What's the point of "Easy to Combo"?

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keyx...@umn.edu

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Jul 13, 2017, 11:01:36 PM7/13/17
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If you reduced the level of a move by 1 and removed the Easy to Combo element, it would cost exactly the same Control in a combo, and one less Control every other time you used it.  What, then, is the point of that element?  Am I missing something obvious?

Christopher Peter

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Jul 14, 2017, 8:41:38 AM7/14/17
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You're not missing anything; the Element as it presently exists is mostly broken.  At L3 or higher, it does nothing at all.  It does make a difference at L2 (since there are no "L1 Special Moves") and is arguably broken good.

This actually went for a couple years before anyone pointed it out to me and I never noticed it in playtesting.

Anyway, in the 2nd edition, the Element has been re-written to be much more useful.



On Thursday, July 13, 2017, 11:01:37 PM EDT, <keyx...@umn.edu> wrote:


If you reduced the level of a move by 1 and removed the Easy to Combo element, it would cost exactly the same Control in a combo, and one less Control every other time you used it.  What, then, is the point of that element?  Am I missing something obvious?

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Doresh

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Jul 22, 2017, 6:03:36 AM7/22/17
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The one situation where I definitely see Easy to Combo at work in the source material is for things like Guy's command run or K''s Ein Trigger, aka Move Sub-Sets where the following move is determined by a single button press, as opposed to rekka-style inputs.

Doresh

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Jul 22, 2017, 6:40:51 AM7/22/17
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Oh wait, Ein Trigger uses direction+Button. My bad XD

Alejo Gabriel Marello

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Jul 22, 2017, 8:42:24 AM7/22/17
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It is possible also to emulate single-button follow-ups using the Power Up (control) Element. Since each extra Control used add +1 Damage. you can say that it adds an extra hit after the initial move. Thus ignoring combo rules and EtC element for that purpose.

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Doresh

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Jul 22, 2017, 5:45:53 PM7/22/17
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True, but Guy's initial dash doesn't deal damage, and his follow-ups do very different things (a sudden stop for feinting, a slide kick, and a slow but massive jump kick)
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Christopher Peter

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Jul 23, 2017, 2:16:08 PM7/23/17
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That's true in Guy's case, but Alejo's idea is a good one for guys who just have follow-up attacks that have no "tricks" associated with them.



On Saturday, July 22, 2017, 5:45:54 PM EDT, Doresh <evildor...@pages.plusgoogle.com> wrote:


True, but Guy's initial dash doesn't deal damage, and his follow-ups do very different things (a sudden stop for feinting, a slide kick, and a slow but massive jump kick)

Am Samstag, 22. Juli 2017 14:42:24 UTC+2 schrieb Telcontar:
It is possible also to emulate single-button follow-ups using the Power Up (control) Element. Since each extra Control used add +1 Damage. you can say that it adds an extra hit after the initial move. Thus ignoring combo rules and EtC element for that purpose.

On Sat, Jul 22, 2017 at 7:03 AM, Doresh <evildor...@pages. plusgoogle.com> wrote:
The one situation where I definitely see Easy to Combo at work in the source material is for things like Guy's command run or K''s Ein Trigger, aka Move Sub-Sets where the following move is determined by a single button press, as opposed to rekka-style inputs.


Am Freitag, 14. Juli 2017 05:01:36 UTC+2 schrieb keyx...@umn.edu:
If you reduced the level of a move by 1 and removed the Easy to Combo element, it would cost exactly the same Control in a combo, and one less Control every other time you used it.  What, then, is the point of that element?  Am I missing something obvious?

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Christopher Peter

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Jul 23, 2017, 2:21:19 PM7/23/17
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I like this; I think I'll include a note to this effect in the new rules.



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