Combo attacks are a series of types of attacks in a certain sequence and fulfillment of certain conditions. The beauty of this system is that, when used correctly, the player receives advantages over the enemy, such as cutting attack animations, buffs/debuffs.
0.2 References
DMC Devil May Cry (British version)
From the reference we take:
Method of learning combos
In the Combos tab, the player buys a combo, for example LMB->LMB->RMB and uses
Using multiple weapons in one combination
For example, LMB->LMB with a one-handed weapon, switch to ranged combat, LMB->RMB , switch to a one-handed weapon, RMB (finisher)
Using movement buttons in conjunction with a specific attack button
For example, LMB->LMB->Dodge+RMB or LMB->LMB->Jump+RMB
The player has a pool of buttons - left-click/right-click, button switching to ranged combat, additional skills, battle dance, shift, evasion
Light attacks - low damage, high attack speed
Heavy attacks - a lot of damage, low attack speed
The player buys combos from trainers scattered around the map
There is an informant window with a list of combos, similar to a bestiary. The list is filled with combinations (researched/unresearched) for each weapon type.
Information about the requirements and location of trainers for unlocking is revealed gradually by obtaining knowledge and tips after dialogues/overhearings/notes
If a combo is executed incorrectly, the penalty is the presence of part of the "attack charging" animation.
During a combo, some attacks and finishers may issue a buff/debuff.
For example, when learning a combo, there may be options on the gimmick like: bleeding is applied on the third hit, a stun is applied on the finisher, a slowdown is applied on the second hit
1. Description
Combo is a sequence of certain types of attacks and actions. The combo continues when you press attack at the end of the animation. If you click on an attack that does not correspond to the continuation of the combo, you will be punished in the form of the charging animation not being cut off.
1.1 Combo components
1.1.1 Light and heavy attacks
Light attacks - low damage, high attack speed
Heavy attacks - a lot of damage, low attack speed
1.1.2 Attack with movement
To add variety and complexity to the combo, it may be necessary to perform a movement along with the attack. Movement includes dodge (ALT+WASD), jump (Space), squat (C).
A certain direction for dodging with an attack can also be a prerequisite for continuing the combo.
1.1.3 Switch to ranged combat
If the player's main weapon allows you to put a ranged weapon in the secondary weapon slot, then combos using ranged combat mixed with melee are available.
Switching between the main and ranged weapons is carried out with a separate input; after switching to ranged combat, certain attacks are available to the player:
Easy shot
Skill using ranged weapons
Example: LMB → switch to bow → LMB → switch to sword → RMB
Those. hint: To continue the weapon switching combo, you need to press attack at the end of the weapon switching animation.
1.1.4 Applying buffs/debuffs
Certain attacks in combos can give buffs or debuffs. Debuffs are applied to the enemy when they are hit.
Buffs are applied to the player character when the conditions specified in the combo are met:
Hitting an enemy with an attack/finisher
Condition for finishing off an attack
No conditions (if he swings through the air, the buff is still applied)
1.2 Combo window
A window with the entire list of weapon types for each attribute and their combos.
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Combos are learned from trainers scattered around the world. Each combo has its own trainer. Information on how to find these trainers is initially hidden from the player and when receiving hints (dialogues, eavesdropping, notes, etc.) the Study Method field is filled in.
If the player accidentally finds the desired trainer without opening hints, the player will still be able to learn combos.
1. Combo list
3 diamonds - attribute selection. Each attribute contains a different type of weapon.
When you enter the Combos tab, the first attribute and combo in the queue are selected.
Names of the weapon type followed by a list of combos for that weapon
List with combo names. When you click on one of them with LMB, the information in the blocks to the right is updated
2. General information about combos
Header with the name of the combo.
General narrative description.
Status of the combo being studied (Studied/Not studied)
The sequence of inputs to perform a combo.
Skills are shown with a skill icon, inputs - with pictures of inputs
When localizing, the pictures change to pictures with the corresponding language.
Description of buffs/debuffs that each hit gives
3. Method of study
Mandatory requirements for learning combos. It can be:
Level of a specific attribute in the Passive Skill Tree (Strength, Dexterity, Intelligence)
Level of a specific weapon type in the Passive Skills Tree
Learned skill in Active Skills Tree
Tips on where to find a trainer who can teach you combos.
Hints appear gradually in shooting ranges, when information is obtained from dialogues, eavesdropping, and notes.
Hints can lead to a chain of dialogues and quests, or immediately give accurate information about the location (depending on the rarity and usefulness of the combo and how the narrative decides)
Example: 1) Talk to the blacksmith in village A → 2) Find out where his beloved grandmother’s frying pan went missing → 3) On the frying pan there was a symbol of the Tashia tribe, associated with the history of this combo → 4) The blacksmith redirected to the symbol expert in village B → 5) Expert characters told me where the trainer is, he is in the village of S.
If the player accidentally finds a trainer and conducts a dialogue with him, all the clues are revealed and learning combos becomes available
4. Gimmicks
Gimmicks are changes to something in a combo with a certain vector. Changes may include: animation/effect of a combo hit, numbers, buffs/debuffs.
Each combo has 3 gimmicks. Only 1 gimmick can be used, which the player chooses. You can switch between them (except for moments when an attack is made).
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When you click on 1 of the gimmicks, a hint window opens with a description of the gimmick and a “select” button (if the gimmick is in use, the select button is gray).
The description also describes how the gimmick changes at each level.
Gimmick level (from 1 to 5) - experience is given for performing a combo, each level raises/adds characteristics to all gimmick in the combo.
Conditions for gaining experience:
Killing an enemy with a finisher
For each hit, experience is awarded when the finisher is executed (regardless of whether the finisher hits an enemy)
5. Combo animation
An area with a 3D character playing a combo animation.