Can someone explain the actual rules for building high-damage combos in Tōkon?
I'm struggling to understand the rules behind combo building in Tōkon, rather than just copying someone else's combo from YouTube.
For example, I'm doing a level up mission where the objective is basically "do whatever you want, just deal 70,000+ damage." I want to be able to build my own combo that's appropriate for my execution level, but I don't understand what determines whether a route will actually work.
So far, the only things I think I've figured out are:
Starting with Heavy seems better for damage/scaling than starting with Medium or Light.
Lights seem to fill the Combo Limit gauge very quickly, so I should avoid them where possible.
EX moves are apparently really useful? I can't exactly see how. They stop the meter from getting filled apparently.
But if I use the same EX move again in the same combo, it seems to immediately kill the combo.
What are the other rules I'm missing?
How should I approach making a 70k+ combo? What makes the Combo Limit gauge suddenly shoot up? Which moves should I prioritise or avoid? Are there rules around repeating normals/specials, launchers, assists, wall bounces, ground bounces, EX moves, etc.?
I'm not really looking for "here's Doom's 70k combo: H > X > Y > Z." I'm trying to understand the underlying system well enough that I can create my own simpler high-damage combos instead of memorising someone else's optimal route.
Basically: what are the rules/logic for building a long, high-damage combo without accidentally maxing the Combo Limit and killing it?
Thanks all