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.