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* ''VideoGame/StarWarriorII'': The player can string up to three regular attacks with the Confirm button. After getting the Red Flow Relic, they can also add a Flow Art to the end of the regular attacks with the Cancel button.
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Clarified terminology


Knocking an opponent down can end a combo due to the potentially gained invincibility, but not always. Some games have moves that can be used on downed opponents, and knock-downs due to effects of being dizzy actually set the opponent up for further punishment.

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Knocking an opponent down can end a combo due to the potentially gained invincibility, [[MercyInvincibility invincibility usually granted to a downed character]], but not always. Some games have moves that can be used on downed opponents, and knock-downs due to effects of being dizzy actually set caused by successfully stunning the opponent actually sets up an opportunity for further punishment.
a second combo that combines with the first.



Commands for special moves are not combos (e.g. down, diagonal, toward + 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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Commands In modern parlance, commands for special moves are not combos (e.g. down, diagonal, toward + punch). punch) are not combos. (In the very early days of the fighting game genre, "combo" did indeed mean "sequence of inputs to execute a special move"; what we now call a "combo" was then called a "two-in-one". [[https://glossary.infil.net/?t=2-in-1]]) Even if it requires multiple inputs to execute, it's still a single move, rather than multiple moves chained together.
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* ''VideoGame/AstraHunterZosma'': Zosma can perform multiple actions per turn and build up a combo damage multiplier, but the multiplier resets if he follows a skill type with a different skill type. Astra skills can combo into other skills without breaking the chain, but the chain will be broken if the player goes from a regular skill to an Astra Skill. Additionally, the multiplier doesn't reset until after the different skill type is used, which means the final skill in the chain can be different from the rest of the chain without any drawback.
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crosswicking


* ''VideoGame/{{Deception}}'' games starting with the first sequel, ''Kagero'', allow you to chain together traps used in a row on a given invader. The longer the chains, the more currency you are awarded to research new, deadlier traps.
** This becomes a more essential part of the later games, as many enemies will have [[NoSell immunity]] to specific attacks unless put into a compromised state, such as being knocked to the ground. Others will have a limited form of [[ImmuneToFlinching super armor]] unless a certain combo is used to permanently remove this state from them.

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* ''VideoGame/{{Deception}}'' games starting with the first sequel, ''Kagero'', allow you to chain together traps used in a row on a given invader. The longer the chains, the more currency you are awarded to research new, deadlier traps.
**
traps. This becomes a more essential part of the later games, as many enemies will have [[NoSell immunity]] to specific attacks unless put into a compromised state, such as being knocked to the ground. Others will have a limited form of [[ImmuneToFlinching super armor]] unless a certain combo is used to permanently remove this state from them.them.
* ''VideoGame/DemonHunterTheReturnOfTheWings'': Attacking enemies consequently slowly increases damage until the player is hit or stops attacking. Gun attacks don't stack up.
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* The most basic combat tactic in ''VideoGame/MobileSuitGundamBattleOperation2'' revolves around staggering an opponent, then hitting them as many times as possible before they can recover. Most mobile suits do this by chaining a beam rifle or bazooka shot into a beam saber swing. Suits with multiple stagger-inducing weapons can even trap an enemy in a CycleOfHurting.

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[[folder: Third Person Shooter]]
* "Stance" mods in ''Videogame/{{Warframe}}'' allow weapons to pull combos with increasingly powerful attacks and unique animations. The Jat Kittag RocketPoweredWeapon with the "Crushing Ruin" stance, for example, lights the hammer-mounted rocket and sends the user in a SpinAttack with massive knockback. There's also a Melee Counter mechanic, which causes successive strikes against enemies to deal more damage.

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[[folder: Third Person Shooter]]
[[folder:Survival Horror]]
* "Stance" mods If a Survivor is carrying a flashlight in ''Videogame/{{Warframe}}'' allow weapons ''VideoGame/DeadByDaylight'', expect them to pull combos use it to blind the Killer after successfully stunning them with increasingly powerful attacks and unique animations. The Jat Kittag RocketPoweredWeapon with a pallet first, either during said stun[[note]]if the "Crushing Ruin" stance, for example, lights flashlight has a quick/strong enough beam[[/note]] or while they're locked into the hammer-mounted rocket and sends animation of breaking the user in a SpinAttack with massive knockback. There's also a Melee Counter mechanic, which causes successive strikes against enemies to deal more damage.pallet aftewards.




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[[folder:Third Person Shooter]]
* "Stance" mods in ''Videogame/{{Warframe}}'' allow weapons to pull combos with increasingly powerful attacks and unique animations. The Jat Kittag RocketPoweredWeapon with the "Crushing Ruin" stance, for example, lights the hammer-mounted rocket and sends the user in a SpinAttack with massive knockback. There's also a Melee Counter mechanic, which causes successive strikes against enemies to deal more damage.
[[/folder]]

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