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[002] AMNK Current Version
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Another example put up for discussion:
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Another example brought up for discussion:
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* \'\'{{VideoGame/Skullgirls}}\'\' has an infinite-combo prevention system built into the engine. When the game\'s AI detects one of the fighters executing a looping combo, the amount of damage done by individual hits plummets and the other fighter can \
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* \\\'\\\'{{VideoGame/Skullgirls}}\\\'\\\' has an infinite-combo prevention system built into the engine. When the game\\\'s AI detects one of the fighters executing a looping combo, the amount of damage done by individual hits plummets and the other fighter can \\\"burst\\\" out of the loop. The longer a combo goes on, the pickier the game is about loops.

I\\\'m not sure that \\\"combo decay\\\" might count as an example of this trope.
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* \'\'{{VideoGame/Skullgirls}}\'\' has an infinite-combo prevention system built into the engine. When the game\'s AI detects one of the fighters executing a looping combo, the amount of damage done by individual hits plummets and the other fighter can \
to:
* \\\'\\\'{{VideoGame/Skullgirls}}\\\'\\\' has an infinite-combo prevention system built into the engine. When the game\\\'s AI detects one of the fighters executing a looping combo, the amount of damage done by individual hits plummets and the other fighter can \\\"burst\\\" out of the loop. The longer a combo goes on, the pickier the game is about loops.

I\\\'m not sure that \\\"combo decay\\\" might count as an example of this trope.
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