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| | '''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 | 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.