree.
That one clip of May deleting a Pot's health bar in the corner with one normal + dolphin repeated like 3 times being enough to kill someone just seems way too much of a reward for something so exceedingly simple

stinger

Bayonetta 2 and Astral Chain both do that.
It's not a good idea.

Learn how to Enemy Step.

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nice

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When you have red orbs (DMC money) to spend, prioritize buying permanent upgrades over consumable items.

disagree with the MOBA part. especially since alot of abilities are skill shots and can be avoided

It's the illusion of control. Combos exist in plenty of non-fighting game competitive games. For example, in MMOs and their MOBA descendants, you can get stunlocked. In FPS, something like a getting pinned down by flashbangs and getting shot is basically a combo.

Though what I find harder to understand is people who dislike action games because they dislike performing combos. Stringing stuff together should be intrinsically fun.

Why would people hate combos?

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The gap isn't THAT big as there is a nice middle ground that people like me inhabit, yeah I'll never pull off shit like that but I can at least understand the properties of my moves and how they interact with each other. Anyone can do that and pull of some cool moves, they just don't want to for whatever reason

Cool. ... What's Enemy Step? Is that in 5 only or is it a common mechanic?

Yeah that just makes logical sense.

Eh I prefer games where combat is more of a "dance" with the enemy than a one-sided slaughter. Probably because I tend to be bad at technical execution and I'm better at quick thinking and reacting

For some reason people tend to assume that combo players don't also play the games "normally" as well. They get some weird superiority complex over it despite most combo players probably having triple the amount of hours playing "normally" than them.
Seen it with action games, seen it with fighting games, even seen it with racing games.

yeah thats the issue with dmc "combos"
you don't do more damage, you don't have less risk, there is no benefit to doing them apart from a higher score, both harder to do & with less reward.
they are purely to look "good" except, imo, they look stupid as fuck.

and when you tell dmc beards their games are easy and that u beat them on the highest difficulties without issue (dante must die, or hell and hell depending on the games etc) they all want to know what score to try to cope by saying how they got a higher score and that the games aren't easy

You didn't beat the game

>Any game, any genre.
Cool I got one
It's one of me and my friend using all our skills to bully an anti-mage for 20 seconds while our team runs across the map to finish him off

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It's been in every game. The intention is to let you jump on top of enemies but it's very lenient so as long as you're just close enough and touching the enemy, you can keep jumping on the enemy. You can cancel the jump by attacking, and then jump again after that, which lets you chain aerial attacks indefinitely if you know what you're doing.

>play racing game
>i finished in last place but i still beat it

You have less risk if you have a longer combo. By definition a combo is safe offense.

I don't know what beating the highest difficulties in a DMC game would look like if you didn't care about rank. Maybe you just spam items through every fight or something like a speedrun.

Common mechanic that lets you jump cancel and set your aerial status to default to keep stinging moves and normals midair.
Why do combos make you seeth? You're proving OP's point lmao

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dmc user has returned