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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 ''{{b|Super Smash Bros.|series}}'' 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. This causes a quirk where each hit in multi-hit attacks is counted, leading to exploits that can make challenges easier. [[Grab]]s and landing or [[tech]]ing will reset the combo counter.


== Challenges ==
In ''[[Super Smash Bros. Melee]]'', the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 2<sup>15</sup> &ndash; 1.
There are two [[Challenges]] that unlock trophies in ''[[Super Smash Bros. Brawl]]'' involving the combo counter;
 
*[[Banana Peel]] Trophy: Get a 10-hit combo with a character in Training.
==Challenges==
There are several [[Challenges]] throughout the series that unlock rewards involving the combo counter:
 
===''Brawl''===
*[[Banana Peel]] [[Trophy]]: Get a 10-hit combo with a character in Training.
*[[Ouendan]] Trophy: Have 400 hits in combos between all of your characters in Training.
*[[Ouendan]] Trophy: Have 400 hits in combos between all of your characters in Training.
===''Smash 4''===
*{{GameIcon|SSB4-3DS}} [[Huge Header]] (custom move): Get a max combo of 10 or more in Training.
*{{GameIcon|SSB4-3DS}} Beam Sword Agility Badge ([[equipment]]): Get a max combo of 40 or more in Training.
*{{GameIcon|SSB4-3DS}} Leaper Agility Badge (equipment): Get a max combo of 400 or more between all fighters in Training.
*{{GameIcon|SSB4-3DS}} Protective Gear (outfit): Get a max combo of 100 or more in Training.
*{{GameIcon|SSB4-WIIU}} {{SSB4MusicLink|Nintendo|Title Theme (Wii Sports Resort)}} (music):Get a max combo of 30 or more in Training.
*{{GameIcon|SSB4-WIIU}} Unharmed Speed Demon Agility Badge (equipment):Get a max combo of 50 or more in Training.
===''Ultimate''===
*[[Lion]] [[spirit]]: Get 20 continuous hits in Training.


== Exploits ==
== Exploits ==
*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.
*An infamous method of raising combos with Mewtwo (in ''Melee'') and Lucario involves going up against a wall, such as one in [[Fourside]] in ''Melee'', charging their neutral special and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
*Another trick available in ''Brawl'' is to begin Training Mode and set the CPU's damage to 999%. By grabbing and pummeling the CPU, the high damage counter will prevent the CPU from breaking its grasp, while the continuous hits rack up numbers on the Combo Counter.  
**Another trick available in ''Brawl'' and ''Smash 4'' is to set the CPU's damage to 999%, grabbing it and [[pummel]]ing repeatedly; each pummel racks up a number on the combo counter, and the high damage causes the CPU to be grabbed for much longer than usual, allowing the player to pummel a large amount of times.
*A slightly similar trick can be accomplished in ''Brawl'' by throwing Smart Bombs in a timed fashion so that each Bomb detonates right as the previous one finishes.  
*In ''Brawl'' onward, [[Smart Bomb]]s can rack up a large number on the combo counter by being thrown in a timed fashion so that each Bomb detonates right as the previous one finishes.  
*In addition, characters such as [[Mr. Game and Watch]] and [[Sheik]] can use their rapid A combo to rack up hits on a cornered opponent.
*Characters such as [[Mr. Game & Watch]] and [[Sheik]] can use their rapid [[jab]] to rack up hits on a cornered opponent. {{SSBB|King Dedede}}'s rapid jab in ''Brawl'' can be easily exploited in this way on a [[custom stage]] by hitting the opponent between two walls. In ''Smash 4'', this is not possible due to rapid jabs (and other multi-hitting moves) pushing the attacker back after landing many hits on the foe, breaking the combo.
*Another trick is making a custom stage with a small space between two walls and cornering the opponent within, then using [[King Dedede]]'s A combo. Due to it being held forever, the opponent will constantly bounce into the attack, but not touch the ground.
*In ''Melee'', the [[Freeze glitch]], [[Soul breaker]] glitch and the Ice Climbers variation of the [[Black hole glitch]] allow infinite combos on any affected characters; these glitches also enable the player to reach the maximum of 32,767 combos without hacking.
*Melee's [[Freeze glitch]] allows infinite combos on any frozen characters.


==Trivia==
==Trivia==
*In ''Smash 64'', the game wrongly resets the counter to 0 when a character bounces off a wall, is [[grab]]bed, or gets sucked into a tornado on [[Hyrule Castle]].
*In ''SSB'', the game wrongly resets the counter to 0 when a character bounces off a wall, is [[grab]]bed, or gets sucked into a tornado on [[Hyrule Castle]].


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 15:40, January 25, 2024

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. This causes a quirk where each hit in multi-hit attacks is counted, leading to exploits that can make challenges easier. Grabs and landing or teching will reset the combo counter.

In Super Smash Bros. Melee, the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 215 – 1.

Challenges[edit]

There are several Challenges throughout the series that unlock rewards involving the combo counter:

Brawl[edit]

  • Banana Peel Trophy: Get a 10-hit combo with a character in Training.
  • Ouendan Trophy: Have 400 hits in combos between all of your characters in Training.

Smash 4[edit]

  • Super Smash Bros. for Nintendo 3DS Huge Header (custom move): Get a max combo of 10 or more in Training.
  • Super Smash Bros. for Nintendo 3DS Beam Sword Agility Badge (equipment): Get a max combo of 40 or more in Training.
  • Super Smash Bros. for Nintendo 3DS Leaper Agility Badge (equipment): Get a max combo of 400 or more between all fighters in Training.
  • Super Smash Bros. for Nintendo 3DS Protective Gear (outfit): Get a max combo of 100 or more in Training.
  • Super Smash Bros. for Wii U Title Theme (Wii Sports Resort) (music):Get a max combo of 30 or more in Training.
  • Super Smash Bros. for Wii U Unharmed Speed Demon Agility Badge (equipment):Get a max combo of 50 or more in Training.

Ultimate[edit]

Exploits[edit]

  • An infamous method of raising combos with Mewtwo (in Melee) and Lucario involves going up against a wall, such as one in Fourside in Melee, charging their neutral special and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
    • Another trick available in Brawl and Smash 4 is to set the CPU's damage to 999%, grabbing it and pummeling repeatedly; each pummel racks up a number on the combo counter, and the high damage causes the CPU to be grabbed for much longer than usual, allowing the player to pummel a large amount of times.
  • In Brawl onward, Smart Bombs can rack up a large number on the combo counter by being thrown in a timed fashion so that each Bomb detonates right as the previous one finishes.
  • Characters such as Mr. Game & Watch and Sheik can use their rapid jab to rack up hits on a cornered opponent. King Dedede's rapid jab in Brawl can be easily exploited in this way on a custom stage by hitting the opponent between two walls. In Smash 4, this is not possible due to rapid jabs (and other multi-hitting moves) pushing the attacker back after landing many hits on the foe, breaking the combo.
  • In Melee, the Freeze glitch, Soul breaker glitch and the Ice Climbers variation of the Black hole glitch allow infinite combos on any affected characters; these glitches also enable the player to reach the maximum of 32,767 combos without hacking.

Trivia[edit]

  • In SSB, the game wrongly resets the counter to 0 when a character bounces off a wall, is grabbed, or gets sucked into a tornado on Hyrule Castle.