Natural combo: Difference between revisions
(Bayo's 17-max neutral was removed for some reason. Not sure how we came up with 5 for her but I will investigate that later.) |
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[[File:Natural_Combo_Melee.gif|thumb | [[File:Natural_Combo_Melee.gif|thumb|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. | ||
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=== | === Special moves === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Character !! Move(s) !! Phases!! Game(s) | ! Character !! Move(s) !! Phases!! Game(s) | ||
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|- | |- | ||
| [[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}} | ||
|- | |- | ||
| [[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}} | ||
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| [[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/> |
Latest revision as of 15:45, December 14, 2023
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.
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 tilts, aerials, or smashes. 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 Rekkaken, a special move first used 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.
However, natural combos tend to deal less knockback than single-hit attacks, with early hits merely flinching opponents for the sake of leading into the finisher hit. Opponents can also sometimes escape using techniques like SDI, leaving the user open if they commit to later phases of the combo.
List of natural combos[edit]
Neutral attacks[edit]
Character | Phases | Game(s) |
---|---|---|
Banjo & Kazooie | 3 / 2+infinite | |
Bayonetta | 5 (up to 17) | |
Bowser | 2 | |
Bowser Jr. | 2+infinite | |
Byleth | 3 / 2+infinite | |
Captain Falcon | 3+infinite | |
3 / 2+infinite | ||
Charizard | 3 | |
Cloud | 3 | |
Corrin | 3 / 2+infinite | |
Daisy | 2 | |
Dark Pit | 3 / 2+infinite | |
Dark Samus | 2 | |
Diddy Kong | 3+infinite | |
3 | ||
Donkey Kong | 2 | |
Dr. Mario | 3 | |
Duck Hunt | 3 / 2+infinite | |
Falco | 2+infinite | |
Fox | 2+infinite | |
Greninja | 3 / 2+infinite | |
Hero | 3 | |
Ice Climbers | 2 | |
Ike | 3 | |
Incineroar | 3 | |
Inkling | 3 / 2+infinite | |
Ivysaur | 2+infinite | |
Jigglypuff | 2 | |
Joker | 3 | |
Kazuya | 3 / 10 | |
Ken | 3 | |
King Dedede | 2+infinite | |
King K. Rool | 3 | |
Kirby | 2+infinite | |
Link | 3 / 2+infinite | |
3 | ||
Little Mac | 3 / 2+infinite[1] | |
Lucario | 3 | |
Lucas | 3 | |
Lucina | 2 | |
Luigi | 3 | |
Mario | 3 | |
Marth | 2 | |
Mega Man | 3[2] | |
Mewtwo | 1+infinite | |
Mii Brawler | 2+infinite | |
Mii Gunner | 3 | |
Mii Swordfighter | 3 | |
Min Min | 3 / 2+infinite[3] | |
Mythra | 3 / 2+infinite | |
Mr. Game & Watch | 1+infinite | |
Ness | 3 | |
Olimar | 2 | |
Pac-Man | 3 | |
Palutena | 1+infinite | |
Peach | 2 | |
Piranha Plant | 3 / 2+infinite | |
Pit | 3 / 2+infinite | |
Pyra | 3 / 2+infinite | |
R.O.B. | 2 | |
Richter | 2+infinite | |
Ridley | 3 / 2+infinite | |
Robin | 3 / 2+infinite[4] | |
Rosalina & Luma | 3 / 2+infinite | |
Ryu | 3 | |
Samus | 2 | |
Sephiroth | 3 | |
Sheik | 2+infinite | |
Shulk | 3 | |
Simon | 2+infinite | |
Snake | 3 | |
Sonic | 3 | |
Sora | 3 | |
Squirtle | 3 | |
Terry | 3 | |
Toon Link | 3 | |
Villager | 2[5] | |
2+infinite | ||
Wario | 2 | |
Wii Fit Trainer | 3 | |
Wolf | 3 | |
Yoshi | 2 | |
Young Link | 3 / 2+infinite | |
Zelda | 1+infinite | |
Zero Suit Samus | 3 |
Special moves[edit]
Character | Move(s) | Phases | Game(s) |
---|---|---|---|
Chrom | Double-Edge Dance[6] | 4 | |
Cloud | Cross Slash[7] | 3 | |
Climhazzard | 2 | ||
Lucina | Dancing Blade[6] | 4 | |
Marth | Dancing Blade[6] | 4 | |
Mii Brawler | Soaring Axe Kick | 2 | |
Roy | Double-Edge Dance[6] | 4 | |
Sora | Sonic Blade | 3 |
Other moves[edit]
Character | Move(s) | Phases | Game(s) |
---|---|---|---|
Bayonetta | forward tilt | 3 | |
forward aerial | 3 | ||
Hero | forward tilt | 2 | |
Kazuya | up tilt | 2 | |
up-forward tilt | 4 | ||
down-forward tilt | 2 | ||
Link | forward smash | 2 | |
Mega Man | forward tilt | 2[2] | |
neutral aerial | |||
Meta Knight | forward tilt | 3 | |
Piranha Plant | forward tilt | 2 | |
Richter | down tilt | 2 | |
Simon | down tilt | 2 | |
Sora | forward tilt | 3 | |
neutral aerial | 3 | ||
forward aerial | 3 | ||
Snake | forward tilt | 2 | |
Toon Link | forward smash | 2 | |
Young Link | forward smash | 2 |
Unconventional natural combos[edit]
Though the following moves are also divided into phases, they differ significantly from typical natural combos in other ways; early phases may not combo into later ones, and some phases may not even damage opponents at all.
Character | Move(s) | Phases | Game(s) |
---|---|---|---|
Banjo & Kazooie | Breegull Blaster | infinite | |
Duck Hunt | Clay Shooting | 3 | |
Falco | Blaster | infinite | |
Fox | Blaster | infinite | |
Joker | Gun | infinite | |
Mr. Game & Watch | Chef | infinite | |
Pikachu | Quick Attack | 2 | |
Mii Brawler | Feint Jump | 2 | |
Min Min | Punch | 2[8] | |
Zero Suit Samus | Flip Jump | 2 [9] |
Notes[edit]
- ^ In Smash 4, holding or mashing the button leads to the rapid jab, while slowly tapping the button leads to the standard combo.
- ^ a b Mega Man's neutral attack, forward tilt, and neutral aerial are all considered part of the same natural combo.
- ^ Can also be performed with the special-move button. Holding the button will perform Punch instead.
- ^ If the Elwind or Arcfire tomes are depleted, Robin will be unable to use the rapid jab or normal jab finisher, respectively.
- ^ Villager's jab has two distinct parts but can be performed indefinitely.
- ^ a b c d All hits after the first can be tilted up or down for different effects.
- ^ Cannot continue the combo if the move does not connect.
- ^ Can use both arms by tapping the attack button then the special-move button or vice versa, or both at once if A+B Smash is enabled.
- ^ In Smash 4 and Ultimate, Flip Jump will automatically activate the hit if the move ends on top of an opponent.