Editing Combo

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*[[Kill confirm]]: a combo where a weaker, often faster and safer move links into a powerful kill move at a certain percent range. Fox's neutral-air to up smash is an example from SSB4.
*[[Kill confirm]]: a combo where a weaker, often faster and safer move links into a powerful kill move at a certain percent range. Fox's neutral-air to up smash is an example from SSB4.
*[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths.
*[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths.
*Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. [[Mario]], [[Captain Falcon]], [[Zero Suit Samus]], [[Meta Knight]], [[Bayonetta]], [[Byleth]] and [[Steve]] are characters with well-known ladder combos.
*Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. [[Mario]], [[Captain Falcon]], [[Zero Suit Samus]], [[Meta Knight]], [[Bayonetta]], and [[Byleth]] are characters with well-known ladder combos.
*[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain.
*[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain.
*Mixup: not technically a combo, but rather a situation where the attacker has multiple options available and the defender has to guess which option will be taken. If the defender guesses right, they successfully defend themselves and are possibly able to punish the attacker. If the defender guesses wrong, the attacker can deal massive damage and possibly a kill. A classic example is the attacker hanging from the edge, where they have several options to get back on the stage. The defender has to guess which option will be taken in order to position themselves and punish their opponent.
*Mixup: not technically a combo, but rather a situation where the attacker has multiple options available and the defender has to guess which option will be taken. If the defender guesses right, they successfully defend themselves and are possibly able to punish the attacker. If the defender guesses wrong, the attacker can deal massive damage and possibly a kill. A classic example is the attacker hanging from the edge, where they have several options to get back on the stage. The defender has to guess which option will be taken in order to position themselves and punish their opponent.

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