If I were to punch you in the stomach and you could punch me back, weâd call that a fair fight. (No offense, but hopefully Iâd win.)
If I could punch you again and again a dozen or more times in a row and you couldnât stop meâyou literally could not raise your hands to block me or step away to stop my attackâweâd call that a rout and a beating. If that happened in a fighting game, in Street Fighter, for example, weâd call that an infinite combo. Youâd be angry. Youâd probably call foul.
And youâd wonder how in the world a self-respecting video game company could allow infinite combos in their fighting games.
âI wouldnât say that infinite combos are ever really intentional, in terms of the developer,â Seth Killian recently told me. Seth Killian works for Capcom as part of their fighting game braintrust.
Killian had some explaining to do. Capcomâs latest fighting game, you see, shipped with infinite combos. At least four of them.
One of Capcomâs biggest fighting games ever shipped with one, tooâone that Capcom intentionally left in there.
Infinite combos, Killian would soon explain to me, are usually bad, but not always.
A Plague of Infinites
Killian knows fighting games very well. I ran into him last week at a demo for his companyâs Street Fighter X Tekken game, where he was comfortably able to tell me everything new about the PlayStation Vita version coming out later this year. And when I needled him about the PS3/Xbox 360 versionâs audience-angering infinite combos, he not only knew about them, but was able to then deliver a nine-minute oral dissertation about the pros and cons of these things.
Infinite combos in Street Fighter X Tekken, via fighting game expert Maximilian.
For the record, heâs not proud of the infinites found in Street Fighter X Tekken. âThese things are in there, and we wish they werenât, so weâre going to take them out,â he said. And itâs not just the four or so that players have complained about. âThereâs going to be more,â he said. âAnd weâll patch them. I think thereâs more even than people have found, but weâll be patching those.â
But why were they even in there?
Theyâre there as an accidental sign of something good about Street Fighter X Tekken, Killian told me, as he began his uphill argument.
âMost people take them as a sign of a bad game,â he said. âI take them as a necessary sign of a good game, because what it suggests is a certain amount of creativity and a certain amount of freedom to do things that the developer didnât intend. Thatâs one of the best things about a combat system.â
Pause.
Flaws are a sign of the wonders of liberty?
You should probably know about the first thing Killian does when he gets his hands on a new fighting game.
âFor a lot of players, thereâs an attraction. The infinite combo is sort of like the goal. Youâre going for some sort of game-breaking glitch like thatâŠItâs sort of a mini-game of you vs. the developer.â
âFor a lot of players, including guys like me, the first thing I do when I sit down with a fighting game is [try to find out] whatâs the stupidest thing I can do to the opponent? Whatâs the worst thing I can do? âOh, this move looks like it might combo back into itself. Thatâs going to be a bug. Iâm going to go right for that.â For a lot of players, thereâs an attraction. The infinite combo is sort of like the goal. Youâre going for some sort of game-breaking glitch like that when youâre playing the game and trying to find that kind of stuff. Itâs sort of a mini-game of you vs. the developer.â
Got that? Itâs about freedom. Itâs about flexibility. Still, you might think, infinites seem awfully unfair. If a player canât defend themselves, that ruins the flow of the game. It makes the action one-sided. Buying a game for $60 maybe should ensure that you donât get games that contain that kind of flaw.
The Problem With Infinite Combos
An infinite combo in a fighting game is like an unending clinch in a boxing match. Itâs something other than what we paid for. We paid to see warriors mix it up, not paralyze the action. Killian mostly agrees, as do his colleagues at Capcom. Thatâs why they will pull the infinite combos from Street Fighter X Tekken. Those combos in that game are a buzzkill.
âWeâve made the judgment that they actually do take away from gameplay [in Street Fighter X Tekken]
âWeâve made the judgment that they actually do take away from gameplay, by slowing it down with one repetitive move,â Killian said, âYou have things like damage-scaling, so, in those infinite combos, eventually every hit is doing only one pixel of damage. The damage scales to the point where the combo is not doing a lot of damage, but it will detract from the game in other ways.â
Damage scaling? Killian explains: âThereâs complicated math behind how the damage works. The first two hits you do in any combo are whatâs called unscaled damage. Theyâll both do 100%. If they do 90 points of damage in a hit, theyâll both do 90 points of damage. From there it goes down to 80% for the third hit, 70% for the fourth hit, and it scales down.â
Damage scaling allows developers to permit players to fire off long combos that donât necessarily deplete an opponentâs health bar all the way. Without it, plenty of finite combos would knock out an enemy playerâor the developers would have to extend health bars to absurd lengths.
