Combo System

Comboing
A combo is a sequence of attacks that is guaranteed (or very likely) to occur if the first attack hits the enemy. The exact definition of a combo may change from player to player. Some definitions may include:
 * Any sequence of attacks that keeps the opponent in hitstun
 * Any sequence of attacks that is very hard to DI (or in certain cases, tech) out of
 * Any sequence of attacks that cannot be DI'd out of if performed perfectly
 * Any sequence of attacks
 * A single attack that consists of multiple hits

Knockback
Knockback is a measure of how far an attack sends its target.

The knockback of most attacks increases as the target's HP decreases, making opponents harder to combo the closer they are to death. Knockback is also affected by the target's weight, gravity, and a few other conditions (such as type effectiveness). The damage dealt by an attack is a significant factor in how much knockback it deals, but it is not the primary factor.

Each hitbox of a move has two knockback values: a base knockback and a knockback scaling. Moves with high base knockback deal high knockback under any circumstances. On the other hand, moves with high knockback scaling take less damage to reach KO potential.

Set Knockback
Certain attacks have set knockback. These attacks will always deal the same amount of knockback, regardless of the target's damage. Set knockback remains affected by characters' weight and other such factors.

Other physics of knockback

 * If a character is hit while charging a smash attack, they will take slightly more knockback
 * At certain launch velocities, tumbling characters that impact another character may transfer some "momentum", dealing damage and knockback despite never being touched by the initial move.

Cancelling
Some attacks can cancel into each other. However, every attack can cancel into swap. When this happens, the character that was attacking will finish there attack before going into a following role because the leader is switched. This also applies during a grab. If the character is not thrown before swapping the character will automatically perform the throw in the direction that the other character is in.