Editing Combo

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In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks.
In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks.


In ''[[Super Smash Bros. Ultimate]]'', every character has a 3-frame [[jumpsquat]] (except for {{SSBU|Kazuya}}, who has a 7-frame jumpsquat), which when combined with the generally faster run and air speeds makes air combos easier to perform than in ''Brawl'' and ''SSB4''. The ability to perform any ground attack out of a full run and the overall lower landing lag on aerials across the cast (often rivaling L-canceling in ''Melee'' for many characters) also makes combos easier to perform when on or close to the ground. [[Air dodge]]s have been significantly reworked; directional air dodges make a return from ''Melee'' and no longer cause [[helplessness]], but air dodges, in general, have much more endlag and can no longer be performed more than once without landing or getting hit. Thus, air combos tend to involve either guessing which direction the opponent will dodge, or pressuring the opponent into air dodging early. However, [[grab]]s have received a significant endlag increase and can now clang with each other, and [[shield grab]]s are slower overall, meaning that ''Smash 4''-esque throw combos, while still present in most characters, are not as frequently utilized. [[Jab lock]]s no longer force a standard getup and [[Footstool Jump|footstools]] can now be [[tech]]ed, reducing the effectiveness of both techniques in combos.
In ''[[Super Smash Bros. Ultimate]]'', every character has a 3-frame [[jumpsquat]] (except for {{SSBU|Kazuya}}, who has a 7-frame jumpsquat), which when combined with the generally faster run and air speeds makes air combos easier to perform than in ''Brawl'' and ''SSB4''. The ability to perform any ground attack out of a full run and the overall lower landing lag on aerials across the cast (often rivaling L-canceling in ''Melee'' for many characters) also make combos easier to perform when on or close to the ground. [[Air dodge]]s have been significantly reworked; directional air dodges make a return from ''Melee'' and no longer cause [[helplessness]], but air dodges, in general, have much more endlag and can no longer be performed more than once without landing or getting hit. Thus, air combos tend to involve either guessing which direction the opponent will dodge, or pressuring the opponent into air dodging early. However, [[grab]]s have received a significant endlag increase and can now clang with each other, and [[shield grab]]s are slower overall, meaning that ''Smash 4''-esque throw combos, while still present in most characters, are not as frequently utilized. [[Jab lock]]s no longer force a standard getup and [[Footstool Jump|footstools]] can now be [[tech]]ed, reducing the effectiveness of both techniques in combos.


==Types of combos==
==Types of combos==
Below is a list of commonly used terms referring to specific types of combos, along with examples of each:
Below is a list of commonly used terms referring to specific types of combos, along with examples of each


*True combo: a combo that is impossible to escape from if performed correctly, though many require properly reacting to DI. There also exist combos that look true at a glance, but actually do have an escape window that the opponent simply failed to execute. These are sometimes referred to as ''Invalid Combos''.
*True combo: a combo that is impossible to escape from if performed correctly, though many require properly reacting to DI. There also exist combos that look true at a glance, but actually do have an escape window that the opponent simply failed to execute. These are sometimes referred to as ''Invalid Combos''.

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