Combo: Difference between revisions

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(→‎Smash 4: Jump ART, please. "Monado" is the weapon itself.)
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*Any sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing.
*Any sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing.
*Any attack that sends an opponent into a [[stage hazard]] that then leaves them vulnerable to other attacks, such as knocking an opponent into a tornado on [[Hyrule Castle]] in ''Smash 64'', then jumping above the tornado and using a [[meteor smash]] to knock the opponent back down into the tornado after they're launched up to rack damage, or using an aerial to KO.
*Any attack that sends an opponent into a [[stage hazard]] that then leaves them vulnerable to other attacks, such as knocking an opponent into a tornado on [[Hyrule Castle]] in ''Smash 64'', then jumping above the tornado and using a [[meteor smash]] to knock the opponent back down into the tornado after they're launched up to rack damage, or using an aerial to KO.
*Any sequence of attacks performed by two doubles teammates on an opponent to deal extra damage (known as a team combo).
*Any sequence of attacks performed by two doubles teammates on an opponent to deal extra damage (known as a combo combo or team combo).


Combos are used to quickly rack up damage on opponents. In ''[[Super Smash Bros.]]'', long, highly-damaging true combos are commonplace, due to the hitstun being much higher than in subsequent games. The lack of DI contributes to this, resulting in attacks sending opponents in consistent directions. This is also compounded by the lack of wall- and ceiling-teching, which allows for well-known tent combos. In fact, every character in ''SSB64'' has a confirmed zero-death combo.   
Combos are used to quickly rack up damage on opponents. In ''[[Super Smash Bros.]]'', long, highly-damaging true combos are commonplace, due to the hitstun being much higher than in subsequent games. The lack of DI contributes to this, resulting in attacks sending opponents in consistent directions. This is also compounded by the lack of wall- and ceiling-teching, which allows for well-known tent combos. In fact, every character in ''SSB64'' has a confirmed zero-death combo.   
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