River City Ransom: Underground

River City Ransom: Underground

34 ratings
The Anti-Infinite Breakdown
By Streetwize
If you find enemies interrupting your combos and don't know why, then check this out.
   
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What is this?
Boring Moves Detection (BMD) is the internal name for the anti-infinite system. Many people find it problematic, and that's understandable. There wasn't much explanation other than pure gameplay. The intent was to stop you from cheesing the game so easily through stunlock or basic juggles. They did a good job finding a middle ground trying to balance this. Once you realize how to work around this, you'll learn a lot about the game's balance yourself.

How do I trigger it?
There are three things the game looks at as they record your string of attacks:
  • How many times you've hit with the same attack in a row
  • The last three different attacks used
  • If a repeated pattern of three exists within the last seven hits.
Before I start getting into this, let me explain something important first. I'm using letters to label each different attack in a sequence. If your character jabs twice in a row before going into their next attack, it's AAB.

(Not pictured)
AAA- Three hits in a row is never welcome. Characters that can't follow up with the same button after jabbing twice may notice this most. Multi-hit moves count as one move, by the way.

You could also trigger a break if you try the same 3 hits on someone else.
AABAAB- Repeating the same three-hit combo twice triggers a break. A pattern of three is being repeated twice.

Thought you could sneak an extra hit to get around, Paul?!
ABCAABC- Seven hits using three attacks. The game allows a one-attack buffer as it tries to detect a pattern, thus the seven-hit rule.

How do I get around this?
There are two ways to do this: You need to use more than three attacks or use a string that doesn't repeat a pattern of three within seven hits. This is a lot easier than it sounds.

This is ALMOST an infinite. You might need frame precision for this to work.The game rotates the tracking list when you use four or more unique attacks (ABCDABCD). When you chain ABCD, the game looks for BCDBCD. By the time you hit A again, it looks for CDACDA.

This combo was NOT easy. You need to use the top of Ryan's arm to help time your punches.You can mix up your combo as to not trigger a break. Using the seven-hit rule to your advantage, you can create a string that doesn't have a pattern the game discerns as lame. Such combinations include AABAAC (pictured), ABBACC, ABBAAC, AABACC, ABCAAB, AABABC. If you want to change up your patterns, remember the seven-hit rule well.





What else is there to know?
This is a miscellaneous section but it's still worth looking at

Everything resets after 3-4 seconds if you don't hit anybody. The best way to tell is when your combo counter disappears in most cases. Exceptions are below.

In practice, this isn't exactly useful, but it's noteworthy nonetheless. Blocked attacks still count as part of a string. You can block a jab twice, and let go of your guard to trigger a break on the third hit. It's understandable why this happens, but you could safely retaliate without worry in theory.


A side note: If I was able to do the combo again, Splits Punch would trigger the next break.Even if you trigger a break, the game still keeps track of your string to prevent any more patterns. Here is Provie repeating her KKKP combo. In our little pattern logic, it's AABC. Three breaks are present here. With each bold as a break spot, it goes AABCAABCAABCA. You should see the three patterns: AABAAB, CAACAA, and BCABCA.


The OG characters do NOT need to worry about patterns. This might have been a recent update. They still need to worry about spamming attacks, however.

Acknowledgements
I need to thank the people that were crying about this. Without them I never would have spent that extra bit of time to finally figure out how this worked. I was stumped on how juggles worked for a while. I hope it has helped.

6 Comments
Streetwize  [author] 12 Nov, 2018 @ 2:17pm 
@Boats McGoats Just do Windmill over and over. Once you get high enough stats, you can repeat it indefinitely, or at least get high enough to obtain the fast meter recovery before you run out so you can properly infinite. The same works with Freeze Frame into P. Get them against a wall and you can go to town as long as you want. Provie is more broken than Glen once you realize how she has easy infinites.

Glen may be effective and better than others, but as someone that mains both I can confidently say that Glen doesn't have anything close to an infinite like Provie does. Combine that with her strikes being on par with Glen, and you have someone that can outclass Glen in PvE play.
B0atsMcG0ats 6 Nov, 2018 @ 4:40pm 
@CatShitOne! Duly noted, Provie is my fav so far, and I've been trying to find a steady combo that's hard to interrupt. PPKKKKPKP gets old
Craklyr 31 Aug, 2018 @ 2:12am 
Thanks, I had a feeling this was intentional.
CatShitOne! 15 Apr, 2017 @ 9:30pm 
FYI - grabs do not trigger BMD. For example, Provie can grab, knee x 4, split punch and grab again with no penalty. This is a low effort infinite loop and works against all bosses.
ThatDarnDog 13 Apr, 2017 @ 1:24am 
Informative, thanks.
PTrindale 12 Apr, 2017 @ 11:03pm 
Welp. Looks like I need to spend my day tomorrow because of this.