Talk:Marvel vs Capcom 3/Combo Limiters/Hit Stun Deterioration
So, after reading this, I ran two tests. Both of these were with a programmable controller on an Xbox 360.
This one has the same 'combo' four times in an attempt to test for hit stun deterioration caused by the leading light attack. The second and fourth have the last hit entered one frame later than the first and second respectively. This causes them to fail. The third and fourth have no leading jab. This *shortened* the maximum time between fierce and launch that would combo. (Not that it would show well on youtube anyway, but I forgot to have input display on for this.)
http://www.youtube.com/watch?v=-2L2PbzYSW4
This is a demo of 5 low lights into a chain with She-Hulk that seems to work just fine. (The timing on the low shorts is a little odd though.)
http://www.youtube.com/watch?v=uL5uxzAaAMI
I may be misunderstanding something but those seem to contradict into the listed theories that (1) light attacks cause hit stun deterioration, and (2) that 5 light attacks prevent She-Hulk from chaining. At this point, there are -at minimum- known infinites with Akuma and Tron vs Sentinel, and X-Factor infinites (X-factor could modify Hit Stun Deterioration) with Felicia and X-23.
All the limitations that I've seen on combos so far are ones that take the form of limits on ways to cancel attack recovery or resume from a knockdown - like the one OTG, one wallbounce, one groundbounce and per character airjump/airdash/fly limitations.