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Combo

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A combo is a sequence of attacks that is guaranteed (or very likely) to occur if the first attack hits the enemy. The exact definition of a combo may change from player to player. Some definitions may include:

  • Any sequence of attacks that keeps the opponent in hitstun.
    • E.g. Meta Knight's down throw > forward air combo
  • Any sequence of attacks that counts as a combo according to the combo counter (which allows for one consecutive frame of non-hitstun).
    • E.g. Meta Knight's down throw > forward tilt combo
  • Any sequence of attacks that is very hard to DI (or in certain cases, tech) out of.
    • E.g. Meta Knight's neutral air "infinite" on Snake
  • Any sequence of attacks that cannot be DI'd out of if performed perfectly.
    • E.g. Meta Knight's up air string
  • Any sequence of attacks.
    • E.g. Meta Knight's forward air wall of pain
  • A single attack that consists of multiple hits (see natural combo).
    • E.g. Meta Knight's forward tilt
  • Any sequence of attacks that prevent the opponent from landing (possibly by tech) or ledge-grabbing.
    • E.g. Meta Knight's up smash juggle
  • Any attack that sends an opponent into a hazard and then leaves them vunerable to other attacks.

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