Combo: Difference between revisions
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* Any sequence of attacks that cannot be [[DI]]'d out of if performed perfectly | * Any sequence of attacks that cannot be [[DI]]'d out of if performed perfectly | ||
* Any sequence of attacks | * Any sequence of attacks | ||
* A single attack that consists of multiple hits (see [[natural combo]]) | * 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 sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing |
Revision as of 23:52, June 10, 2008
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