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* ''VideoGame/HearthstoneHeroesOfWarcraft'': Rogue cards have a unique keyword called "Combo", which activates if the player has already played at least one card beforehand. Many Rogue cards have effects that encourage playing as many cards out of you hand, such as effects that activate for each card played or scale with the number of cards you've already played.

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* ''VideoGame/HearthstoneHeroesOfWarcraft'': Rogue cards have a unique keyword called "Combo", which activates if the player has already played at least one card beforehand. Many Rogue cards have effects that encourage playing as many cards out of you hand, their hand in a single turn, such as effects that activate for each whenever you play another card played or effects that scale with the number of cards you've already played.
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[[folder:Card Battle Games]]
* ''VideoGame/HearthstoneHeroesOfWarcraft'': Rogue cards have a unique keyword called "Combo", which activates if the player has already played at least one card beforehand. Many Rogue cards have effects that encourage playing as many cards out of you hand, such as effects that activate for each card played or scale with the number of cards you've already played.
[[/folder]]
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Typically these don't need to be bolded here.


In video games, '''combos''' are a sequence of hits where, if the first hit connects, the target cannot act in any capacity until it is over (compare to MercyInvincibility). A ComboBreaker is the sole exception to this rule. If your target could have escaped your attack sequence by any other means, such as blocking or performing an invincible move, then it isn't a combo.

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In video games, '''combos''' combos are a sequence of hits where, if the first hit connects, the target cannot act in any capacity until it is over (compare to MercyInvincibility). A ComboBreaker is the sole exception to this rule. If your target could have escaped your attack sequence by any other means, such as blocking or performing an invincible move, then it isn't a combo.
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[[folder:Hack a Slash]]
* ''VideoGame/DevilMayCry3DantesAwakening'' lets you feel like a superhero by the simple measure of allowing you to {{cancel}} out almost any move ''into'' almost any move at no cost, racking up devilishly large combos limited only by the monster's ability to absorb damage. In most games, this would break the game right in half. In ''[=DMC3=]'', [[NintendoHard it was a necessity]].

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[[folder:Hack a and Slash]]
* ''VideoGame/DevilMayCry3DantesAwakening'' lets you feel like a superhero by the simple measure of allowing you to {{cancel}} out almost any move ''into'' almost any move another at no cost, racking up devilishly large combos limited only by the monster's ability to absorb damage. In most games, this would break the game right in half. In ''[=DMC3=]'', [[NintendoHard it was a necessity]].
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[[folder:Hack 'n Slash]]

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[[folder:Hack 'n a Slash]]
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** Note that in combos seem to play a larger role in the {{Metagame}} and culture of [[AffectionateNickname Mahvel]] than they do in most other fighting games. This seems to be because each player controls a three-person TagTeam, rather than a single fighter. While a TouchOfDeath combo would be a GameBreaker in most other fighting games, they are only normal here. Likewise, the study of combo construction — be it the development of TouchOfDeath combos or special, case-specific combos — is thus not only ''acceptable'' but ''standard and basic''. And the appreciation of combos is a hallmark of Mahvel culture.

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** Note that in combos seem to play a larger role in the {{Metagame}} and culture of [[AffectionateNickname Mahvel]] than they do in most other fighting games. This seems to be because each player controls a three-person TagTeam, rather than a single fighter.fighter, so comboing down a fighter from full health to none still means the player has other fighters to fall back on. While a TouchOfDeath combo would be a GameBreaker in most other fighting games, they are only normal here. Likewise, the study of combo construction — be it the development of TouchOfDeath combos or special, case-specific combos — is thus not only ''acceptable'' but ''standard and basic''. And the appreciation of combos is a hallmark of Mahvel culture.

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* ''VideoGame/DragonQuestIX'': Using the same command (attack/skill/spell) on a single enemy will cause increasing damage, up to double damage on the fourth one. However, this requires no different actions between the combos including from the enemy, who will rarely be all faster or all slower than the party.



