โœŠ Combo Structure

Spenchic Series

A spenchic series is the ability to cancel from lighter attacks into heavier attacks freely. This means combos are usually structured like L>M>H>Launch>L>M>H into whichever bounce you use.

Infinite Prevention System

The infinite prevention system keeps track of every attack you use during a combo. If you use the same move twice during a combo, you'll get a strike, indicated by a special sound effect. After receiving 3 strikes, the opponent will automatically break out of the combo.

Stun Decay

Every 2 hits of a combo will do 1 frame less hitstun than the previous 2 frames.

Bounce

Bounce is a resource that can be used during a combo. You get 1 bounce per combo.

Ground Bounce

During a combo, you're able to hit the opponent back onto the ground. This uses up your bounce, allowing you to otg them.

Wall Bounce

You can instead wall bounce the opponent which will only use up your bounce, meaning you can do it once per combo.

Snap

If you attempt to wall bounce the opponent after they've already been wall bounced, then they will instead fly through the edge of the screen and tag in their other character. This does not work if you used your bounce on a ground bounce instead of a wall bounce.