I gotta spooge for a bit over how cool the combo system is in I2. Past NRS games haven’t given you much reason to go beyond the standard 1 mid screen and 1 corner combo that you end in either damage or reset/restand. The addition of air tech adds sooo much.
I didn’t think air tech would be such a cool addition before I played. You can tech out of juggles like Skullgirls or BB. If the enemy knows you’re gonna tech they can punish you if they guess the direction.
Or you can just keep the combos grounded and short and do less damage but they can’t tech.
Most characters highest damage combos include a wall bounce, but you might not want to bounce them off the wall on the other side of the screen because if they tech out way over there you can’t punish them for it. But wallbounces are unclashable on the opponents second life bar so you’re gonna want to use them…
Plus gotta change your combos up depending on stage positioning, not just because of the corner but all interactables. And where Swamp Thing walks he leaves a garden where the opponent can’t jump or dash if they’re in it, so you’ll want to sacrifice damage in your combos to swap sides with the opponent.
Gotta think so much about which combo to use depending on a lot of situations.