A Lot of Thoughts About Combos.

"True" Combos are not good for the game!

Solution?

Nlight>Dlight>Nair>Sair/Recovery



or



Sair(low to the ground)>Dlight>etc.



or



Dair>Nlight/Dlight>etc.



or even



Slight>NLight>etc.



The list goes on . . .

Adding Depth to the Game

One Little Problem . . .

While they are fun to watch and perform, true combos simply don't fit this game.Most combos start from a single quick attack, usually the Dlight. Not only are these moves fast, they are also considerably safer than the alternatives. Add to that the fact that most combos deal approximately 40 damage, meaning you only need roughly three of them to put your opponent in kill range.This brings us to a meta like we have with swords at the moment, where the player is rewarded so strongly for using a specific attack that there is little incentive to go for anything else.My idea is to remove hit-confirm combos altogether. In their place, leave a variety of pseudo-combos. This is essentially how katars were played before this patch. Nothing was a true combo, yet you could get 2-3 attacks chained together if your opponent wasted their dodge or allowed you to bait it out of them.Using katars as an example since they are the only weapon to approach this play style, we have:Now, I'm not saying that I want all weapons to play exactly like katars. I think its good that some weapons trade hits rather than combo and others excel at zoning, etc. What I'm suggesting is that we replace hit-confirms with pseudo-combos; leaving your opponent the opportunity to dodge out, but also leaving you with the tools to follow up if you predict that dodge.This could, with a little work, create a meta where almost any attack with sufficiently low force could "combo". When you initiate an attack sequence your opponent would have an opportunity to dodge/jump out, and if they fail, would be at your mercy for roughly 3 seconds until their dodge comes back up or they get knocked too far away.The current meta for combos is not built on a skill-based platform. I think most of us can agree that Brawlhalla has considerably easier execution than most fighting games. This turns combos from a display of proficiency to just easy damage, leaving very little depth in the combo meta.The suggested method would place more emphasis on all core aspects of game-play such as spacing, timing, move selection, and reading your opponent