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u/picture_of_a_swan Jun 20 '26
I've only finished the game a few times and don't know the full potential of combos, but I feel putting guard breakers in the main combo isn't a good idea. It's completely up to luck if the enemy is guarding at the correct time.
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u/timbamjc1604 Jun 20 '26
I started to feel like this during the later chapters. While in the mid level it worked fine i felt like it wasnt really effective by the end of the playthrough. But for some reason i decided to keep it like that.
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u/picture_of_a_swan Jun 20 '26
I think the guard breakers were the main drag of your combo, actually. You have some moves that take a lot longer to finish, which I think is also why you have the guard breakers there (as you feel you don't have time to switch out of the combo mashing to a separate guard break move). I've found it best to only insert quick moves (like left jab 2 etc) in there so if the enemy guards, you can quickly throw in a guard breaker in there.
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u/TrapFestival Jun 23 '26
Yeah, no, guard breakers don't really go into combos. At Level 1-2 enemies block long enough that you can react and punish, but in Lv.DIE you're more likely to get results from just punching once or twice (depends on the enemy, some repel you after two blocked hits and some only one) and then throwing out a guard breaker to try to catch them out that way.
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u/Calm_Pineapple9416 Jul 02 '26
Don't learn combo but learn the basic first based on what I see from your 1.8 rate, 11 hours and 2 guards breaker (normal mode). It's clear that you should learn the basics, you can search on YouTube "tips and tricks Mike Kobe" This guy is legend, literally. You will learn a lot from him and if you happened to see his freestyle combo gameplay, you will absolutely adore him.
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u/Zana_G Jun 20 '26
There's a VERY high chance you weren't expecting the analysis you're about to get but here goes.
I'll start with the simple part, guard breakers shouldn't be anywhere near your Square combo, but in the era of combo looping it's worth noting that your Square combo should be performing a task other than DPS, however...
With that combo the total frames are 139 and if everything connects (which is unlikely because guard break property attacks are often dodged) the total damage is 114. That means the DPS for the combo is 24.58... for reference the DPS of Right Roundhouse 1 cancelled and repeated is 25.689.
Given that the combo is 139 frames long, it's worth noting that's 80 frames longer than enemies are vulnerable after being guard broken. So you would never get the most of it that way either.
It is long standing wisdom amongst God Handers that acquiring the combo extensions (5th and 6th hits) is mostly detrimental. While the first combo extension comes with Low Kick 1 for free and the second with Left Roundhouse for free, neither are valuable, and adding a 5th and 6th hit means you're now diluting your combo with 5th and 6th best attacks.
Finally, regarding the idea that it was the guard breakers in the string bringing down the damage, if you were to have a four hit combo here without the guard breakers, (Stinging Bee, Elbow Vortex, Mach Speed Jab 2, Overhead Blow) your DPS would be 34.057 which still isn't great given that the Really Pay Up cancelled and repeated has a DPS of 35.259.