I said "half a dozen," pay attention. Though you're about to be proven wrong.
Luckily for you I have some time to kill, and I really enjoy proving people who act like asshats wrong, so here you go. Are you paying attention?
At 1:00, a 5 hit combo that opens into Fatal Blow for 43%. 1:45, double KB corner combo for 7+ hits (7th is whiffed). At 2:27, a new 10 hit combo. 4:10, a new KB corner combo for 7+ hits (7th is whiffed). 4:50, a new 7 hit KB combo (which they've been trying to do for a while but kept getting breakaway'd).
5:43, a new 11 hit Fire Breather combo. 6:52, a new 12 hit combo. 7:10, an 11 hit KB combo (starts with a string we've seen before) that opens into Fatal for 42%. 8:02, a new 8 hit combo. 8:20, a new 10 hit combo. 9:18, a new 11 hit combo. 11:25, a new 12 hit combo. 12:30, a new 14 hit Fire Breather combo. 16:47, a new 10 hit combo off spear.
At 1:35, a new 12 hit KB combo. 5:05, a completely different 11 hit combo off NJP. 6:18, a completely different 14 hit combo with Chain Reaction. 6:35, a new 15 hit combo with Chain Reaction.
For those not keeping score, that's 14 different combos that are 10+ hits, ALREADY, after 2 days of testing. And 6 of them are 12 hits or more, as promised.
What the fuck are you trying to say? That every combo that burns meter in any way is the same?
And did you forget that Krushing Blows can be used to extend combos, without any meter cost? Because I literally just talked about them in my previous post.
In light of the above, please explain how combos have been "dumbed down." Higher damage output from shorter combos results in more exciting, back-and-forth gameplay. The design isn't stupid, you're just incredibly short-sighted.
You have no idea what you're talking about, mate. Go watch the game for more than 5 minutes. Or better yet, wait until you play it.