That’s why we have different terms to mean different things (i.e. cancel vs. combo), and lots of resources with a couple minutes on Google, and the indicator on the side of the screen that tells you when something(s) was a combo, and how many hits of comboing it was.
Mortal Kombat is a terrible example of correct usage of staple concepts within the FG genre. In Mortal Kombat, a ‘Kombo Move’ is a string of buttons that may or may not actually combo together, despite the game having a commonplace combo system, complete with combo-counting HUD indicator. It doesn’t make sense, and it leads noobs to thinking that any sequence of moves performed in succession is a combo, despite the game itself visually acknowledging that it most certainly is not. Also, there’s no crossups in MK. That’s a sidebar, but still relevant to how MK sets up noobs to the genre for failure everywhere outside of their franchise.
Why aren’t you using the auto-block function to practice combos, where the dummy will block automatically upon exiting hitstun? With that feature, you can practice combos and know definitively whether or not things combo.
Apart from being lied to by NRS, I don’t think terminology has TOO much to do with why noobs to FGs don’t stick around. This does kind of remind me of a discussion around here about whether or not we should call throws and command grabs by the same term - and this is a prime example of why we should not. Because referring to different things as one and the same thing is wrong, and an invitation to disastrous confusion.
Has anyone stepped out the frames on his dash/backdash/FADC yet? Methinks those numbers would help really kick the door down on figuring out the dirtier stuff. I’m loving how traditional of a grappler he is though.