*** The Falcon Sword. For the first time in the series, a character could strike twice in a row. Unfortunately, the Attack buff was only PLUS FIVE (Seven in the remix, but still, whoopdeedoo).[[note]]In comparison, the Sword of Destruction, which is available at the same time, gives more than 11 times the attack buff of the Falcon Sword. Granted the [=SoD=] is cursed, but even comparable level non-cursed equipment is 7 or 8 times more powerful than the Falcon Sword.[[/note]]
*** In the original, depending on your cash flow, this is Cannock's best weapon, despite being weaker than the Iron Spear's single strike (by 15, sure, but do the math, especially when you factor in critical hits). However, it is REALLY expensive, even with the Gold Card, and you may not even bother once you're rich enough in the final area, [[NintendoHard because you'd have to go through the final area all over again.]]
*** The point of the Falcon Sword is probably to increase your chances of killing {{Metal Slime}}s and Metal Babbles, since you can only deal ScratchDamage to them regardless of attack power. It essentially doubles your potential damage to them.
** In ''VideoGame/DragonQuestIX'', combos occur when a single target is attacked physically a number of times in a row. The second hit does 1.2x damage, the third hit does 1.5x damage, and the fourth hit does 2x damage.

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*** The Falcon Sword. For the first time in the series, a character could strike twice in a row. Unfortunately, the Attack buff was only PLUS FIVE (Seven (+7 in the remix, remake, but still, whoopdeedoo).[[note]]In comparison, the Sword of Destruction, which is available at the same time, gives more than 11 times the attack buff of the Falcon Sword. Granted the [=SoD=] is cursed, but even comparable level not much).[[note]]The strongest, non-cursed equipment is 7 or 8 times more powerful than weapon in the Falcon Sword.[[/note]]
*** In
game has 95 attack in comparison.[[/note]] That said, it's still the original, depending on your cash flow, this is Prince of Cannock's best weapon, despite being weaker than the Iron Spear's single strike (by 15, sure, but do the math, especially when you factor in critical hits). However, it is REALLY expensive, even with the Gold Card, weapon - his second best only gave +20 attack and you may not even bother once you're rich enough in the final area, [[NintendoHard because you'd have to go through the final area all over again.]]
hits once.
*** The point of the Falcon Sword is probably to increase your chances of killing {{Metal Slime}}s and Metal Babbles, since you can only deal ScratchDamage to them regardless of available in every game following, typically with more attack power. It essentially doubles your potential power but with each strike dealing less damage to them.
compensate. In addition, it also lends its name to the Falcon Slash skill, which strikes twice at reduced power.
** In ''VideoGame/DragonQuestIX'', combos occur when a single target is attacked physically with the same ability or spell a number of times in a row. The second hit does 1.2x damage, the third hit does 1.5x damage, and the fourth hit does 2x damage. As a result of its strict requirements, it sees some use in the early game and then often not much afterwards.
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* ''VideoGame/{{Godhand}}'' strongly encourages landing bigger and more bombastic combos as Gene is capable of learning new moves to string together. Normally Gene can't grapple an enemy unless they're stunned somehow, so you need to land more successive and damaging hits as the enemies get stronger.
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* The ''VideoGame/{{Tenchu}}'' series emphasizes OneHitKill stealth attacks, but the series also appreciates the ninjas getting in creative combo attacks such as Rin doing a combo that puts an opponent in the air so that she can nail them with her air grab/pile-driver immediately after.
* Similarly to ''Tenchu'' for ''VideoGame/SekiroShadowsDieTwice'', when you're not doing OneHitKill attacks, it is encouraged that Sekiro go beyond using his basic 3-hit sword combo and pull something special from his move list and arsenal to extend his combo into really harming the enemy's stagger gauge (Sekiro normally recovers quickly for blocking, so managing your stamina isn't quite as penalizing as in other Fromsoft games).
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** Tekken may also have been the first game where character's could combo grabs such as with specific grapplers like Nina and King (eventually these became common to most characters in the roster).


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* ''VideoGame/VirtuaFighter'' as one of the earliest 3-D fighting games, had their characters given a number of powerful moves that strung together for heavy damage. These gave the characters the ability to hold their own against characters like Jeffrey or Wolf who both had a single-hit wrestling move that took half a character's health.
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* ''VideoGame/AbsentedAgeSquarebound'':
** Astrake can perform follow up skills if he uses a specific sequence of skills first. Unlike in his home game of ''VideoGame/RealityMinds'', he has to perform the combinations by himself rather than rely on a party member.
** Iris can perform a three-stage physical combo in both ARPG and SRPG modes. The third and final action depends on her current elemental mode.
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* Cody in ''VideoGame/FinalFight'' had an infamous trick where he could restart his normal attack string by turning around on the 3rd hit and makinng it whiff, letting him repeat the first 2 punches over and over without ever delivering a knock-down blow.

