Combo counter: Difference between revisions

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In any of the games in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series, the '''[[combo]] counter''' refers to a function in [[Training mode]] designed to keep track of combos. For each consecutive hit on a character, the combo counter will rise by 1, until the combo ends or until the player faults and allows for the hitstun to elapse. The combo counter will register a hit in the combo if it was made before more than one frame of non-hitstun. If not, the counter resets. Grabs and landing or teching will reset the combo counter.
In any of the games in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series, the '''[[combo]] counter''' refers to a function in [[Training mode]] designed to keep track of combos. For each consecutive hit on a character, the combo counter will rise by 1, until the combo ends or until the player faults and allows for the hitstun to elapse. The combo counter will register a hit in the combo if it was made before more than one frame of non-hitstun. If not, the counter resets. Grabs and landing or teching will reset the combo counter.


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*First row, #28: Get a 10-hit combo with a character in Training.
*First row, #28: Get a 10-hit combo with a character in Training.
*Second row, #9: Have 400 hits in combos between all of your characters in Training.
*Second row, #9: Have 400 hits in combos between all of your characters in Training.


In both ''[[Super Smash Bros. Melee|Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', an infamous method of raising combos with Mewtwo and Lucario, respectively, involves going up against a wall, such as one in [[Fourside]] in ''Melee'', charging the Neutral B and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
In both ''[[Super Smash Bros. Melee|Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', an infamous method of raising combos with Mewtwo and Lucario, respectively, involves going up against a wall, such as one in [[Fourside]] in ''Melee'', charging the Neutral B and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.

Revision as of 10:44, March 28, 2008

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In any of the games in the Super Smash Bros. series, the combo counter refers to a function in Training mode designed to keep track of combos. For each consecutive hit on a character, the combo counter will rise by 1, until the combo ends or until the player faults and allows for the hitstun to elapse. The combo counter will register a hit in the combo if it was made before more than one frame of non-hitstun. If not, the counter resets. Grabs and landing or teching will reset the combo counter.

There are two Challenges in Super Smash Bros. Brawl involving the combo counter;

  • First row, #28: Get a 10-hit combo with a character in Training.
  • Second row, #9: Have 400 hits in combos between all of your characters in Training.

In both Melee and Brawl, an infamous method of raising combos with Mewtwo and Lucario, respectively, involves going up against a wall, such as one in Fourside in Melee, charging the Neutral B and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.