Combo

A combo is a set of attacks in a fighting game that is performed in sequence and very likely, if not guaranteed, to occur if the first attack lands. In Super Smash Flash 2 and Fraymakers, it most commonly refers to a sequence of attacks that does not allow the opponent to break out of hitstun, which is also known as a true combo.

Combos are primarily used to rack up substantial damage on opponents. Many combos are not necessarily guaranteed, as many factors play into their effectiveness, such as DI, SDI, teching, damage, the opponent's weight, and the timing of the attacks. There may also be scenarios where the attacker is able to follow their attacks up despite the opponent not being in hitstun for the entire duration, which is also known as a string.

Kill confirm
A kill confirm, also known as a KO setup, is a combo that ends with a KO. It generally starts with a fast or safe move that links into a more powerful move that deals enough knockback to score a KO. It is dependent on various factors, most notably the damage of the opponent, which must be high enough that the final hit can secure a KO while also allowing the previous hits to link into it. This can also be set up in other ways, such as through chain grabs, tech chases, or forced getups, to more reliably lead into the final hit.

Due to the high startup or ending lag often present with strong attacks, kill confirms are often considered a more reliable way to land these attacks by making them more difficult to predict or react to. However, they are not always guaranteed and often require the player to properly read their opponents' actions.

Zero-to-death
A zero-to-death, also called a zero-death for short, is a combo that starts with the opponent not having any accumulated damage and ends with them being KO'd. The term may also be used to refer to any general sequence in which a player brings an opponent from having no damage to being KO'd without interruption, regardless of there being a combo involved. Full zero-to-death combos are relatively uncommon due to requiring almost perfect timing and placement in order to properly work, as even a single missed or mistimed hitbox can ruin a combo.

Juggling
Juggling is a combo that involves repeatedly hitting an opponent into the air without letting them recover or hit the ground. It is most commonly performed by repeatedly using up tilts or up aerials, which generally have weak upward knockback and low lag to knock opponents into midair while keeping them in hitstun. This is often used for racking up damage or following up with a move that KOs the opponent from the upper blast line.

Juggling becomes more difficult as the opponent's damage accumulates, as the increased knockback allows them to escape more easily. Generally, characters with higher weight, falling speed, and gravity values are more vulnerable to being juggled for longer periods of time.

Natural combo
A natural combo is a single move divided into multiple phases, with each phase requiring a separate input. Not pressing the next input ends the attack prematurely. The most common type of natural combo is a neutral attack, as most characters can perform multiple attacks with the move, with some following into an infinite jab. Some characters have natural combos using other grounded moves, such as 's forward smash and 's forward tilt in SSF2. Certain special moves may have natural combos as well, such as 's Dancing Blade and 's Tiger Blade in SSF2.

Infinite
An infinite is a combo that can theoretically be maintained indefinitely regardless of the target's actions. Infinites generally take the form of a singular move or a small set of moves with traits such as high hitstun, low lag, and low or set knockback that can be repeatedly used without the target escaping. Examples include using a quick neutral attack against a wall or performing a chain grab that cannot be broken out of. They are generally used to rack up large amounts of damage on an opponent to set them up for an easy, if not unavoidable, KO afterward.

Infinites disrupt the normal flow of the game, allowing players' offensive or defensive abilities to go far beyond those intended, and are generally removed in updates wherever possible. The current official for SSF2 classifies infinites that deal more than 150% damage in one combo or are continued past 300% damage as a form of stalling, and they are therefore banned from competitive play.