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* Cody in ''VideoGame/FinalFight'' had an infamous trick where he could restart his normal attack string by turning around on the 3rd hit and makinng making it whiff, letting him repeat the first 2 punches over and over without ever delivering a knock-down blow.blow. That specific combination actually ended following him into ''VideoGame/StreetFighterAlpha'' onwards, where it was referenced as part of his Final Destruction super.
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For disambiguation purposes, I am moving Pinball.Guardians Of The Galaxy to Pinball.Guardians Of The Galaxy 2017.


* ''Pinball/GuardiansOfTheGalaxy'' doubles the value of a shot whenever a combo is made.

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* ''Pinball/GuardiansOfTheGalaxy'' ''Pinball/GuardiansOfTheGalaxy2017'' doubles the value of a shot whenever a combo is made.
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* ''VideoGame/DragonQuestIX'': Using the same command (attack/skill/spell) on a single enemy will cause increasing damage, up to double damage on the fourth one. However, this requires no different actions between the combos including from the enemy, who will rarely be all faster or all slower than the party.
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Tweaking the Super Smash Bros. portion as the information about Smash 64 is flat-out inaccurate.


* The ''VideoGame/SuperSmashBros'' series has these as well, though most prominently in ''Melee''. The first game had fighters fly too far after each attack for easy follow-ups, while ''Brawl'' tweaked the physics engine to make escaping combos much easier. The fourth game tries to strike a happy medium between ''Melee'' and ''Brawl''.

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* The ''VideoGame/SuperSmashBros'' series has these as well, though most prominently in ''Smash 64'' and ''Melee''. The first game ''Smash 64'' had fighters fly too far after each attack a level of hitstun so high that most combos were a TouchOfDeath in the hands of a skilled player, compounded by the limited options for easy follow-ups, while escape. ''Melee'' would tone down the hitstun a bit and add more escape options, though its free-flow style of comboing led it to extreme popularity. However, ''Brawl'' tweaked overhauled the physics engine to make escaping and made combos much easier. The fourth game tries practically non-existent as a result, leading to its general unpopularity in competitive play, though ''Smash 4'' and onward would try to strike a happy medium between ''Melee'' and ''Brawl''.
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* In ''Pinball/LedZeppelin'', shooting certain shots in a row increases the player's combo level. Upon completing the combo (by hitting any target on the playfield), it awards a proportionate amount of points and [[ScoreMultiplier Icarus Multiplier]] levels.

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Most fighting games nowadays have what's known as combo scaling, which means that attacks become less powerful the longer a combo is. This helps reduce the odds of a CurbStompBattle where you can wipe out most or all of your opponent's health in one combo.



Commands for special moves are not combos (e.g. down, diagonal, toward + punch).

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Commands for special moves are not combos (e.g. down, diagonal, toward + punch).
punch). Even if it requires multiple inputs to execute, it's still a single move, rather than multiple moves chained together.
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* ''Pinball/GunsNRosesJerseyJack'': During the mode "Shall We Play a Game?", hitting sequential America shots will increase their value.
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Entry Pimp.

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* ''VideoGame/LostSoulAside'': The 2017 gameplay trailer shows a combo counter that keeps count of the successive attacks.

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* In ''VideoGame/DragonQuestIX'', combos occur when a single target is attacked physically a number of times in a row. The second hit does 1.2x damage, the third hit does 1.5x damage, and the fourth hit does 2x damage.

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* ''VideoGame/DragonQuest'':
** ''VideoGame/DragonQuestII'':
*** The Falcon Sword. For the first time in the series, a character could strike twice in a row. Unfortunately, the Attack buff was only PLUS FIVE (Seven in the remix, but still, whoopdeedoo).[[note]]In comparison, the Sword of Destruction, which is available at the same time, gives more than 11 times the attack buff of the Falcon Sword. Granted the [=SoD=] is cursed, but even comparable level non-cursed equipment is 7 or 8 times more powerful than the Falcon Sword.[[/note]]
*** In the original, depending on your cash flow, this is Cannock's best weapon, despite being weaker than the Iron Spear's single strike (by 15, sure, but do the math, especially when you factor in critical hits). However, it is REALLY expensive, even with the Gold Card, and you may not even bother once you're rich enough in the final area, [[NintendoHard because you'd have to go through the final area all over again.]]
*** The point of the Falcon Sword is probably to increase your chances of killing {{Metal Slime}}s and Metal Babbles, since you can only deal ScratchDamage to them regardless of attack power. It essentially doubles your potential damage to them.
**
In ''VideoGame/DragonQuestIX'', combos occur when a single target is attacked physically a number of times in a row. The second hit does 1.2x damage, the third hit does 1.5x damage, and the fourth hit does 2x damage.

