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Encyclopedia > Combo (fighting)

A combo (short for combination) is a concept regarding fighting games and fighting in general. It indicates a sequence of moves which produce an unblockable series of hits. It takes an initial direct hit for the combo to begin. The first hit is then followed by other hits, which leave the opponent no time for blocking. A combo can theoretically be infinite, although physical (during real fight) or technical (during virtual fight) limitations render this mostly impossible. Screenshot Kung-Fu, the first real fighting game Fighting games are video games in which players fight each other or computer enemies with martial arts. ... This is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. ... For blocking on Wikipedia, please see Wikipedia:Blocking policy. ... Infinity is a word carrying a number of different meanings in mathematics, philosophy, theology and everyday life. ...


Many other types of video games include a combo system involving chains of tricks or other manoeuvers, usually in order to build up a high score. Examples include Killer Instinct, the Tony Hawk's Pro Skater series and the Crazy Taxi games. Computer and video games A screenshot of Tetris for the Nintendo Game Boy A console game (better known as a video game) is a form of interactive multimedia used for entertainment, which consists of a moveable image displayed on a screen that is usually controlled and manipulated using a handheld... Killer Instinct is an arcade game by Rare. ... Tony Hawks Pro Skater (1999) is a skateboarding video game for PlayStation, Dreamcast, Nintendo 64, Game Boy Color, and N-Gage featuring professional skater Tony Hawk and the first in a series of such games. ... Crazy Taxi is a series of video games, developed by Hitmaker and published by Sega, first released to arcades in 1999. ...


  Results from FactBites:
 
Combo (computer and video games) - Wikipedia, the free encyclopedia (1554 words)
The term originates from fighting games where it is based upon the concept of a striking combination.
Combos have been since a design priority in almost all fighting games, hardening significantly the learning curve of fighting games.
In most games "juggle combos" are only considered valid combos if the victim remains stunned for the full duration of their time midair.
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