Super Smash Bros. series

Combo: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
[[File:Kencombo.gif|The [[Ken Combo]], a well-known combo in ''Super Smash Bros. Melee''.]]
{{video|a gif of a combo, preferably one for each game}}
[[Image:Combo.jpg|right|thumb|{{SSBB|Fox}}'s [[neutral attack]] combo]]
[[Image:Combo.jpg|right|thumb|{{SSBB|Fox}}'s [[neutral attack]] combo]]
A '''combo''' is a sequence of [[attack]]s 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 '''combo''' is a sequence of [[attack]]s 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:
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==See also==
==See also==
*[[Chain grab]]
*[[Chain grab]]
*[[Natural combo]]
*[[Zero-to-death combo]]
*[[Zero-to-death combo]]
{{AllGames|Techniques}}
{{AllGames|Techniques}}

Revision as of 19:49, June 15, 2013

The Ken Combo, a well-known combo in Super Smash Bros. Melee.

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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