- If something combos it will register on the hit counter. The hit counter will count up, not restrart. There are some chains of hits that can be considered combos. They are pure combos, infinite combos, super combos, throw combos, and OTG combos.
- If performed correctly a pure combo will register on the hit counter. When a chain of hits is performed correctly the combo will be unavoidable once the first hit connects. An example of a pure combo Wolverines's C.Fierce, Berserker Barrage X. A pure combo can be a basic ground combo like S.Jab, S.Fierce.
- An OTG combo is a combo but not a pure combo. When you hit your opponent off the ground an OTG combo is being performed. An OTG combo can be prevented by rolling. Therefore not all of the hits are unavoidable once the combo is performed correctly. A Royal Flush linked after C.Short, C.Roundhouse is an example of an OTG combo. The C.Short into C.Roundhouse part of the combo is unavoidable, however the Royal Flush can be avoided by rolling. OTG combos are generally performed after a trip, special move, super combo or air combo. An OTG combo can be anywhere from difficult to easy to roll out of depending on the time an opponent lands or cancels into the OTG move. Rarely an OTG combo can not be rolled out of. An example of this is Gambit's Kinetic Cards.
- Infinites are unintended and for the most part pure combos. They are a repeated sequence of hits that when performed correctly will continue until your opponent dies. At which point they will terminate. Infinites were not intended to be in the game or at least I hope they weren't. They do register on the hit counter and are unavoidable once the setup has been performed. Some infinities require an OTG setup which is avoidable others do not. Over 3/4 of the characters have infintes that I know of. Most infinites range from a repeated chain of between one and seven hits. In general they are a repetition of 2 or 3 hits once the setup has been achieved. Some are disgustingly easy and uncomplex; some are a bit tougher.
- Throw combos are combos initiated by a throw. A throw can begin a combo only. Most throws can be teched and some allow a player the opportunity to roll away once the throw has been performed. Some throws however if not teched out of will leave the player floating up on the wall helpless, unable to do a secondary safety tech to avoid futhur damage. Throws do register as a one on the hit counter, so they can be considered a form of combo.
- Super Combos are pure combos mostly. All Auto Combos are pure combos. Most hit variable combos are pure combos. Weapon X and Shinku Hadoken are examples of Super Combos that are unavoidable once the first hit of the super combo connects. However something like, Gamma Crush is not a pure combo as the end of it can be rolled out of as the opponent hits the ground.
- Some supers can be OTGed after. The OTGs are either restricted or unrestricted. An unrestricted Super will allow for just about any OTG sequence imaginable. An unrestricted super can be comboed into an air combo, another super or a ground chain. A restricted Super can only be chained into a ground series, ex C.Short, S.Fierce, a jumping air combo, ex. jump up and hit your opponenent as they fall after a Maximum Spider, or a mini launch combo ex. C.Jab, C.Fierce, Jump(Jab, Short, etc) after a Berserker Barrage X.
- One air combo per combo. A character can launch after an air combo, but cannot follow-up with a full air combo. The OTG after an air combo is always RESTRICTED. A character can follow an air combo with a mini air combo ex. Morrigan, Strider, Wolverine, Red venom, Shadow Lady, WM, Lilith, Jin, Chun-li, etc. In general a mini launch will toss the opponent to about the height of the helper box. This will allow you to do a quick regular jump and hit them with the usual hits.
- One OTG per Combo. It is not possible to do more than one OTG, …..almost. There are exceptions. One is Spiderman can C.Roundhouse into a Crawler Assault and then OTG into something else, like an air combo. Its also possible for Wolvervine to Claw Slide and OTG with a Berserker Barrage X and then OTG again if he's in a corner. The point is this; Crawler Assault and Berserker Barrage X can OTG, but still allow for an additional OTG after the Super.
- An Unrestricted OTG has certain traits. It will allow the opponent to be air comboed, supered, or a special move can be put on them.
- Restricted OTGs only allow jump combos, miniair combos, or a ground series of hits. In a restricted OTG only a neutral or directional motion will be permitted. So only J.Jab, T.Jab, C.Jab, DF. Fierce, etc ARE PERMITTED. The cpu will not allow even a Charged Megabuster to comeout during a restricted OTG. You can not Super Jump during a restricted OTG, only a regular jump is permitted. Berserker Barrage X, Air Demon, Maximum Spider, Shinryuken,.Venom Web, Captain Sword, Gamma Tornado and ALL air combos are bound by restricted OTG properties.
- Some Moves fall into the Semi Restricted OTG category. One of these moves is Hulk Gamma Charge OTG. You are allowed to super after this move but can not follow up by OTGing into a launcher and following up into an air combo. You can beat this though, simply OTG with a C.Short, S.Fierce and do the super jump motion with the joystick, then simply hit the opponent while in the air.
- Mini-air combos tend to have three different types of setups. The first is by OTGing at the end of the air combo with a jab or short, then jumping up immediately with a jab or short and then dialing through the air combo. The second is by semi-launching your opponent. Typically the opponent will be OTGed with a C.Short, or C.Jab and the using a C.Fierce to mini launch them. The third method is done by never hitting the ground. An example of this can be seen with Chun-li or Shadow Lady. Use her headstomp to OTG the fallen opponent, then quickly headstomp a second time. This will lift both characters up to the same height and then you can dial through.
- Sometimes you can hit your opponent on the way down after a finisher, but before they hit the ground. One example is, if Hulk uses Fierce to finish in a corner it is possible to tack on hits after the Fierce and before either him or the opponent hits the ground. Another Example is after Chun-li uses Roundhouse
as a finisher in the corner. Its possible to catch your opponent as they are falling with a headstomp and go for more hits.