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A combo (short for '''combination''') is a term that designates a set of actions performed in sequence, usually with strict timing limitations, that yield a significant benefit or advantage. The term originates from Fighting Games where it is based upon the concept of a Striking Combination . It has been since applied more generally to everything from Puzzle Games and Shoot 'em Up s to Sports Game s. Combos are either used as an essential Gameplay element (more commonly), or used merely as a High Score or attack power modifier, not explicitly necessary for victory or survival. In fighting games, ''combo'' specifically indicates a timed sequence of moves which produce an unblockable series of hits. The combo requires that an initial hit connects. This hit is then followed by an often predetermined sequence of other hits, each of which leaves the opponent unable or almost unable to Block or Parry the next hit in the sequence. Depending on the Game Design , a combo can have a final, sometimes special, hit or be Infinite , limited only by the player's skill, patience or finger dexterity. In some cases, each additional hit has an increasing negative modifier, in order to balance gameplay, for example SNK 's '' The Last Blade '' or Sammy's '' Guilty Gear '' series. HISTORY The ''combo'' (or '', did not design the game to allow combos (they were an unforeseen feature), and thus were unaware of the posibility until gamers started experimenting after the game was released. Combos have been since a design priority in almost all fighting games, hardening significantly the Learning Curve of fighting games. The first game to count the hits of each combo, and reward the player for performing them, was '' Super Street Fighter II ''. TYPES OF COMBO 2-1 combo A 2-1 combo (an abbreviation for '''two-in-one combo''') or an '''interrupt combo''' is a combo which takes advantage of the fact that after executing a "normal attack" in certain games, you are able to immediately execute a special attack faster than you would be able to execute another normal move. Auto combo The auto combo constrasts the '' Deadly Rave '' technique, in that unlike ''Deadly Rave'' which requires you to constantly input correct button sequence for a complete move, Auto Combo move will complete itself provided that the initial hit from the move connects (so if the initial strike misses or is blocked, the move will only do partial damage or fail completely). Another defining feature of an auto combo is that during its execution, the multiple hit count comes from the fact that multiple moves are used, or in other words, an auto combo consists of normal and/or special attacks packed into one. An auto combo is usually a super/ Desperation move, an example being Iori Yagami 's ''Yaotome''. Chain combo A ''chain combo'' is a combo or a part of a combo that only uses Normal Attacks or Command Moves . Although chain combos allow for a reasonable degree of flexibility, some characters (generally large ones) are unable to use chain combos. In some fighting games ('' Mortal Kombat '' being an example), chain combos are an integral part of the game play, and are considered special moves. Although 3D games have "chain combos" by this definition of the word, most players never refer to them as such, instead preferring to focus on Strings which may have some sub-elements of chain combos within them but may have some non-comboing elements. Sometimes fighting game fans only refer to a combo as a "chain combo" if it is within a game which has long and widespread examples of chain combos. For example, most '' Street Fighter '' fans described the chain combo system of ''Street Fighter Alpha'' as being discontinued in '' Street Fighter Alpha 2 '', even though ''Street Fighter Alpha 2'' and other ''Street Fighter'' games still contain some combos which are only performed via normal attacks. Alternative names for "chain combos" are: ''Target combos'', ''Precanned strings'', ''Canned strings''. The latter two are generally misused ('' Strings '', by definition, are different from combos). Super combo performing a super combo on ''.]] ''Super combos'', sometimes simply referred to as ''Super Moves'', are a more powerful and/or damaging type of special move, which usually (but not always) requires a full ''super combo gauge'' or available Super Stock . This term is usually only applied to Capcom games (particularly in the ''Street Fighter II'' and '' Street Fighter Alpha '' series). Super combos can either be auto combos, or chain combos. In the latter case, activating the super combo will usually make the character faster, enabling the chaining of moves that are usually too slow to be chained together. Other names for super combos include ''Overdrives'' in the ''Guilty Gear'' series and "Desperation Moves" in SNK games. The ''super combo gauge'' shows stored power that can be used for executing super combos. It is also known as a ''super gauge'' or ''super meter'' (SNK games). The gauge charges up in different ways, most commonly by landing hits on the opponent. There are many types of super combo gauges, including:
Juggle Combo A combo in which the victim is hit multiple times in midair. The move used to start the juggle is called a "launcher" or "floater." This was the second type of combo to ever appear in a fighting game, starting with '' Mortal Kombat ''. In most games "juggle combos" are only considered valid combos if the victim remains stunned for the full duration of their time midair. Lighter characters are generally more susceptible to juggle combos, as less force is needed to keep then in the air. In the recent '' King Of Fighters '' games, juggling is supported by another feature called "wire", in which a character is bounced off a wall and sent back, ready for follow-up attacks. |
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