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Thread: What are the differences between a limit break and a super combo?

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    Default What are the differences between a limit break and a super combo?

    What are the differences between a Final Fantasy limit break and a Street Fighter super combo?
    Is that your final answer?

  2. #2
    Banned Ballistix Man's Avatar
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    Quote Originally Posted by SuperMillionaire
    What are the differences between a Final Fantasy limit break and a Street Fighter super combo?
    Ummm you have played the games right?

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    Old school, like an old fool. Flying Mullet's Avatar
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    I think you need to ask what's the same about them first.
    Figaro Castle

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    Banned DeathKnight's Avatar
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    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

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    I am Keyran! a nirvana fan's Avatar
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    This thread makes less sense than a guitar with no strings.

    Which FF Character Are You?

    Second Character: Tidus
    Third Character: Yuffie

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    HEIDEGGER SI MY BISHI!!!1 DJZen's Avatar
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  7. #7

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    Quote Originally Posted by DJZen
    ?!?!
    Is that your final answer?

  8. #8

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    :confused:
    DeathKnight seems to know though.

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    Unlimited Hentai Works Twilight Edge's Avatar
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    Ask DeathKnight.He's the maestro.

  10. #10

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    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.
    Last edited by SuperMillionaire; 06-08-2006 at 03:14 PM.
    Is that your final answer?

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    Old school, like an old fool. Flying Mullet's Avatar
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    Figaro Castle

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    ?!?!
    Is that your final answer?

  13. #13
    HEIDEGGER SI MY BISHI!!!1 DJZen's Avatar
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    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.

  14. #14

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    a combo is a lot of hits, a limit break is pretty much one big hit. (by hit I mean damage deal)

  15. #15

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    Quote Originally Posted by DJZen
    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.
    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 Fantasy Fan
    a combo is a lot of hits, a limit break is pretty much one big hit. (by hit I mean damage deal)
    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.
    Is that your final answer?

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