Don't know if you are referring to the manual or
Wiki Article, but either way it helps if you break it down. Think of Ax Battler from Arcade Golden Axe.
[list type=decimal]
[*]Initial swing.
[*]Follow up backhand slice.
[*]Pommel butt.
[*]Kick
[*]Uppercut slice
[*]Pick up and throw
[/list]
0 = It's a group spacer. If nothing is skipped, you stop the combo at the first 0 you come to. If there IS a skip, then you skip to whatever is after the first 0 you come to instead.
So the whole thing becomes this:
1 2 6 0 3 3 4 0 5
Looks puzzling right? Break it down into smaller bits:
1 and 2, then if target is in range of 6, do that and stop. If not, skip 6 and keep going. In game terms, Ax swings twice, and then if his opponent is close enough, he'll grab and throw them to the deck.
1 2 6 0
First and second swing, skip 6 because nothing was in its range. Now we get 3 3 and 4. Again, only do these if something is in their range, else skip to the next group. This time Ax does his damaging and brutal mid range combo of two swings, a couple of pommel smashes to the head, and then a big boot.
1 2 6 0 3 3 4 0
Now we are up to the whole thing. There's no more skips to try, so just play 5. After the standard initial swings, Ax does a long reaching uppercut slice.
1 2 6 0 3 3 4 0 5
The most important thing here is you have to set up ranges very carefully and remember the range checks are in real time. 3 and 4 for instance both have to find a target or they get skipped, so if one of the pommel smashes happens to push the target out of range, Ax will perform the uppercut slice on his next attack - exactly like the Arcade Golden Axe, and a pretty cool caveat if you ask me. It's quite easy once you get the hang of it, and lets you make some cool range based combos right out of the box.
DC