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added hack and slash, monster hunter


* In ''VideoGame/DiabloIII'', all of the Monk's Primary attacks work like this, releasing a powerful blow on the third strike. They can be mixed up, using two strikes from one technique and the third from another, or any other combination.




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* ''VideoGame/MonsterHunter'': Both the Lance and the Gunlance have three-strike combos. The Lance can perform three fast jabs to the front or diagonally upwards. The Gunlance also has two jabs, but the third attack consists of a powerful overhead slam, dealing massive damage, which can then be followed up with a full discharge of its magazine.


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* In ''VideoGame/DiabloII'', the Amazon can learn the Jab ability for spears and javelins, a three-strike combo with increased accuracy and damage (provided enough skill points are invested into it).
* In ''VideoGame/DiabloIII'', all of the Monk's Primary attacks work like this, releasing a powerful blow on the third strike. They can be mixed up, using two strikes from one technique and the third from another, or any other combination.
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that space doesn't belong there


* Melee-based classes in ''VideoGame/FinalFantasyXIV'' have three-weapons kill combos as the basis of their attack rotation. Each skill only does its full damage and applies its additional effects when used immediately after the previous skill in the combo (helpfully marked "Combo Action" in the tooltip). For some classes (Rogue/Ninja, tanks), effective combat relies on effectively weaving in non-combo skills while making sure to keep the combo going. Other classes (Lancer/Dragoon, Samurai) have complicated branching combos that must be used in the right order.

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* Melee-based classes in ''VideoGame/FinalFantasyXIV'' have three-weapons kill three-weaponskill combos as the basis of their attack rotation. Each skill only does its full damage and applies its additional effects when used immediately after the previous skill in the combo (helpfully marked "Combo Action" in the tooltip). For some classes (Rogue/Ninja, tanks), effective combat relies on effectively weaving in non-combo skills while making sure to keep the combo going. Other classes (Lancer/Dragoon, Samurai) have complicated branching combos that must be used in the right order.
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Often the most basic combo attack in the game being performed by simply pressing the attack button three times in a row. Sometimes the various hits that comprise the combo can be upgraded as the character [[LevelUp Levels Up]], or the combo can be extended to having four or more consecutive hits.

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Often the most basic combo attack in the game being performed by simply pressing the attack button three times in a row. Sometimes the various hits that comprise the combo can be upgraded as the character [[LevelUp Levels Up]], [[CharacterLevel levels up]], or the combo can be extended to having four or more consecutive hits.
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* ''VideoGame/LuminousAvengerIx2'' changes Copen's ineffective-without-lock-on shot to the Razor Wheel, a melee three-strike attack that slices enemies with an energy sawblade. An upgrade lets the third attack launch the blade forward.
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* ''VideoGame/EpicBattleFantasy5'': Most of [=NoLegs'=] skills consist of three-strike combos which deal elemental damage. They [[ChainLethalityEnabler gain an additional strike]] if they kill their current target.
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* ''Videogame/DevilMayCry:'' Dante's default combo with his Rebellion are 3 strokes. With certain tricks, he can perform an alternative combo with more strokes.

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* ''Videogame/DevilMayCry:'' ''VideoGame/DevilMayCry:'' Dante's default combo with his Rebellion are 3 strokes. With certain tricks, he can perform an alternative combo with more strokes.

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* ''VideoGame/LeagueOfLegends'' is very fond of this: Xin Zhao has Three Talon Strike, which enhances his normal attacks to deal increased damage, the third of which knocks the target into the air. Riven's Broken Wings is three slashing leaps, the third of which deals extra damage and knocks back nearby enemies. Diana's passive makes every third attack deal bonus magic damage to her enemy and those nearby. Similar to Riven, Aatrox can use "The Darkin Blade" (his Q skill) up to three times, each time changing the skill's sweetspot (an area which will deal more damage and lift the opponent for a brief period of time). Every third basic attack Vayne makes on a single target will deal a percentage of the target's maximum health as true (armor-ignoring) damage. Similar to Vayne, Gnar's "Hyper" will make his basic attacks and offensive skills apply a mark, dealing a percentage of the target's maximum health as magic damage on the third mark and giving Gnar a small speed burst. Unlike Vayne, Gnar can apply Hyper stacks to every enemy he can instead of just one. Nami is unusual in that she can give one of these to someone else: the target of her spell has their next three attacks or damage spells deal bonus damage and slow their target.

