What are the differences between a Final Fantasy limit break and a Street Fighter super combo?
What are the differences between a Final Fantasy limit break and a Street Fighter super combo?
Ummm you have played the games right?Quote:
Originally Posted by SuperMillionaire
I think you need to ask what's the same about them first.
The difference? Combos are what they are, COMBOS! a combination of HITS.
Limit Breaks deal with MAGIC, DEFENSE, SUPER special attacks.
Super combos deal with FIGHTING and hits.
Limit Breaks deal more with explosive attacks, though SOME of them can be categorized as super combos, but not all
This thread makes less sense than a guitar with no strings.
?!?!Quote:
Originally Posted by DJZen
:confused:
DeathKnight seems to know though.
Ask DeathKnight.He's the maestro.
Certain limit breaks would become "hyper combos", which are like LV3+ super combos. Cloud's Omnislash would be a LV3 super combo.
And some super combos are explosions. Tifa's Final Heaven resembles Chun-Li's Kikou-shou Kyoku from Street Fighter EX3. Like Omnislash, Final Heaven would be a LV3 super combo. And a number of other projectile attacks are super combos, such as Ryu's Shinku Hadou-ken.
:tumble:
?!?!
Okay, here's the real difference.
Limit Breaks in Final Fantasy VII, Overdrives in Final Fantasy X, and Weapons Skills in FFXI are the closest to Hyper Combos because they require a gauge to be charged, which then empties upon execution of the move. FFVI's desperation attacks, FFVIII's limit breaks, and FFIX's trance all work differently.
Besides that, the big difference is that Hyper Combos are just that, COMBOS. They cause a fast sequence of hits that causes the combo meter to rise, and a regular combo can be chained into a hyper combo. Only a few limit break type attacks actually cause multiple hits. ALL hyper combos hit multiple times. This is why Zangief's Final Atomic Buster is not a single piledriver, but a series of piledrivers. A good number of limit break type abilities don't even do any damage at all (Aeris definitely comes to mind, as does Eiko's trance), and trance itself is an ability that, for a period of time, transforms your character to become more powerful as opposed to directly launching an attack.
So yeah, that's the big difference.
a combo is a lot of hits, a limit break is pretty much one big hit. (by hit I mean damage deal)
In Street Fighter, they have some "super arts" that either power you up or heal you rather than launch an attack at your opponent.Quote:
Originally Posted by DJZen
Some super combos are just one very powerful hit, such as Chun-Li's Shichisei Senkukyaku in Marvel vs Capcom. Ryu's Shin Shouryu-ken is only three or four hits.Quote:
Originally Posted by Fantasy Fan
Regardless, you're trying to compare to completely different systems from two completely different games. Why bother?
How about using King of Fighters to compare for a change?
Anyway, the biggest difference is that you only have to press a single button to execute Limit Break while you have to twist the joystick or press several buttons to execute a super combo.
Or we can just say Capcom vs SNK, as both Capcom and SNK have similar fighting systems, which were merged together in Capcom vs SNK 2.Quote:
Originally Posted by Christmas
Anyway, yes, that is correct. You have to select from a command menu to use a limit break, which often consumes your entire MP bar (Ex. Kingdom Hearts 2). In Capcom vs SNK, you have to execute a certain command input, and the super meter gauge is different. In the case of a limit break, it consumes an entire super energy or MP gauge, but in Capcom vs SNK/Street Fighter/Marvel vs Capcom, etc., you have "levels" that are consumed. Each hyper combo consumes one level, but in the case of a MAX hyper combo, it uses the entire HC gauge, similar to a limit break. An example of this is Akuma's Shungokusatsu.
they are very similar except. in games like marvel vs capcom 2 and street fighter the super combos do a set percentage of damage E.G. one of them may do 40% of the enemies life bar. while limit breaks damage are determined by stats and weapons E.G. and plus limit breaks usually kill the enemy in one because of the massive damage. but the bunny with the pancake on its head has more meaning than this strange thread.
I'm thinking about creating a new fighting game...
And that rabbit actually has two pancakes on its head, which makes even less sense.