Sonic Smackdown: Some Anti Burst Combo Quickies with Shadow the Hedgehog
This is how you properly bust ass in Sonic Smackdown.
When comboing someone, combo hit #13 is that sweet spot number that players gotta keep in mind when dealing with their opponent's hypothetical empty burst gauge. One rule of thumb to take note is, comboing any further than the 13th hit without any sort of plan to cancel your opponent's burst beforehand aren't "real" combos (because your opponent can always break free no matter what by the 14th hit or less, depending on how much they've built up already).
So yea. You gotta take into account the damage scaling for optimal and heavy hitting combos before the 13th hit of a combo (Especially for Shadow's case, being a technical glass cannon) before canceling their burst and going any further.
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