HolyCrusader
Smash Cadet
Alright you melee veterans I would like to know what the definition of a combo is in your perspective. I usually associate a combo with pretty much anything that goes more than one hit. So yeah I'm kinda lost here....
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Er....so basically the whole point is to attack the opponent without any way of them fighting back at all until they are at K.O percent...?"True" combos are any multiple hits that occur without the possibility of escape, including DI. Examples: Pillaring with Falco, up-throw to up-tilt as Marth, etc.
not really.Er....so basically the whole point is to attack the opponent without any way of them fighting back at all until they are at K.O percent...?
Not exactly. You see, melee's definition of combo is slightly different.not really.
Any two or more attacks linked together that the opponent cannot escape from.
There are very few "true" combos in melee. Most combos in melee are the result of your DI being predicted by the opponent, as most of the time the opponent is already in motion when they hit you. If Marth is dashing foward and does a fair while holding foward and you DI up, it is really hard for him to follow at all. However, if he predicts that you will DI this way and instead holds back to slow down his momentum before fairing, then he can follow up fairly easily.Er....so basically the whole point is to attack the opponent without any way of them fighting back at all until they are at K.O percent...?
I don't see how this is different than what I said.Not exactly. You see, melee's definition of combo is slightly different.
In melee, as long as you hit them while they're in hitstun (as in, it would count as a combo in training mode), then it is considered a combo.
A "true" combo is any sequence of attacks that fits what is mentioned above, but also cannot be escaped by DIing the previous hit (not including SDI, since that just gets complicated).
Example, Captain Falcon's dair->fair combo is inescapable even with DI, provided that the Falcon reacts (note, not predicts) accordingly.
Escaping through DI and escaping because they are out of hitstun are two completely different things.I don't see how this is different than what I said.
Escaping is escaping, regardless of how they do it.
F-throw to F-smash with Marth is a combo on Jigglypuff from 0-80% if they don't DI!.How they escape isn't important.
If you hit them before they regain control of their character, isn't that a combo?
Sheik is a Melee comboAlright you melee veterans I would like to know what the definition of a combo is in your perspective. I usually associate a combo with pretty much anything that goes more than one hit. So yeah I'm kinda lost here....
thats not whe only way to combo..You get hit, you're knocked into the air, and you're in hitstun, so you cannot airdodge or jump or use your moves or wiggle or whatever. You're stunned. I hit you again, while you're in hitstun, sending you further, and into hitstun. And again, sending you, once again, into hitstun, and I'm able to hit you again.
That is a combo.
-Nox`
^^But the thing is, that causes a lot of confusion, as people think of combos as inescapable.
But many combos are escapable, thus not dependable, thus they don't fit the actual definition of the word "combo," which is an inescapable sequence of attacks.
Let's bring up my f-throw to f-smash example. Let's say I grab Jigglypuff at 40%. I f-throw her and the player doesn't DI, so I f-smash. Combo? If you say yes, then you agree that F-throw to F-smash is a combo with Marth on Jigglypuff at 40%. Now lets do that same thing again, but this time the Jigglypuff DIs away and down when I throw her. The f-smash misses. This is obviously not a combo since it missed, but you just said f-throw to f-smash is a combo and thus inescapable.
An accurate definition is require to avoid such confusion. Remember, a definition is wrong if you find a single counter example. I just gave you an example where different DI makes or breaks a "combo," so the action itself (f-throw to f-smash) cannot truly be classified as a combo. A definition needs to predict what moves will combo under different conditions, not observe what moves combo under specific conditions.
fixeddefinition of the word "combo," which is a sequence of attacks.
i agree with you 100%.How they escape isn't important.
If you hit them before they regain control of their character, isn't that a combo?
Pillaring is not comboing. Pillaring is pressuring someones shield so they can't really do anything but roll or something."True" combos are any multiple hits that occur without the possibility of escape, including DI. Examples: Pillaring with Falco, up-throw to up-tilt as Marth, etc.
Whoever can combo and end with a kill move or ledgegaurd. However, as you get better, none of that is easy...So you basically melee was just a game of whoever hits first and combos first wins?
Not at all. Just because they're there doesn't mean that:So basically melee was just a game of whoever hits first and combos first wins?
Not alot of combos have to do with wavedashing. Most of them involve space animals.Hmmm well that sort of makes sense. Although wavedashing was said to be easy after practice so wouldn't that make comboing an easy task for anyone who just practices?
No. This is an all too common misconception made frequently by people unfamiliar with the game. It's a gross over simplificationSo basically melee was just a game of whoever hits first and combos first wins?
noSo basically melee was just a game of whoever hits first and combos first wins?
2 hit ganondorf combo is pretty GG.A decent combo usually consisit of 3 or more hits.
Two hits arent impressive unless you are doing a shine back air.