Combo: Difference between revisions

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In ''[[Super Smash Bros. Brawl]]'', characters can [[air dodge]] almost immediately out of hitstun, greatly reducing the frequency of combos. This is compounded by the slower falling speeds and more limited mobility, as L-cancelling and wavedashing were both removed. As such, true combos in ''Brawl'' tend to work only at very low percentages with quick moves that deal very low base knockback. The ability to negate hitstun results in gameplay having a heavy emphasis on locks, infinites and chain-grabs.  
In ''[[Super Smash Bros. Brawl]]'', characters can [[air dodge]] almost immediately out of hitstun, greatly reducing the frequency of combos. This is compounded by the slower falling speeds and more limited mobility, as L-cancelling and wavedashing were both removed. As such, true combos in ''Brawl'' tend to work only at very low percentages with quick moves that deal very low base knockback. The ability to negate hitstun results in gameplay having a heavy emphasis on locks, infinites and chain-grabs.  


In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been removed, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a tumble, the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and are generally not as long nor as varied as in the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed.  As a result, ''SSB4'' combos are often initiated with throws that lead into aerial strings, and usually rack up 30-40% damage.  
In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been removed, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a tumble, the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and are generally not as long nor as varied as in the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed.  As a result, ''SSB4'' combos are often initiated with throws and often last for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options.  


==Notable Combos==
==Notable Combos==
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