summation
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Some of the best action games feature a deep combo system that compensates for timing, memory, reflexes and customs.
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God Hand treats the combo system like a combat game toolkit so that the player can create his own movement.
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Dead Cells, SIFU and Dragon Ball Fighterz provide a unique combat system that requires strategy, synergy and precision.
Action game with a combo system where there are a big battle action game, but a combo system where players can lose their sleep? They are de rare. These are not a combo that players are crushed through the tutorial and forgetting. They are people who compensate for timing, memory, reflections, and even a little sensation.
Some of them make a free style with a jazz musician in a free style, and others are so technical that they actually need a spreadsheet, but they all share their commonalities. There is no ceiling. The more you try to make the player, the better and the combo gets ridiculous. And many of them got cult followers, but some still don't get aware of how deep mechanics are.
Sincerity
Would you like to win by pressing Square? Not in God's hand
Clover Studio Sincerity It is one of the strange and best action titles landing on PS2, and some of the geniuses are how to handle the combo system like a combat game toolkit rather than script animation chain. The player is not given a cancellation list. They received a huge motion pool and told them to make their own sequences. Do you want a combo for a drunken dance kick? Continue. It all lies with the player.
This system shines due to custom and reactionary ways. With the enemy's actions that adapt to player technology and attack patterns, the combo must be adjusted in the middle of the battle, and the button timing plays a bigger role than Mash. In addition, through “God Real”, the player is a gorgeous finisher of the roulette wheel, making the player a slot, making the fight confused and the same choreography. Learning how to cancel the dodge with a back flip as a rising upper cut is a game where muscle memory is remembered.
Dead cells
Roguelike Combat actually compensates for laboratory work
At first glance Dead cells It doesn't look like a high ranking game Action game with the deepest combo system. It is 2D, roguelike, and most weapons are pickup -based. However, this simplicity of this surface level hides a combat system that thrives synergy, roadout plan and player mastery. There is no traditional combo Devil May cries The depth of the game is in a way that players combine weapons types, attachment, state effects and movement options to combine destructive attack chains.
Rolling back and frozen with grenades, stabbing it into a rapier that touches after rolling, and switches to a fire brand, leaving a trail as a player? That's A Dead cells Combo. And if the player's build is completely gathered, it feels like a ballet with a blade. In addition, the speed and response of the control means that all dodge, paris and attack input are accurate. Players who study the sandboxes of available tools can quickly change what looks like chaos to fast optimized runs, or even if not.
Sipu
Beatdown ballet with the touch of Kung Fu Cinema
Sipu
- Released
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February 8, 2022
Sipu The player does not want to memorize the combo. I want them feel them. It is one thing to press the button and watch the punch land. It is another thing of master timing, interval, position and parries to make all the fights look like a choreography martial arts film. To make the system special is to connect posture -based defense, combo expansion and environmental interactions in one perfect loop.
The game encourages players to experiment with sweeps, wall bounces and finishers, but punishes them without mind. Enemies can avoid, counter, and overwhelm players who do not read the room. It is about rhythm. Delay the third hit, mix it with a dodge and push it in a push kick, and then press the triangle in the right frame to hit the triangle in the right frame. And because age acts as a system of life, all mistakes are part of the player's journey. In the end, he is a fighter who becomes a personal performance.
Dragon Ball Fighter
If the button is a language, it's not a button mashing.
Among the fighting games Dragon Ball Fighter It is noticed by handling combo expressions. The visual style looks like a casual animation fighter, but it hides a surprisingly deep combo system that a high -level player uses like a language. It supports air dash, cancellation, and juggling, delays the link, and the spark burst mechanism opens the door of creativity and ridiculous damage scaling.
Combo Fighterz It is not about damage. They are about controlling the economic speed, bait reaction, meter gain management and block -up settings. What is especially rewarding is how team synergies are important. One support can begin, the other can be expanded, and the third can open 50/50. And the game's juggling mechanism allows each character's path to make an endless lab. In the case of gamers who are willing to go down the rabbit hole, it becomes a gorgeous and fast chess game that rewards both execution and improvisation.
Yakuza 0
Sometimes street fights can be a combo showcase
battle Yakuza 0 Kiryu may seem foolish at first by bicycles and Majima Breakdancing to people, but under all absurdity, it is a shockingly flexible combo system. Each character has several combat styles that can be exchanged in the middle of the battle, and each style can chain each other through practice.
In the case of Kiryu, learning from Brawler to Beast to switch from Rush to manipulate space and tempo in battle. On the other hand, Majima's brake dance movement allows a crowd control combo that uses rhythms and positioning to trapp the enemy in a loop. Then there is a cinematic finisher that pops up when the condition is right and the timing is tight. Catching a light attack, drawing an enemy near the wall, and finishing with heat movements for the situation is as satisfactory as the sound, and the player who sells upgrade trees can turn the street fight into a combo playground.
Cut the perfect pari to carry something that cannot be carried
Metal Gear Rising: Lee Ben & Iss It is often remembered as a meme state and rough soundtrack, but the real core of the brilliance is in battle. RAIDEN's blade mode is not a special effect and is a machine that reduces how the player approaches the battle flow. The general combo can be squeezed with the direction sculpture that players can hit a specific attack angle, but the actual singing is the parry system.
Instead of traditional blocks Lee Ben and Essus It uses a Paris that has been specified for the time to expand the combo and punish the aggression. In addition to the fact that almost all enemies have a unique stun, attack chain and destroyable parts, the player begins to realize that the combo execution is not about its own style. It is about control. Between juggling, air slash and enemy dissolution, it is one of the few action games where the player can literally pioneer the way through the battle between Grace and Gore.
Bayonetta 2
Witch time, combo crime and infinite flexibility
Bayonetta 2 I do not believe in the limit. I believe that it never ends an air combo, a weapon that can be attached to the hands and feet, and an enemy launcher that can lead to a middle dodge. The player gives an overwhelming tool from evil weave to weapon deformation, but the actual brilliance is in all connections. There is little time to stop working between the input. All movements.
Improving the combo system is how it plays with danger and reward. Witch time, a perfect dodge mechanic, can be extended by feeling like a trick if the player is slow and it is difficult to draw the combo. Weapon conversion mid -combos creates a dynamic path that players can improve in real time. Feding does not mean memorizing the combo. It means understanding the sandbox at that moment and using the tools in order. And somehow, it all works.
Devil May Cry 5
The style is not a choice. Ranking system
Devil May Cry 5 It can be the most complete expression of deep combo design in the action genre. It does not just compensate for stylish play, but actively takes the rating in the middle of the battle. Dante alone has four combat styles with different combo trees and motion options, before changing weapons, juggling enemies, and mocking them in the air. NERO's graphpling arm and V's minion -based control add a completely different dimension to how to access the combo.
But what is actually set DMC5 Excluding is a way for players to give freedom to create their own flow. There is no correct combos, but there is only a combos that is right and felt. It is not necessary to cancel it in the combo to fire the enemy, then teleport to them, exchange with other weapons, and land a refined finisher. Mechanical balls such as jump cancellation, royal guard Paris and weapons switches, to be an empty canvas for combo artists. Action games do not feel almost infinite and still make it feel naturally.