Editing Combo

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**50/50: a specific type of mixup where the attacker has two options available. An example is a player shielding, and their opponent can either attack or grab. The shielding player must choose to either hold the shield up to avoid the attack or spotdodge to avoid the grab, and choosing wrong will lead to massive damage.
**50/50: a specific type of mixup where the attacker has two options available. An example is a player shielding, and their opponent can either attack or grab. The shielding player must choose to either hold the shield up to avoid the attack or spotdodge to avoid the grab, and choosing wrong will lead to massive damage.
*DI dependent: a combo that will not work if the opponent uses a specific type of DI. Rosalina's back throw to up-air is an example of this.
*DI dependent: a combo that will not work if the opponent uses a specific type of DI. Rosalina's back throw to up-air is an example of this.
*Custom Combo: a combo where a player repeatedly cancels normal and special moves into each other. Because the moves get canceled before completion, the knockback done is either set and/or very low, allowing the attacker to continue the combo with very few limitations. The canceled move also means the attacker finishes their attack animation before the opponent gets out of hitstun, which allows the combos to work. These combos are usually done to [[Juggling|juggle]] the opponent and rack up damage quickly, sometimes as a [[Zero-to-death]].
*Custom Combo: a combo where a player repeatedly cancels normal and special moves into each other. Because the moves get canceled before completion, the knockback done is either set and/or very low, allowing the attacker to continue the combo with very few limitations. The canceled move also means the attacker finishes their attack animation before the opponent gets out of hitstun, which allows the combos to work. These combos are usually done to [[Juggle]] the opponent and rack up damage quickly, sometimes as a [[Zero-to-death]].
*Air Combo: a combo that primarily takes place when both parties are airborne. While these combos are somewhat rare in smash due to how knockback and gravity works, Fighters with multiple double jumps like {{SSBU|Kirby}} and {{SSBU|Jigglypuff}} frequently use them.
*Air Combo: a combo that primarily takes place when both parties are airborne. While these combos are somewhat rare in smash due to how knockback and gravity works, Fighters with multiple double jumps like {{SSBU|Kirby}} and {{SSBU|Jigglypuff}} frequently use them.
*Bread and Butter: a common, practical combo that players of a certain fighter use frequently. While they are often more predictable and less flashy than other types of combos, they are dependable and sometimes necessary to learn.
*Bread and Butter: a common, practical combo that players of a certain fighter use frequently. While they are often more predictable and less flashy than other types of combos, they are dependable and sometimes necessary to learn.

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