When NOT to optimize your combos - BrianF explains when and why you don't always want to go for max damage

Posted by John 'Velociraptor' Guerrero • June 26, 2020 at 5:30 p.m. PDT | Comments: 6

So much time and effort is spent trying to figure out how to squeak out the most damage from every touch you score in fighting games that it's easy to start missing the forest for the trees.

Yes, most of the time you do want to take as much of your opponent's life bar as possible when you have the chance, but efficiency still reigns supreme and there are plenty of instances wherein you very well may want to save your meter instead of eeking out a few extra damage points.

EQNX|BrianF got into this concept during a recent streaming session and wound up producing a full video to help his followers wrap their heads around it.

The example here is shown in the realm of Street Fighter 5, but the lesson extends out into the general fighting game arena. In a nutshell, Brian presses us to focus on the number of interactions necessary to close out a round instead of only examining damage potential.

Sure, you may be able to spend an extra bar of meter to lop off 50 extra health, but you should first ask yourself how important that extra health is going to be given the following situation, and specifically whether or not it's worth no longer having the meter.

Especially with the power of V-Trigger comebacks in SF5, it can very often be the case that a character is just one touch away from being KO'd whether they have 100 or 400 points of life left in their tank. This doesn't always apply to end of round scenarios, by the way, as sometimes it's better not to spend Critical Art or not to stun a foe given certain situations.

We'll let Brian do the talking from here, but please let us know in the comments if this content was helpful to you once you've watched the video.

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