Description
In the context of fighting games, a 'loop' refers to a series of moves or attacks that a player can execute repeatedly, chaining one move into the next in a cyclical manner. Loops are often used to maintain pressure on an opponent, control the pace of the match, or maximize damage. They can vary in complexity from simple two-move sequences to intricate combinations that require precise timing and execution. Mastering loops can give players a significant advantage, as it allows them to exploit openings and keep their opponents in a defensive state. However, loops can also be risky if the opponent manages to break free, as they often leave the player vulnerable to counterattacks.
Examples
- Marvel vs. Capcom 2: Magneto's ROM loop, where the character can repeatedly juggle the opponent in the air with a series of light kicks and air dashes.
- Street Fighter V: Karin's corner rekkas loop, which involves using her rekkas (special move chains) repeatedly to keep the opponent trapped in the corner.
Additional Information
- Loops can be character-specific, meaning not all characters in a game have effective loops.
- Developers often address loops in balance patches to ensure fair gameplay, sometimes making them harder to execute or reducing their effectiveness.