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* ''VideoGame/LeagueOfLegends'' is very fond of this: this:
**
Xin Zhao has Three ''Three Talon Strike, Strike'', which enhances his normal attacks to deal increased damage, the third of which knocks the target into the air. air.
**
Riven's Broken Wings ''Broken Wings'' is three slashing leaps, the third of which deals extra damage and knocks back nearby enemies. Diana's passive makes every third attack deal bonus magic damage to her enemy and those nearby.
**
Similar to Riven, Aatrox [[Characters/LeagueOfLegendsAatrox Aatrox]] can use "The ''"The Darkin Blade" Blade"'' (his Q skill) up to three times, each time changing the skill's sweetspot (an area which will deal more damage and lift the opponent for a brief period of time). time).
**
Every third basic attack Vayne makes on a single target will deal a percentage of the target's maximum health as true (armor-ignoring) damage. damage.
**
Similar to Vayne, Gnar's "Hyper" will make his basic attacks and offensive skills apply a mark, dealing a percentage of the target's maximum health as magic damage on the third mark and giving Gnar a small speed burst. Unlike Vayne, Gnar can apply Hyper stacks to every enemy he can instead of just one.
**
Nami is unusual in that she can give one of these to someone else: the target of her spell has their next three attacks or damage spells deal bonus damage and slow their target.
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* ''VideoGame/TeamFortress2'': the Gunslinger, a melee weapon for the Engineer in the form of [[ArtificialLimbs a robotic hand]]. One of its features is a guaranteed [[CriticalHit critical]] on the third hit.

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* ''VideoGame/TeamFortress2'': the Gunslinger, a melee weapon for the Engineer in the form of [[ArtificialLimbs a robotic hand]]. One of its features is a guaranteed [[CriticalHit critical]] on the third hit.
hit--this takes the form of an overhead hammerfist, as opposed to the normal straight jabs.
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YMMV


** Codified for special moves in the form of [[VideoGame/StreetFighterII Fei Long's]] Rekkaken (lit. Raging Fire/Conflagration Fist), a three-input special attack. A number of other attacks in later fighting games would follow several examples akin and/or different from this, where the FanNickname "Rekka" is often used to term these types of attacks that follow the original example more closely.

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** Codified for special moves in the form of [[VideoGame/StreetFighterII Fei Long's]] Rekkaken (lit. Raging Fire/Conflagration Fist), a three-input special attack. A number of other attacks in later fighting games would follow several examples akin and/or different from this, where the FanNickname "Rekka" is often used to term these types of attacks that follow the original example more closely.this.
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* Zero's basic saber attack in the ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'' series, starting from X4 onwards, is a three-slash combo. Before that (in X2 and X3), he also had a three-part combo involving a double-shot from his buster cannons followed by a slash.

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* Zero's basic saber attack in the ''VideoGame/MegaManX'' and ''VideoGame/MegaManZero'' series, starting from X4 onwards, is a three-slash combo. Before that (in X2 and X3), he also had a three-part combo involving a double-shot from his buster cannons followed by a slash. Model ZX in ''VideoGame/MegaManZX'', which is based on Zero, also lends this ability to its wielder.
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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. For instance, Mario's combo comes from ''VideoGame/SuperMario64'', and Snake's is from ''VideoGame/MetalGearSolid''. Other moves can count as three-point combos, like [[Franchise/{{Kirby}} Meta Knight]]'s forward tilt, {{VideoGame/Bayonetta}}'s forward tilt and forward air, and [[VideoGame/KingdomHearts Sora]]'s forward tilt, neutral air, and forward air. Sora's forward tilt is unique in that the first hit is a strong hit if cancelled, but leads into the combo otherwise.