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* ''Pinball/AvengersInfinityQuest'' keeps track of the number of combos the player makes and bestows rewards upon reaching certain intervals.



* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which Xandir (a gay video game character) has a number of combos that are given DoubleEntendre-based names.

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* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which Xandir (a gay video game character) has a number of combos that are given with DoubleEntendre-based names.
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* ''Pinball/TeenageMutantNinjaTurtlesStern'' has the "1-2-3 Foot Combo", a mode that invariably opens with a shot to the right ramp, but then allows for two separate paths to make a full 3-way combo.

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* ''Pinball/PiratesOfTheCaribbeanJerseyJack'':
** There are twelve specific, short combos that reward treasure upon completion. Getting all of them starts "Treasure Horde", wherein making further combos can become very valuable.
** Making a combo before completely [[SpellingBonus spelling G-O-L-D]] causes more gold to spawn.



* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which the character of Xandir has a number of absurd power-ups and combos, mostly playing on the fact that Xandir is gay (e.g., a special attack called 'The Reach-Around').

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* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which the character of Xandir (a gay video game character) has a number of absurd power-ups and combos, mostly playing on the fact combos that Xandir is gay (e.g., a special attack called 'The Reach-Around').are given DoubleEntendre-based names.
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* ''Pinball/StrangerThings'' recognizes combos in several different ways.
** If a lit shot is involved in any combo, its value is doubled.
** Just like in ''Pinball/AttackFromMars'' (by the same designer), a 5-way combo is necessary to start [[WizardMode "Final Showdown"]].
** "Operation Mirkwood" incrementally ups the value of each shot by a million points if they're part of a combo.
** As of version 0.90, making every shot in "Save Will" as a single combo awards 50 million points.
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* ''Pinball/IronMaidenLegacyOfTheBeast'' recognizes combos made with six specific shots and increases the reward exponentially as the number of shots grows. Unusually, it doesn't penalize for waiting too long between shots – the combo only ends if it hits specific targets or an already-used shot. Alternatively, hitting a handful of special targets (like the bullseye or the captive ball) will instead award a "Deathblow", which bestows points derived from the length of the preceding combo.

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* Several appear in ''Pinball/LastActionHero.'' The most lucrative is two consecutive ramp shots followed by a shot to the center scoop, which rewards the "Second Cousin Frank's" ProgressiveJackpot.

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* Several appear in ''Pinball/LastActionHero.'' ''Pinball/LastActionHero''. The most lucrative is two consecutive ramp shots followed by a shot to the center scoop, which rewards the "Second Cousin Frank's" ProgressiveJackpot.


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* ''Pinball/WillyWonkaAndTheChocolateFactory'' counts combos towards spelling "scrumdiddlyumptious", which adds points to an award obtained by hitting the Most Secret Machine.

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* ''Pinball/GuardiansOfTheGalaxy'' doubles the value of a shot whenever a combo is made.



* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which the character of Xandir has a number of absurd power-ups and combos, mostly playing on the fact that Xandir is gay (e.g., a special attack called 'The Reach-Around', etc.)

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* Satirized in the animated series ''WesternAnimation/DrawnTogether'', in which the character of Xandir has a number of absurd power-ups and combos, mostly playing on the fact that Xandir is gay (e.g., a special attack called 'The Reach-Around', etc.)Reach-Around').
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* ''Pinball/NBAFastbreak'' recognizes four potential combos ("Tip-Off", "Alley Oop", "Slam Dunk", and "[[TitleDrop Fast Break]]"), and achieving all of them is one of the six tasks required for [[WizardMode Trophy Multiball]].

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* ''Franchise/KingdomHearts'' games allow you to string attacks together (abilities let you extend the combos to a preset number), after which you can pull off a finishing move that does extra damage. In ''[[VideoGame/KingdomHeartsII II]]'' and [[VideoGame/KingdomHeartsIII III]], magic spells work the same way.
** In ''II'', Combo Finishers are one of the only ways to finish off bosses. (The other ways being {{Limit Break}}s and magic). If Sora/Roxas doesn't perform a combo on the boss, it will continue to retain its last hit point indefinitely. (It should be noted that party members, and playable guest characters like Mickey and Riku cannot perform combo finishers. Only Sora can. Because he's apparently [[TheOnlyOneAllowedToDefeatYou the only one allowed to kill the bosses]].
*** It should also be noted that Sora himself has a fairly lengthy hitstun, and is thus easy to combo; thankfully, few enemies take advantage of this, and for those that do there's the "Once More"[[note]][[InconsistentDub "Withstand Combo" in III]][[/note]] ability that [[LastChanceHitPoint prevents combo hits from reducing Sora's HP below 1]].

