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?
Is that your final answer?
Ummm you have played the games right?Originally Posted by SuperMillionaire
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.
?!?!Originally Posted by DJZen
Is that your final answer?
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.
Last edited by SuperMillionaire; 06-08-2006 at 03:14 PM.
Is that your final answer?
?!?!
Is that your final answer?
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.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.Originally Posted by Fantasy Fan
Is that your final answer?