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
* An [[edgeguard]] that consists of attacking a [[recovery|recover]]ing opponent continuously
* 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