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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. For instance, Mario's combo comes from ''VideoGame/SuperMario64'', and Snake's is from ''VideoGame/MetalGearSolid''. Other moves can count as three-point combos, like [[Franchise/{{Kirby}} Meta Knight]]'s forward tilt, {{VideoGame/Bayonetta}}'s forward tilt and forward air, and [[VideoGame/KingdomHearts [[Franchise/KingdomHearts Sora]]'s forward tilt, neutral air, and forward air. Sora's forward tilt is unique in that the first hit is a strong hit if cancelled, but leads into the combo otherwise.
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* ''Franchise/KingdomHearts'': Your character typically starts with a three point combo, but it can be lengthened, shortened or otherwise altered depending on what Keyblade you have equipped and what skills you're using. In ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'', attack cards do different amounts of damage depending on which part of the combo you use them in, so when playing as Sora, it's best to group cards in the order of Strike->Thrust->Finish strength. Riku's attack cards are all identical, but it's still useful to keep track of the second hit of his combo: in [[SuperMode Dark Mode]], it inflicts a stun effect.

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* ''Franchise/KingdomHearts'': Your character typically starts Playable characters begin with a three point combo, but it simple three-point combo which can be lengthened, shortened or otherwise altered modified depending on what Keyblade you have equipped and what skills you're using.the abilities or weapon equipped. In ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'', attack cards do different amounts of damage depending on which part of the combo you use them in, so when playing as Sora, it's best to group cards in the order of Strike->Thrust->Finish strength. Riku's attack cards are all identical, but it's still useful to keep track of the second hit of his combo: in [[SuperMode Dark Mode]], it inflicts a stun effect.



* ''VideoGame/LegoStarWars'': All lightsaber wielders and the Magnaguard use a three-point combo, with the third hit being flashier than the initial two. If the third hit is [[DifficultButAwesome timed perfectly]], it deals extra damage and [[UnblockableAttack hits through an opponent's block]].

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* ''VideoGame/LegoStarWars'': All lightsaber wielders and the Magnaguard use a three-point combo, with the third hit finisher being flashier than the initial two. If the third hit is [[DifficultButAwesome timed perfectly]], it deals extra damage and [[UnblockableAttack hits through an opponent's block]].



* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. Mario uses his combo from ''VideoGame/SuperMario64'', and Snake uses his from ''VideoGame/MetalGearSolid''. Other moves can count as three-point combos, like [[Franchise/{{Kirby}} Meta Knight]]'s forward tilt, {{VideoGame/Bayonetta}}'s forward tilt and forward air, and [[VideoGame/KingdomHearts Sora]]'s forward tilt, neutral air, and forward air. Uniquely for Sora, the first hit of his forward tilt is a strong hit if cancelled.

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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. Mario uses his For instance, Mario's combo comes from ''VideoGame/SuperMario64'', and Snake uses his Snake's is from ''VideoGame/MetalGearSolid''. Other moves can count as three-point combos, like [[Franchise/{{Kirby}} Meta Knight]]'s forward tilt, {{VideoGame/Bayonetta}}'s forward tilt and forward air, and [[VideoGame/KingdomHearts Sora]]'s forward tilt, neutral air, and forward air. Uniquely for Sora, Sora's forward tilt is unique in that the first hit of his forward tilt is a strong hit if cancelled.cancelled, but leads into the combo otherwise.

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* ''VideoGame/TheMatrixPathOfNeo'' has either three punches or two punches and a kick, depending on how fast you press the buttons.



* In ''VideoGame/KidIcarusUprising'', all weapons that aren't clubs or claws have three-hit melee combos.
* ''VideoGame/TheMatrixPathOfNeo'' has either three punches or two punches and a kick, depending on how fast you press the buttons.



* ''VideoGame/SuperMario64'': The basic right-left-kick combo might be the TropeCodifier for 3D games. Yah-Wah-Hoo!



