TTL (Time to Live) is a game mechanic in ACS. It refers to the amount of time after a specific attack has been completed in which another legal attack (as dictated by the character using it) may begin and still be considered part of the same chain or combo. This is also related to the ACS game mechanic TTS (Time to Start). The table below generalizes the different kinds of TTL.
TTL (Time to Live) Table
Although this table generalizes the TTL concept, there are still other factors that will affect combos such as distance from the enemy, penetrate, enemy hitbox size, confirmed, air-tech, knockback, disabled etc.
|Non-existent||Artes/Actions having this type of TTL cannot be connected to any arte/action unless it has an Instant TTS. A few strike artes/spells/stand alone artes and mostly Mystic Artes belong to this category.|
|Very Short||Artes/Actions having this type of TTL are very difficult to chain in a combo. You can only chain them to artes/actions having Instant or Very Fast/Fast TTS upon fulfilling certain conditions or having perfect timing. Artes/actions that usually cause knockback and disable belong in this category.|
|Short||Artes/Actions having this type of TTL are not difficult to chain in a combo as long as it follows the character's chain order and the arte/action to be connected does not have a Slow TTS. Most artes as well as a majority of playable character's basic melee attacks belong in this category.|
|Average||Artes/Actions having this type of TTL are very easy to chain in a combo unless the arte/action to be connected has a Slow TTS. Another characteristic is that, with proper timing, you can chain some artes/actions with Slow TTS to artes/actions belonging in this category|
|Long||Artes/Actions having this type of TTL can be easily chained to Slow TTS arts/actions and/or usually allow characters to defy their normal chain order or enable characters to recover their CC gauge during mid-combo if connected to artes/actions having Short and above TTS.|