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Combo: Difference between revisions

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*Any sequence of attacks that prevent the opponent from landing (possibly by [[tech]]) or ledge-grabbing.
*Any sequence of attacks that prevent the opponent from landing (possibly by [[tech]]) or ledge-grabbing.
*Any attack that sends an opponent into a hazard and then leaves them vunerable to other attacks.
*Any attack that sends an opponent into a hazard and then leaves them vunerable to other attacks.
==See also==
*[[Chain grab]]
*[[Zero-to-death combo]]
[[Category:Attacks]]
[[Category:Attacks]]
[[Category:Terms]]
[[Category:Terms]]

Revision as of 19:09, September 15, 2012

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:

  • Any sequence of attacks that keeps the opponent in hitstun.
  • 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.
  • A single attack that consists of multiple hits (see natural combo).
  • Any sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing.
  • Any attack that sends an opponent into a hazard and then leaves them vunerable to other attacks.

See also