* ''VideoGame/SonicTheHedgehog''
** ''VideoGame/{{Sonic Advance|Trilogy}}'': Sonic and Knuckles had three-point combos.
** ''VideoGame/SonicHeroes'': Each power formation had a three point combo that became increasingly flashy and destructive with each LevelUp. At mid strength they typically included some type of flamethrower, at max power they had some type of explosive.
* ''VideoGame/DonkeyKong64'': each Kong had a three point combo. Donkey Kong could perform his combo with just two button presses, since the first hit was a double-attack, making it a curious example.
* In ''VideoGame/KidIcarusUprising'', all weapons that aren't clubs or claws have three-hit melee combos.



* ''VideoGame/BanjoKazooie'': On the ground Banjo can perform a triple claw-swipe move, while in the air, Kazooie can come out of Banjo's backpack to perform her own beak-based three-strike combo called the "Rat-a-tat Rap." In Tooie, the Claw Swipe would be replaced with a ground-based Rat-a-tat Rap.
* ''VideoGame/DonkeyKong64'': Each Kong had a three point combo. Donkey Kong could perform his combo with just two button presses, since the first hit was a double-attack, making it a curious example.




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* ''VideoGame/SonicTheHedgehog''
** ''VideoGame/{{Sonic Advance|Trilogy}}'': Sonic and Knuckles had three-point combos.
** ''VideoGame/SonicHeroes'': Each power formation had a three point combo that became increasingly flashy and destructive with each LevelUp. At mid strength they typically included some type of flamethrower, at max power they had some type of explosive.
* ''VideoGame/SuperMario64'': The basic right-left-kick combo might be the TropeCodifier for 3D games. Yah-Wah-Hoo!
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None


* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. Mario uses his combo from ''VideoGame/SuperMario64'', and Snake uses his from ''VideoGame/MetalGearSolid''. This isn't always a neutral attack: Meta Knight's 3-point combo is his forward tilt, while {{VideoGame/Bayonetta}}'s forward tilt and forward air are 3-point combos. [[VideoGame/KingdomHearts Sora]] has his neutral attack, forward tilt, neutral air, and forward air be 3-point combos, but uniquely for him, only executing the first hit in the combo turns it into a strong hit.

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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. Mario uses his combo from ''VideoGame/SuperMario64'', and Snake uses his from ''VideoGame/MetalGearSolid''. This isn't always a neutral attack: Other moves can count as three-point combos, like [[Franchise/{{Kirby}} Meta Knight's 3-point combo is his Knight]]'s forward tilt, while {{VideoGame/Bayonetta}}'s forward tilt and forward air are 3-point combos. air, and [[VideoGame/KingdomHearts Sora]] has his neutral attack, Sora]]'s forward tilt, neutral air, and forward air be 3-point combos, but uniquely air. Uniquely for him, only executing Sora, the first hit in the combo turns it into of his forward tilt is a strong hit.hit if cancelled.
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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo achieved by pressing A three times. When possible, the combos are lifted straight out of the characters' original games. Mario uses his combo from ''VideoGame/SuperMario64'', and Snake uses his from ''VideoGame/MetalGearSolid''.

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* ''VideoGame/SuperSmashBros'': About half the cast has a three point combo achieved by pressing A three times.as their neutral attack. When possible, the combos are lifted straight out of the characters' original games. Mario uses his combo from ''VideoGame/SuperMario64'', and Snake uses his from ''VideoGame/MetalGearSolid''. This isn't always a neutral attack: Meta Knight's 3-point combo is his forward tilt, while {{VideoGame/Bayonetta}}'s forward tilt and forward air are 3-point combos. [[VideoGame/KingdomHearts Sora]] has his neutral attack, forward tilt, neutral air, and forward air be 3-point combos, but uniquely for him, only executing the first hit in the combo turns it into a strong hit.



