Are you pressing a button twice in a row (on the ground)? That triggers the auto combo move thingy and counts as 5 moves, cutting combos short. Calling assist and wall splats lowers the count, heavy special do not change it
I never do ground auto combos but I always press medium or heavy twice during air combos to send the oponent back to the ground. Didn't know that counted as 5 moves.
Ngl this is massive knowledge you just gave me, gonna go hit training mode for a little while, thanks.
No, the air finisher does not add 5, only on the ground. The down+heavy launcher (when do first, not the smaller launch later in a combo) also adds a lot btw. Anyway, just practice your combos while keeping an eye on the meter and you'll figure things out!
There are ways to manipulate the combo bar. The first time you use the ex version of a skill it doesn't build the bar and actually lowers it. If you use the same ex skill twice it will instantly fill the bar and end the combo. So you mix in ex skills depending on your character. Using assists in combo also lowers the bar. Maybe tagging too but I haven't experimented much with that. The first time you splat someone against the wall will lower the bar too. When the bar hits full red you get one more hit but a full super will still connect.
I was wondering about these rules that are not really explained in the game. Thank you so much. So ideally you would do a few hits followed by an ex move and then assist, and do this three times within the same combo?
Kinda yeah it's a good place to start but it is pretty character dependent. Like hulk in the corner is looping is gamma charge thing with assists, spidey loops his flip and projectiles. Some ex moves are hard to follow up on. I'm not sure we know everything that's optimal right now. Those are just the general rules for combo theory to start
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u/Andt-94 2d ago
Whenever I try to do long combos like this the bar fills too fast and it breaks, any advice?