Editing Combo counter

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{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}


In any of the games in the ''{{b|Super Smash Bros.|series}}'' series, the '''[[combo]] counter''' refers to a function in [[Training mode]] designed to keep track of combos. The combo counters starts at 0 and will increase to 1 when the opponent is hit. If the player hits the opponent again before hitstun elapses, the counter will increase to 2, and will continue to increase in this manner for every consecutive hit until the game registers that the opponent has exited hitstun for more than one frame. The counter then resets to 0 and the player can try again. Due to the counter registering every single hit on an opponent, including all phases of multi-hit attacks, this quirk can be exploited to make challenges related to the combo counter easier. [[Grab]]s and landing or [[tech]]ing will reset the combo counter.
In any of the games in the ''{{b|Super Smash Bros.|series}}'' series, the '''[[combo]] counter''' refers to a function in [[Training mode]] designed to keep track of combos. For each consecutive hit on a character, the combo counter will rise by 1, until the combo ends or until the player faults and allows for the hitstun to elapse. The combo counter will register a hit in the combo if it was made before more than one frame of non-hitstun. If not, the counter resets. [[Grab]]s and landing or [[tech]]ing will reset the combo counter.


In ''[[Super Smash Bros. Melee]]'', the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 2<sup>15</sup> &ndash; 1.
In ''[[Super Smash Bros. Melee]]'', the maximum number of consecutive hits that the game can record is 32,767. This irregular value can most likely be explained by binary data storage, as it's equal to 2<sup>15</sup> &ndash; 1.
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*{{GameIcon|SSB4-3DS}} Leaper Agility Badge (equipment): Get a max combo of 400 or more between all fighters in Training.
*{{GameIcon|SSB4-3DS}} Leaper Agility Badge (equipment): Get a max combo of 400 or more between all fighters in Training.
*{{GameIcon|SSB4-3DS}} Protective Gear (outfit): Get a max combo of 100 or more in Training.
*{{GameIcon|SSB4-3DS}} Protective Gear (outfit): Get a max combo of 100 or more in Training.
*{{GameIcon|SSB4-WIIU}} {{SSB4MusicLink|Nintendo|Title Theme (Wii Sports Resort)}} (music): Get a max combo of 30 or more in Training.
*{{GameIcon|SSB4-WIIU}} {{SSB4MusicLink|Nintendo|Title Theme (Wii Sports Resort)}} (music):Get a max combo of 30 or more in Training.
*{{GameIcon|SSB4-WIIU}} Unharmed Speed Demon Agility Badge (equipment): Get a max combo of 50 or more in Training.
*{{GameIcon|SSB4-WIIU}} Unharmed Speed Demon Agility Badge (equipment):Get a max combo of 50 or more in Training.


===''Ultimate''===
===''Ultimate''===
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==Trivia==
==Trivia==
*In ''SSB'', the game wrongly resets the counter to 0 when a character bounces off a wall, is [[grab]]bed, or gets sucked into a tornado on [[Hyrule Castle]].
*In ''SSB'', the game wrongly resets the counter to 0 when a character bounces off a wall, is [[grab]]bed, or gets sucked into a tornado on [[Hyrule Castle]].
*In ''Ultimate'', a bug exists where the combo counter does not function properly for attacks with an [[electric]] effect, often resetting after the second hit of an attack with such an effect even if it is a true combo. This is likely due to electric attacks using a unique [[flinch]]ing animation, which is not properly taken into account by the combo counter. Some attacks that clearly show this bug when comboed into from others are {{SSBU|Pikachu}}'s neutral aerial and {{SSBU|Pichu}}'s back aerial.


[[Category:Game mechanics]]
[[Category:Game mechanics]]

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