* Melee-based classes in ''VideoGame/FinalFantasyXIV'' have three-weaponskill combos as the basis of their attack rotation. Each skill only does its full damage and applies its additional effects when used immediately after the previous skill in the combo (helpfully marked "Combo Action" in the tooltip). For some classes (Rogue/Ninja, tanks), effective combat relies on effectively weaving in non-combo skills while making sure to keep the combo going. Other classes (Lancer/Dragoon, Samurai) have complicated branching combos that must be used in the right order.

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* Melee-based classes in ''VideoGame/FinalFantasyXIV'' have three-weaponskill three-weapons kill combos as the basis of their attack rotation. Each skill only does its full damage and applies its additional effects when used immediately after the previous skill in the combo (helpfully marked "Combo Action" in the tooltip). For some classes (Rogue/Ninja, tanks), effective combat relies on effectively weaving in non-combo skills while making sure to keep the combo going. Other classes (Lancer/Dragoon, Samurai) have complicated branching combos that must be used in the right order.
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Three is a magic number, even when it comes to fighting. Often times in video games a character's most basic combo will consist of three attacks in rapid succession with the last hit dealing slightly more damage than the first two.

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Three is a magic number, even when it comes to fighting. Often times in video games a character's most basic combo {{combo}} will consist of three attacks in rapid succession with the last hit dealing slightly more damage than the first two.

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* ''VideoGame/LeagueOfLegends'' is very fond of this: Xin Zhao has Three Talon Strike, which enhances his normal attacks to deal increased damage, the third of which knocks the target into the air. Riven's Broken Wings is three slashing leaps, the third of which deals extra damage and knocks back nearby enemies. Diana's passive makes every third attack deal bonus magic damage to her enemy and those nearby. Aatrox can have his third attack either heal him or deal bonus damage while hurting him. Every third attack Vayne makes on a target deals a percentage of the target's health as true (armor-ignoring) damage. Nami is unusual in that she can give one of these to someone else: the target of her spell has their next three attacks deal bonus damage and slow their target.
** A common variant is also for an attack to have some effect which intensifies each time until it reaches its maximum on the third. Orianna deals magic damage that increases for the second and third hit. Warwick deals bonus damage and heals himself for more with each attack to the third. Gangplank applies damaging and slowing poison that stacks up to three times. Volibear has both types - each attack up to the third increases his attack speed, but after that he can bite an enemy to deal damage based on how much health they're missing.
** There are also some spell based ones: after casting three spells, Sona's attack deals bonus damage and has an effect based on which spell she cast last. Varus' attacks apply up to three marks to an opponent that do nothing until he hits them with a spell, at which point they detonate to deal damage based on the enemy's maximum health and how many marks there were. Xerath's ultimate ability lets him fire three magical detonations. Ahri's ultimate lets her dash three times, dealing damage to enemies nearby.

