Combo counter

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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.

Another trick avaible in both Melee and Brawl is to begin Training Mode and set the CPU's Damage counter to 999% and grabbing and Grab-punching the CPU. by doing so, the high damage counter will prevent the CPU from breaking its grasp, while the continous hits rack up numbers on the Combo Counter.

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 addition, characters such as Mr. Game and Watch and Shiek can use their rapid A combo to rack up hits on a cornered opponent.

In addition, Melee's Freeze glitch allows infinite combos on any frozen characters.