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Since the advent of Street Fighter II, almost every fighting game in the genre has used a similar formula as a deliberate gameplay formula. From Super Street Fighter II onwards, the game will keep track of combos and show rewards onscreen, awarding points for the amount of hits in the combo and type of attacks used. Another side effect of accidental combos were CPS1 Chains, the act of canceling weak Rapid Cancelable light kicks into stronger punches. This allowed the player to perform said special attacks so quickly that an opponent would not be able to recover before another move struck them. In the Street Fighter series, combos first appeared in Street Fighter II where they were discovered as an accidentally overlooked exploit: specifically, the game's method of 'reading' the player input to make special moves easier to perform had the side effect of allowing special attacks to be performed in the midst of a normal attack(s). The earliest known fighting game that introduced combos in the genre was Culture Brain's Shanghai Kid, the first installment in their Hiryū no Ken series.
Super street fighter 2 combos series#
A combo is a series of successive hits which are impossible to break out of (in the main series).