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* ''VideoGame/LeagueOfLegends'' is very fond of this: Xin Zhao has Three Talon Strike, which enhances his normal attacks to deal increased damage, the third of which knocks the target into the air. Riven's Broken Wings is three slashing leaps, the third of which deals extra damage and knocks back nearby enemies. Diana's passive makes every third attack deal bonus magic damage to her enemy and those nearby. Similar to Riven, Aatrox can have his third attack either heal him or use "The Darkin Blade" (his Q skill) up to three times, each time changing the skill's sweetspot (an area which will deal bonus more damage while hurting him. and lift the opponent for a brief period of time). Every third basic attack Vayne makes on a single target deals will deal a percentage of the target's maximum health as true (armor-ignoring) damage. Similar to Vayne, Gnar's "Hyper" will make his basic attacks and offensive skills apply a mark, dealing a percentage of the target's maximum health as magic damage on the third mark and giving Gnar a small speed burst. Unlike Vayne, Gnar can apply Hyper stacks to every enemy he can instead of just one. Nami is unusual in that she can give one of these to someone else: the target of her spell has their next three attacks or damage spells deal bonus damage and slow their target.
** A common variant is also for an attack to have some effect which intensifies each time until it reaches its maximum on the third. Orianna deals magic damage that increases for the second and third hit. Warwick deals bonus damage and heals himself for more with each attack to the third. Gangplank applies damaging and slowing poison that stacks up to three times. Volibear has both types - each attack up to the third increases his attack speed, but after that he can bite an enemy to deal damage based on how much health they're missing.
** There are also some spell based ones: after casting three spells, Sona's attack deals bonus damage and has an effect based on which spell she cast last. Varus' attacks apply up to three marks to an opponent that do nothing until he hits them with a spell, at which point they detonate to deal damage based on the enemy's maximum health and how many marks there were. Xerath's ultimate ability lets him fire three magical detonations. detonations at first rank. Ahri's ultimate lets her dash three times, dealing damage to enemies nearby. nearby.
** Another variant is empowering the third time a single skill is casted. Yasuo's "Steel Tempest" and Yone's "Mortal Steel" (both their Q spell) will make them stab (or a circular slash if used during Yasuo's E dash) and charge a counter each time they hit an enemy, turning the third Q into a ranged tornado or dash-tornado (for Yasuo, the dash-tornado is used during his E dash) or a dash with a small shockwave (for Yone) that will lift enemies in the air for a brief period of time.
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* ''VideoGame/WarDogsRedsReturn'': [[PlayerCharacter Red]] has this type of attack as a part of his repertoire.
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* ''VideoGame/{{Momodora}}: Reverie Under the Moonlight'' uses a Three-Strike Combo akin to Zero's... made awkward to use by the fact each attack inches you slightly forward and the third strike is slow enough that enemies will have come out of hitstun by then.

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* In ''VideoGame/HeroesOfNewerth'', Drunken Master's ultimate skill is the Three-''Point'' Strike. He needs to hit a hero from three different angles for it to activate, dealing a powerful blow that stuns them. His array of short-range mobility skills makes this easier to activate.



* In the ''VideoGame/MetalGear'' series, the 3D installments have a 3-hit combo as the basic close quarters attack, consisting of 2 punches and a kick that will knock to the ground instantly any non-boss character.

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* In the ''VideoGame/MetalGear'' series, the 3D installments have a 3-hit combo as the basic close quarters attack, consisting of 2 punches and a kick that will knock to the ground instantly any non-boss character.character.

[[AC:TurnBasedStrategy]]
* In every ''VideoGame/{{Disgaea}}'' game, the very first weapon skill you learn with fists is the humble Triple Strike, which hits a unit directly in front of you and knocks them back one tile.
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* In ''VideoGame/TheWolfAndTheWaves'', your human form's only attack needs to hit a zombie three times to kill it.

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* In ''VideoGame/TheWolfAndTheWaves'', your human form's [[BoulderBludgeon only attack attack]] needs to hit a zombie three times to kill it.
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* In ''VideoGame/TheWolfAndTheWaves'', your human form's only attack needs to hit a zombie three times to kill it.
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** ''VideoGame/TheLegendOfZeldaTriForceHeroes'': The Aeralfos enemies' primary physical attack consists of diving down at the Links to deliver three quick sword strikes turning the third into a spinning slash, before rising back into the air.

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** ''VideoGame/TheLegendOfZeldaTriForceHeroes'': The Aeralfos enemies' primary physical attack consists of diving down at the Links to deliver three quick sword strikes strikes, turning the third into a spinning slash, before rising back into the air.
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** ''VideoGame/TheLegendOfZeldaTriForceHeroes'': The Aeralfos enemies' primary physical attack consists of diving down at the Links to deliver three quick sword strikes turning the third into a spinning slash, before rising back into the air.
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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had four different three point combos depending on which direction the control stick was being held. Left horizontal, Right horizontal, Vertical and Thrust.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' also gave three point combos to the Goron and Zora forms, but not the Deku form.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'' replaced it with a four point combo that could be mixed and matched.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' abolished the combo system altogether by mapping the sword's movement to the Wii Motion Plus.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' brings the four point combo back for one-handed weapons, but removes the directional slash mechanic. It also has an eight point combo for spears and a two point combo for heavy weapons.
* ''Franchise/KingdomHearts'': Your character typically starts with a three point combo, but it can be lengthened, shortened or otherwise altered depending on what Keyblade you have equipped and what skills you're using.
** In ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'', attack cards do different amounts of damage depending on which part of the combo you use them in, so when playing as Sora, it's best to group cards in the order of Strike->Thrust->Finish strength. Riku's attack cards are all identical, but it's still useful to keep track of the second hit of his combo: in [[SuperMode Dark Mode]], it inflicts a stun effect.

