Infinite Combo
CONCEPT
A combo that can be extended indefinitely. They are often unintentional inclusions in the game, though they undeniably shape the games for better or worse


Overview

An <span>in</span>f<span>in</span>ite combo is a combo that lasts for as long as <span>the</span> player execut<span>in</span>g it enters <span>the</span> right commands. Infinite combos usually require specific commands and tight timing to keep them going.

Good or Bad?

Op<span>in</span>ions on <span>in</span>f<span>in</span>ites differ depend<span>in</span>g on <span>the</span> <span>game</span> and <span>the</span> person, though it's a widely accepted and encouraged tactic <span>in</span> Marvel vs. Capcom 2. While this may seem <span>in</span>credibly absurd to some, it isn't so ridiculous when consider<span>in</span>g <span>the</span>re are three characters on each team. This means an <span>in</span>f<span>in</span>ite performed to completion isn't really a 100% combo, but a technical 33.3% combo, keep<span>in</span>g <span>in</span> m<span>in</span>d <span>the</span> victim still has two o<span>the</span>r characters. For MvC2 in particular, infinites were very difficult to execute so most players would stop the combo at a point and go for a reset rather than risk dropping the combo and losing their advantage in pursuit of killing the opponent's point character.

Recent Examples

<span>In</span> recent years, fight<span>in</span>g <span>game</span> developers have made a po<span>in</span>t to keep <span>in</span>f<span>in</span>ites out of <span>the</span>ir <span>game</span>s. For <span>in</span>stance, when Super Street Fighter 4 was first released, Fei Long (Character) could perform an <span>in</span>f<span>in</span>ite <span>in</span> which he uses hard punch, followed by hard chicken w<span>in</span>g, followed by ano<span>the</span>r hard punch, followed by ano<span>the</span>r hard chicken w<span>in</span>g, etc. This <span>in</span>f<span>in</span>ite could only be performed aga<span>in</span>st Juri (Character). Soon after, Capcom released a patch that made this <span>in</span>f<span>in</span>ite no longer possible. Capcom has released several patches for Marvel vs. Capcom 3 that have removed <span>in</span>f<span>in</span>ites, despite <span>the</span> series' history. It should be noted that several characters can perform <span>In</span>f<span>in</span>ite combos while <span>in</span> X-Factor of various levels, which boosts speed and damage. <span>The</span>se <span>in</span>f<span>in</span>ites have not been removed by <span>the</span> previously mentioned patches. Since the release of Ultimate Marvel vs. Capcom 3, a few infinites have been discovered. The one using Wolverine's berserker rage move in tandem with Spencer's slant shot assist. This was the only infinite to be patched out. One infinite involved a glitch with Viewtiful Joe's shocking pink assist, such that if the bomb is blocked by the point character, the assist can be called again. The infinite itself used Spencer and his up-grapple move to grab the opponent and put him into a hard knockdown state, calling the shocking pink assist, and blocking it so that Spencer can up-grapple the OTG'ed opponent again, and call the shocking pink assist again, etc. A more recent infinite involves TACing into trish where she juggles the opponent in the air indefinitely because TACs cap the hit stun decay. This characteristic of Team Aerial Exchanges also allowed for a chun li infinite.

Skullgirls and its IPS

Before it's release, Skullgirls (Game) Programer/Designer "Mike Z" touted his game's "Infinite Protection System" though provided little insight into the inter workings of the system commenting in an interview: "I don't want to talk about how it actually works, because I don't want it to get stolen before we actually put <span>the</span> <span>game</span> out". Around the time of the game's release, he shared how the system works. Infinites do exist in the game, but they can be broken out of by the opponent once the IPS system kicks in (indicated by a change in the color of the hit sparks). Combos have 5 stages, as a combo progresses, the level of the combo increases. Once a character combos the opponent with a chain starting with the same normal twice, the system kicks in. Many long combos involve the same chain being executed several times but starting with a different normal.