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Combo counter: Difference between revisions

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In any of the games in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' 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. Grabs and landing or teching will reset the combo counter.


There are two [[Challenges]] in ''[[Super Smash Bros. Brawl]]'' involving 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. 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.
*First row, #28: Get a 10-hit combo with a character in Training.
*Second row, #9: Have 400 hits in combos between all of your characters in Training.


In both ''[[Super Smash Bros. Melee|Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', an infamous method of raising combos with Mewtwo and Lucario, respectively, involves going up against a wall, such as one in [[Fourside]] in ''Melee'', charging the Neutral B and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
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.


Another trick is making a custom stage with a wall and cornering the opponent, the using King Dedede`s A combo. Due to it being held forever, the opponent will constantly bounce into the attack, but not touch the ground.
==Challenges==
There are several [[Challenges]] throughout the series that unlock rewards involving the combo counter:


Another trick available in both Melee and Brawl is to begin Training Mode and set the CPU's Damage counter to 999% and grabbing and Grab-punching the CPU. by doing so, the high damage counter will prevent the CPU from breaking its grasp, while the continuous hits rack up numbers on the Combo Counter.  
===''Brawl''===
*[[Banana Peel]] [[Trophy]]: Get a 10-hit combo with a character in Training.
*[[Ouendan]] Trophy: Have 400 hits in combos between all of your characters in Training.


A slightly similar trick can be accomplished in Brawl by throwing Smart Bombs in a timed fashion so that each Bomb detonates right as the previous one finishes. In addition, characters such as [[Mr. Game and Watch]] and [[Sheik]] can use their rapid A combo to rack up hits on a cornered opponent.
===''Smash 4''===
*{{GameIcon|SSB4-3DS}} [[Huge Header]] (custom move): Get a max combo of 10 or more in Training.
*{{GameIcon|SSB4-3DS}} Beam Sword Agility Badge ([[equipment]]): Get a max combo of 40 or more 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-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.


In addition, Melee's [[Freeze glitch]] allows infinite combos on any frozen characters.
===''Ultimate''===
*[[Lion]] [[spirit]]: Get 20 continuous hits in Training.
 
== Exploits ==
*An infamous method of raising combos with Mewtwo (in ''Melee'') and Lucario involves going up against a wall, such as one in [[Fourside]] in ''Melee'', charging their neutral special and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
**Another trick available in ''Brawl'' and ''Smash 4'' is to set the CPU's damage to 999%, grabbing it and [[pummel]]ing repeatedly; each pummel racks up a number on the combo counter, and the high damage causes the CPU to be grabbed for much longer than usual, allowing the player to pummel a large amount of times.
*In ''Brawl'' onward, [[Smart Bomb]]s can rack up a large number on the combo counter by being thrown in a timed fashion so that each Bomb detonates right as the previous one finishes.
*Characters such as [[Mr. Game & Watch]] and [[Sheik]] can use their rapid [[jab]] to rack up hits on a cornered opponent. {{SSBB|King Dedede}}'s rapid jab in ''Brawl'' can be easily exploited in this way on a [[custom stage]] by hitting the opponent between two walls. In ''Smash 4'', this is not possible due to rapid jabs (and other multi-hitting moves) pushing the attacker back after landing many hits on the foe, breaking the combo.
*In ''Melee'', the [[Freeze glitch]], [[Soul breaker]] glitch and the Ice Climbers variation of the [[Black hole glitch]] allow infinite combos on any affected characters; these glitches also enable the player to reach the maximum of 32,767 combos without hacking.
 
==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 ''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]]

Latest revision as of 03:10, October 21, 2024

In any of the games in the Super Smash Bros. 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. Grabs and landing or teching 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 215 – 1.

Challenges[edit]

There are several Challenges throughout the series that unlock rewards involving the combo counter:

Brawl[edit]

  • Banana Peel Trophy: Get a 10-hit combo with a character in Training.
  • Ouendan Trophy: Have 400 hits in combos between all of your characters in Training.

Smash 4[edit]

  • Super Smash Bros. for Nintendo 3DS Huge Header (custom move): Get a max combo of 10 or more in Training.
  • Super Smash Bros. for Nintendo 3DS Beam Sword Agility Badge (equipment): Get a max combo of 40 or more in Training.
  • Super Smash Bros. for Nintendo 3DS Leaper Agility Badge (equipment): Get a max combo of 400 or more between all fighters in Training.
  • Super Smash Bros. for Nintendo 3DS Protective Gear (outfit): Get a max combo of 100 or more in Training.
  • Super Smash Bros. for Wii U Title Theme (Wii Sports Resort) (music): Get a max combo of 30 or more in Training.
  • Super Smash Bros. for Wii U Unharmed Speed Demon Agility Badge (equipment): Get a max combo of 50 or more in Training.

Ultimate[edit]

Exploits[edit]

  • An infamous method of raising combos with Mewtwo (in Melee) and Lucario involves going up against a wall, such as one in Fourside in Melee, charging their neutral special and continuously pressing Start to reset the CPU's damage to keep it stuck in the attack.
    • Another trick available in Brawl and Smash 4 is to set the CPU's damage to 999%, grabbing it and pummeling repeatedly; each pummel racks up a number on the combo counter, and the high damage causes the CPU to be grabbed for much longer than usual, allowing the player to pummel a large amount of times.
  • In Brawl onward, Smart Bombs can rack up a large number on the combo counter by being thrown in a timed fashion so that each Bomb detonates right as the previous one finishes.
  • Characters such as Mr. Game & Watch and Sheik can use their rapid jab to rack up hits on a cornered opponent. King Dedede's rapid jab in Brawl can be easily exploited in this way on a custom stage by hitting the opponent between two walls. In Smash 4, this is not possible due to rapid jabs (and other multi-hitting moves) pushing the attacker back after landing many hits on the foe, breaking the combo.
  • In Melee, the Freeze glitch, Soul breaker glitch and the Ice Climbers variation of the Black hole glitch allow infinite combos on any affected characters; these glitches also enable the player to reach the maximum of 32,767 combos without hacking.

Trivia[edit]

  • In SSB, the game wrongly resets the counter to 0 when a character bounces off a wall, is grabbed, 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 flinching 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 Pikachu's neutral aerial and Pichu's back aerial.