A damage-scaling system also discourages players from extending their combos. An attacking player is better served ending their combo and letting up instead of adding more and more hits that merely chip at the enemy health bar one pixel at a time. Of course, the problem in Street Fighter X Tekken is that players can do just that.
Where Infinite Combos Come From
âI donât want to speak for the other developers, but actually almost every fighting game begins with limitless, infinite combos,â Killian told me. âEverything is an infinite combo! And then you sort of scale it back from there.
âIts fun to have that kind of expressive possibility, but then when itâs time to actually ship a game that you want to be competitive and things like that, itâs time to reel it back in and lock it down and, typically, you donât want to have a thing like a thing like an infinite combo in there.â
Right. So they intend to not put them in there. But infinite combos get in the game anyway.
One solution: program a computer to search for them and destroy them before the game ships.
Problem: The computer might throw out a good infinite combo (more on that later), and it might miss other problem combos. âThe question is whether automating that process produces the effect that you want,â Killian said. âI think it works better in the case of some games than it would in others. Ultimately even combos that arenât infinite but do too much damage or other sorts of glitches are the product of a game where you have a lot of expressive freedom, and thatâs part of whatâs fun about the game and whatâs attractive for the player to it.â
Skullgirls Infinite Combo detection system.
Another solution: take the approach tried in the non-Capcom game Skullgirls and program the game to detect looping, chained moves. When the game thinks an infinite combo is happening, it grants the player who is being pummeled the opportunity to escape.
And another⊠This one is called âhit-stun deterioration.â Itâs what Capcom used in their Marvel Vs. Capcom games and itâs the first thing in my conversation with Killian that prompted him to apologize and say, âthis is starting to get really nerdy, I know.â
Killian apologized: âThis is starting to get really nerdy, I know.â
In fighting games that try to eliminate infinite combos with hit-stun deterioration, Killian said, ânot only does each progressive hit do less damage, it also puts you in less [of a] hit-stunâor reelingâstate. The way a combo works is that, when you do one move, it induces a certain amount of hit-stun or reeling. And if youâre able to do another move thatâs fast enough, you can connect with that opponent again before theyâre done reeling. They continue to reel, and thatâs what a combo is, essentially.
âWith Marvel, each successive hit causes them to reel less and less. So if I hit you with a big standing-fierce punch, the fifth time I hit you with it, it will cause you to reel for much less time even though itâs the same move. That causes it to be basically-I donât want to say itâs always impossible, but generally difficult to do infinite kind of combos.â
Street Fighter X Tekken doesnât use hit-stun deterioration. Itâs a creative decision and a valid one for a company that isnât dogmatic about banning endless combos.
A Good Infinite Combo
Capcomâs fighting game creators donât always remove infinite combos from their games, even when they can. A character called El Fuerte had one in Street Fighter IV and still did in Super Street Fighter IV. Thatâs because all infinite combos are not accidentally created equally.
https://www.youtube.com/watch?v=ROYv8AFt404
Street Fighter IVâs Capcom-approved Infinite Combo
âOne of the first infinite combos developed in that game was whatâs called the run-stop-fierce combo,â Killian said. âEl Fuerte hits you with the standing fierce and can cancel that into a run animation to come closer to you and then do another standing fierce and then that will combo into itself. Fierces and runs, fierces and runs.â
The El Fuerte infinite was not created intentionally, but it was kept in the game intentionally. âWe left it in,â Killian said. âWe felt this was a useful tool for El Fuerte. The executional bar is quite highâŠthat is to say itâs hard to do, itâs very difficult. There are combos that are hard to do and youâll struggle to keep doing them continuously. You may put yourself at some risk if youâre going for an infinite combo and drop it.â
This is where Killian might part with some purists. He is okay with some infinites. He thinks that ones that are really hard to do or only kill one character in a team fighting game might be ok. âIt could be super-hard to do,â he said of some hypothetically ok endless combos. âIt could be situational, like thereâs only a certain set-up whereby this combo is possible and we feel, if youâre able to put your opponent in that set-up and land the combo, you deserve to win. Or you deserve to kill at least that character.â
In the case of El Fuerteâs combo, Killian added, âwe decided that this is a valuable strategy for playing the game.â
Infinite = Bad⊠Most of the Time
Killian believes that every infinite combo in Street Fighter X Tekken will be removed. None have passed the El Fuerte test. None adds more than it detracts. Nevertheless, he encourages players to have an open mind about this topic.
âYouâre right that there is a kneejerk reaction out of the gate that infinite = bad,â he said. âGenerally, I think thatâs a safe position. But ultimately the question is: does this technique contribute to or detract from the gameplay? And if it detracts from the gameplay, weâll try to do our best to take care of it.â