Editing Natural combo
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y|unofficial=y}} | {{ArticleIcons|series=y|unofficial=y}} | ||
[[File:Natural_Combo_Melee.gif|thumb|250px|Link's forward smash natural combo in ''Melee'']] | [[File:Natural_Combo_Melee.gif|thumb|right|250px|Link's forward smash natural combo in ''Melee'']] | ||
A '''natural combo''' is a move divided into multiple phases. After the first phase is activated, pressing the relevant button at the correct time will launch the next segment of the move, while not pressing the button will end the sequence. This is different from a standard [[combo]] as those require multiple attacks to pull off. This term does not include attacks with multiple hits but only one button press or moves that need to be charged. | A '''natural combo''' is a move divided into multiple phases. After the first phase is activated, pressing the relevant button at the correct time will launch the next segment of the move, while not pressing the button will end the sequence. This is different from a standard [[combo]] as those require multiple attacks to pull off. This term does not include attacks with multiple hits but only one button press or moves that need to be charged. and is more akin to the [https://streetfighter.fandom.com/wiki/Rekkaken#Trivia Rekkaken] seen in traditional fighting games. | ||
The most common type of natural combo is a [[neutral attack]]; most characters will perform multiple attacks (such as [[Mario]]'s jab, cross, kick), with some following into a rapid attack. Some characters, such as [[Snake]], [[Bayonetta]] and [[Link]], have natural combos using their [[tilt]]s, [[aerial attack|aerial]]s, or [[smash attack|smash]]es. Special moves like [[Dancing Blade]] and [[Cross Slash]] are natural combos as well. Moves like these are specifically referred to as a '''Rekka''', which is used in many fighting games as a special move divided into multiple phases. The term derives from the [https://streetfighter.fandom.com/wiki/Rekkaken#Trivia Rekkaken], a special move | The most common type of natural combo is a [[neutral attack]]; most characters will perform multiple attacks (such as [[Mario]]'s jab, cross, kick), with some following into a rapid attack. Some characters, such as [[Snake]], [[Bayonetta]] and [[Link]], have natural combos using their [[tilt]]s, [[aerial attack|aerial]]s, or [[smash attack|smash]]es. Special moves like [[Dancing Blade]] and [[Cross Slash]] are natural combos as well. Moves like these are specifically referred to as a '''Rekka''', which is is used in many fighting games as a special move divided into multiple phases. The term derives from the [https://streetfighter.fandom.com/wiki/Rekkaken#Trivia Rekkaken], a special move performable by Fei Long in ''Super Street Fighter II''. Being among the earliest moves of its kind, all similar moves afterwards were compared to it, and the shorthand phrase stuck. | ||
Similarly to multi-hit attacks, most natural combos are useful in quickly damaging the opponent or otherwise applying [[pressure]] for relatively little effort (this is especially true for infinite attacks as of ''Brawl'', since the player can simply hold the button down to perform the infinite most of the time). Natural combos tend to do significant damage and [[shield damage]] given their quick startup, and often prevent the opponent from using their [[shield]] at all if earlier hits connect. The user can also stop the combo early if the first hits are blocked or miss altogether, making them somewhat safer to use than comparable multi-hit attacks. | Similarly to multi-hit attacks, most natural combos are useful in quickly damaging the opponent or otherwise applying [[pressure]] for relatively little effort (this is especially true for infinite attacks as of ''Brawl'', since the player can simply hold the button down to perform the infinite most of the time). Natural combos tend to do significant damage and [[shield damage]] given their quick startup, and often prevent the opponent from using their [[shield]] at all if earlier hits connect. The user can also stop the combo early if the first hits are blocked or miss altogether, making them somewhat safer to use than comparable multi-hit attacks. | ||
Line 18: | Line 18: | ||
|[[Banjo]] & [[Kazooie]] || 3 / 2+infinite || {{GameIcon|SSBU}} | |[[Banjo]] & [[Kazooie]] || 3 / 2+infinite || {{GameIcon|SSBU}} | ||
|- | |- | ||
| [[Bayonetta]] || 5 | | [[Bayonetta]] || 5 || {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
|- | |- | ||
| [[Bowser]] || 2 || {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Bowser]] || 2 || {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
Line 159: | Line 159: | ||
|- | |- | ||
| [[Sonic]] || 3 || {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Sonic]] || 3 || {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
|- | |- | ||
| [[Squirtle]] || 3 || {{GameIcon|SSBB}} {{GameIcon|SSBU}} | | [[Squirtle]] || 3 || {{GameIcon|SSBB}} {{GameIcon|SSBU}} | ||
Line 187: | Line 185: | ||
|} | |} | ||
=== | ===Rekkas=== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Character !! Move(s) !! Phases!! Game(s) | ! Character !! Move(s) !! Phases!! Game(s) | ||
Line 205: | Line 203: | ||
|- | |- | ||
| [[Roy]] || [[Double-Edge Dance]]<ref name="dance"/> || 4 || {{GameIcon|SSBM}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Roy]] || [[Double-Edge Dance]]<ref name="dance"/> || 4 || {{GameIcon|SSBM}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
|} | |} | ||
Line 238: | Line 234: | ||
|- | |- | ||
| [[Simon]] || down tilt || 2 || {{GameIcon|SSBU}} | | [[Simon]] || down tilt || 2 || {{GameIcon|SSBU}} | ||
|- | |- | ||
| [[Snake]] || forward tilt || 2 || {{GameIcon|SSBB}} {{GameIcon|SSBU}} | | [[Snake]] || forward tilt || 2 || {{GameIcon|SSBB}} {{GameIcon|SSBU}} | ||
Line 268: | Line 258: | ||
|- | |- | ||
| [[Mr. Game & Watch]] || [[Chef]] || infinite || {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Mr. Game & Watch]] || [[Chef]] || infinite || {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
|- | |||
| [[Pichu]] || [[Agility]] || 2 || {{GameIcon|SSBM}} {{GameIcon|SSBU}} | |||
|- | |- | ||
| [[Pikachu]] || [[Quick Attack]] || 2 || {{GameIcon|SSB}} {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Pikachu]] || [[Quick Attack]] || 2 || {{GameIcon|SSB}} {{GameIcon|SSBM}} {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
Line 277: | Line 269: | ||
| [[Zero Suit Samus]] || [[Flip Jump]] || 2 <ref name="autohit">In ''Smash 4'' and ''Ultimate'', [[Flip Jump]] will automatically activate the hit if the move ends on top of an opponent.</ref> || {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | | [[Zero Suit Samus]] || [[Flip Jump]] || 2 <ref name="autohit">In ''Smash 4'' and ''Ultimate'', [[Flip Jump]] will automatically activate the hit if the move ends on top of an opponent.</ref> || {{GameIcon|SSBB}} {{GameIcon|SSB4}} {{GameIcon|SSBU}} | ||
|} | |} | ||
===Notes=== | ===Notes=== | ||
<references/> | <references/> |