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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/TheLegendOfZeldaOcarinaOfTime'' had has four different three point combos depending on which direction the control stick was being held. Left horizontal, Right horizontal, Vertical and Thrust.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' also gave three point gives three-point combos to the Goron and Zora forms, but not to the Deku form.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' and ''VideoGame/TheLegendOfZeldaTwilightPrincess'' replaced it replace this with a four point four-point combo that could can be mixed and matched.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' abolished removes the combo system altogether by mapping the sword's movement to the Wii Motion Plus.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' brings the four point four-point combo back for one-handed weapons, but removes the directional slash mechanic. It also has an eight point eight-point combo for spears and a two point two-point combo for heavy weapons.
* ''Franchise/KingdomHearts'': Your character typically starts with a three point combo, but it can be lengthened, shortened or otherwise altered depending on what Keyblade you have equipped and what skills you're using.
**
using. In ''[[VideoGame/KingdomHeartsChainOfMemories Chain of Memories]]'', attack cards do different amounts of damage depending on which part of the combo you use them in, so when playing as Sora, it's best to group cards in the order of Strike->Thrust->Finish strength. Riku's attack cards are all identical, but it's still useful to keep track of the second hit of his combo: in [[SuperMode Dark Mode]], it inflicts a stun effect.
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* ''VideoGame/SpiralKnights'': Most swords have one. The final hit does more damage than the other two.

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* ''VideoGame/SpiralKnights'': Most swords have one. The final hit does more damage than the other first two.
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* ''VideoGame/SpiralKnights'': Most swords have one. The final hit does more damage than the other two.
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[[AC:MMORPG]]
* Melee-based classes in ''VideoGame/FinalFantasyXIV'' have three-weaponskill combos as the basis of their attack rotation. Each skill only does its full damage and applies its additional effects when used immediately after the previous skill in the combo (helpfully marked "Combo Action" in the tooltip). For some classes (Rogue/Ninja, tanks), effective combat relies on effectively weaving in non-combo skills while making sure to keep the combo going. Other classes (Lancer/Dragoon, Samurai) have complicated branching combos that must be used in the right order.



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* In ''VideoGame/JadeEmpire'', most styles have a Three Strike Combo of quick attacks. Exceptions include Magic styles and the longsword, which have four strike basic combos.
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* Chain combo systems in {{Fighting Game}}s typically rely on a three-hit chain: Light-Medium-Heavy. This appears in countless fighters, including ''VideoGame/StreetFighterAlpha'' (the first one, but not the two sequels, unless--to a degree--your name is [[VideoGame/FinalFight Guy]] or [[VideoGame/StreetFighterI Gen]]), [[VideoGame/CapcomVsWhatever nearly every fighter related to the]] ''VideoGame/MarvelVsCapcom'' series, ''VideoGame/BlazBlue'', and ''VideoGame/{{Skullgirls}}''.

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* Chain combo systems in {{Fighting Game}}s typically rely on a three-hit chain: Light-Medium-Heavy. This appears in countless fighters, including ''VideoGame/StreetFighterAlpha'' (the first one, but not the two sequels, unless--to a degree--your name is [[VideoGame/FinalFight Guy]] or [[VideoGame/StreetFighterI Gen]]), [[VideoGame/CapcomVsWhatever [[VideoGame/CapcomVs nearly every fighter related to the]] ''VideoGame/MarvelVsCapcom'' series, ''VideoGame/BlazBlue'', and ''VideoGame/{{Skullgirls}}''.

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