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* ''Franchise/KingdomHearts'' games allow you to string a certain number of attacks together (abilities let you extend the combos to a preset number), (three by default, but abilities can increase it), after which you can pull off a finishing move that does extra damage. In ''[[VideoGame/KingdomHeartsII II]]'' and [[VideoGame/KingdomHeartsIII III]], ''[[VideoGame/KingdomHeartsIII III]]'', it's not just physical attacks; magic spells work can also be cast successively in the same way.
fashion.
** In both cases, there exist abilities that disable combo finishers, thus allowing you to continue attacking infinitely. However, there is a hidden mechanic where after taking enough hits bosses will either block or teleport out of your combo, preventing you from cheaping them out too easily.
** In ''II'', Combo Finishers combo finishers are one of the only ways to finish off bosses. (The other ways being bosses, alongside {{Limit Break}}s and magic).magic. If Sora/Roxas doesn't perform a combo on the boss, it will continue to retain its last hit point indefinitely. (It should be noted that party members, Party members and playable guest characters like Mickey and Riku cannot perform combo finishers. Only Sora can. Because he's finishers; apparently Sora is [[TheOnlyOneAllowedToDefeatYou the only one allowed to kill the bosses]].
*** ** It should also be noted that Sora himself has a fairly lengthy hitstun, and is thus easy to combo; thankfully, combo. Thankfully, few enemies take advantage of this, and for those that do there's the "Once More"[[note]][[InconsistentDub "Withstand Combo" in III]][[/note]] ability that ability, which [[LastChanceHitPoint prevents combo hits from reducing Sora's HP below 1]].
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* ''Franchise/KingdomHearts'' games allow you to string attacks together (abilities let you extend the combos to a preset number), after which you can pull off a finishing move which does extra damage.
** In the sequel, Combo Finishers are one of the only ways to finish off bosses. (The other ways being {{Limit Break}}s and Magic). If Sora/Roxas doesn't perform a combo on the boss, it will continue to retain its last hit point indefinitely. (It should be noted that party members, and playable guest characters like Mickey and Riku cannot perform combo finishers. Only Sora can. Because he's apparently [[TheOnlyOneAllowedToDefeatYou the only one allowed to kill the bosses]].
*** It should also be noted that Sora himself has a fairly lengthy hitstun, and is thus easy to combo; thankfully, few enemies take advantage of this. Also, on boss characters, if you choose to temporarily forgo your finishing move (meaning you now have an infinite combo attack), they will always block/teleport after a little while, to avoid allowing a completely cheap win. Works perfectly on non-bosses, though.

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* ''Franchise/KingdomHearts'' games allow you to string attacks together (abilities let you extend the combos to a preset number), after which you can pull off a finishing move which that does extra damage.
damage. In ''[[VideoGame/KingdomHeartsII II]]'' and [[VideoGame/KingdomHeartsIII III]], magic spells work the same way.
** In the sequel, ''II'', Combo Finishers are one of the only ways to finish off bosses. (The other ways being {{Limit Break}}s and Magic).magic). If Sora/Roxas doesn't perform a combo on the boss, it will continue to retain its last hit point indefinitely. (It should be noted that party members, and playable guest characters like Mickey and Riku cannot perform combo finishers. Only Sora can. Because he's apparently [[TheOnlyOneAllowedToDefeatYou the only one allowed to kill the bosses]].
*** It should also be noted that Sora himself has a fairly lengthy hitstun, and is thus easy to combo; thankfully, few enemies take advantage of this. Also, on boss characters, if you choose to temporarily forgo your finishing move (meaning you now have an infinite this, and for those that do there's the "Once More"[[note]][[InconsistentDub "Withstand Combo" in III]][[/note]] ability that [[LastChanceHitPoint prevents combo attack), they will always block/teleport after a little while, to avoid allowing a completely cheap win. Works perfectly on non-bosses, though.hits from reducing Sora's HP below 1]].

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