Combos: Difference between revisions

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Corrections: dry factual tone, code-verified facts, removed cut content and First-appearance rows
Capitalize "Safe Zone" as a proper term throughout
 
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'''Combos''' count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a [[Safe Zone|safe zone]]'s edge — adds one to the counter, and landing cashes it in.
'''Combos''' count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a [[Safe Zone|Safe Zone]]'s edge — adds one to the counter, and landing cashes it in.


== Mechanics ==
== Mechanics ==


A combo survives stomping on [[Doodads|doodads]], moving between levels, landing inside a safe zone, [[Wall Jumping|wall jumps]], and getting hit in mid-air. It ends when you land on solid ground or [[Breakable Blocks|breakable blocks]] — at which point the reward is paid out.
A combo survives stomping on [[Doodads|doodads]], moving between levels, landing inside a Safe Zone, [[Wall Jumping|wall jumps]], and getting hit in mid-air. It ends when you land on solid ground or [[Breakable Blocks|breakable blocks]] — at which point the reward is paid out.


== Rewards ==
== Rewards ==

Latest revision as of 03:10, 5 July 2026

Combos count how many enemies you kill between touching solid ground. Every kill while airborne — by shot, stomp, or even a Safe Zone's edge — adds one to the counter, and landing cashes it in.

Mechanics[edit]

A combo survives stomping on doodads, moving between levels, landing inside a Safe Zone, wall jumps, and getting hit in mid-air. It ends when you land on solid ground or breakable blocks — at which point the reward is paid out.

Rewards[edit]

Combo Reward
8–14 100 gems
15–24 100 gems, +1 max charge
25+ 100 gems, +1 max charge, +1 hp

No further reward is gained past 25 kills, other than the Wow Combo and Sugoi Combo achievements at 30 and 100.

Tips[edit]

  • Levitate Style's slow fall makes long chains easier.
  • Low-cost weapons (Machinegun, Noppy) provide the most airtime; firing periodically resets fall speed.
  • In Limbo almost nothing can be stomped; kills come from shooting, and doodads refill charge.
  • Ending a combo just after reaching 8, 15 or 25 kills banks the reward; taking a hit while extending a combo cancels out the gain.