Combo: Difference between revisions

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Below is a list of commonly used terms referring to specific types of combos, along with examples of each:
Below is a list of commonly used terms referring to specific types of combos, along with examples of each:


*True combo: a combo that is impossible to escape from if performed correctly, though many require properly reacting to DI. There also exist combos that look true at a glance, but actually do have an escape window that the opponent simply failed to execute. These are sometimes refered to as ''Invalid Combos''.
*True combo: a combo that is impossible to escape from if performed correctly, though many require properly reacting to DI. There also exist combos that look true at a glance, but actually do have an escape window that the opponent simply failed to execute. These are sometimes referred to as ''Invalid Combos''.
*Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''.
*Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''.
*[[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.
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