Combos! Hitstun is static in PASBR, so combos are consistent given positioning and situation, though of course most attacks will produce a different reaction if connected on an aerial opponent. Some attacks are cancelable, some will chain together, and others can be linked together, all of which serve as a foundation for the combo system. Adding to this are launcher-type attacks, juggles, throws, wall bounces, and crumples/dizzies, among other things. Furthermore, some characters are combo-heavy while others not so much, so if you're not a combo person, don't fret! We got you!



We're hard at work on polishing as we speak, and that of course includes the UI and SFX. The UI shown thus far is meant to be temporary, so you guys can expect to see a complete overhaul soon!