- This article is about a sequence of attacks in gameplay. For a video compiling these, see Combo video.
A combo is a sequence of attacks that is guaranteed (or very likely) to occur if the first attack hits the enemy. The exact definition of a combo may change from player to player. Some definitions may include:
- A single attack that consists of multiple hits that can string into each other (see natural combo).
- Any sequence of attacks that keeps the opponent in hitstun. Most notable in Smash 64, where every character except Samus can perform a zero-to-death combo using their normal moves.
- Any sequence of attacks that counts as a combo according to the combo counter (which allows for one consecutive frame of non-hitstun).
- Any sequence of attacks that is very hard to DI (or in certain cases, tech) out of.
- Any sequence of attacks that cannot be DI'd out of if performed perfectly.
- Any sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing.
- Any attack that sends an opponent into a stage hazard that then leaves them vunerable to other attacks, such as knocking an opponent into a tornado on Hyrule Castle in Smash 64, then jumping above the tornado and using a meteor smash to knock the opponent back down into the tornado after they're launched up to rack damage, or using an aerial to KO.
- Any sequence of attacks performed by two doubles teammates on an opponent to deal extra damage (known as a team combo).
 See also