Combos are combinations of individual cards that create a certain starting hand. Counting combos is necessary to analyze ranges correctly. In this video you will learn how to count combos and how card removal affects the number of possible combos.
How to pronounce Hands and suits: QQ = Queens, 99 = Nines, 44 = Fours AsKs = Ace of spades and King of spades AhKc = Ace of hearts and King of clubs AKs = Ace King suited AKo = Ace King offsuit QsTc = Queen of spades and Ten of clubs Q6s = Queen six suited Qh = Queen of hearts, 6c = six of clubs, 4d = four of diamonds
Introduction to combos
In this video you will learn… What combos are, How to identify them And how „card removal“ influences the determination of combos.
The term „combo“ stands for the possible combinations from which You can make a certain starting hand. Let’s take AK as an example. This stands for all combinations of an ace and a king such as AhKc or a suited variant such as AsKs.
Take a look at the following situation to understand how we build combos. You assume that your opponent has the range QQ, AK and you want to find out Which of these two hands is more likely. At first you might think that both hands are just as likely since both represent one possible starting hand. But it isn’t that simple. Both QQ and AK stand for a different number of possible combos.
You count the number of combos as follows: There are four queens And six different possible combinations to build the hand QQ with them. The number of combos is usually indicated by the number sign. To build the hand AK, there are four aces and four kings at your disposal that you can combine freely with each other. For AKs there are four And for AKo Twelve combos. Which means there is a total of 16 combos for the hand AK. The entire range of your opponent therefore consists of 22 combos. 16 for AK and 6 for QQ. – This also means that AK has more combos than QQ and is more likely within a range of QQ, AK.
If there are already certain cards in play that you know - like your own hand or the community cards on the board - There is another thing you have to keep in mind. In order to arrive at the correct number of combos for the range of your opponent, you have to consider the effect called card removal. What does this mean? Let’s look at the following situation: The flop comes Q of hearts, 9 of clubs and 4 of diamonds You think that your opponent either has a set or an open-ended straight draw. Again you have to ask yourself: Which hand is more likely? To figure it out, you need to count combos for the individual hands. The open-ended straight draw can only be formed by the hand Jack Ten. There are 16 combos for it. The hands QQ, 99 or 44 would be a set. Each pocket pair has six combos. This means there are 18 combos for a set. After this analysis you can assume that there are 18 combos for a set and 16 combos for an OESD, making the set more likely. -> yellow Card Removal Element But now card removal comes into play. This term means that the community cards and your own cards aren’t available for your opponent’s combos. – „Without Card Removal“ This effect has been ignored so far. -> Circle around the flop Clearly your opponent can not hold the cards that are already on the board. This means that you have to eliminate all combos that contain a community card. Now there are only nine combos for a set left. But what about your own hand? These cards are obviously also not available for your opponent’s combos, so you have to remove them as well. This means there are only seven combos left for a set. And 12 for an OESD. As you can see now, the distribution of combos has changed quite a bit. There are only seven combos left for a set, but still twelve for an OESD. And since the OESD has more combos than the set now, it is also the hand that is more likely in this situation.
Let’s look at a few examples so that you can fully understand how card removal influences the way you count combos for different hands. Here you assume that villain either has QQ, AQ or Q6 and you want to know the number of different combos. Without card removal, there are 16 combos for AQ, including four combos for AQs. The same goes for Q6 and Q6s. For QQ it’s six combos again, just like for any other pocket pair. Now we examine the influence of card removal on a board of Qh, 6c and 4d. If you eliminate all combos that contain one of the community cards, you still have twelve combos for AQ and three for AQs. For Q6 there are only nine combos left and even only two for Q6s. For QQ there are three combos remaining. Now you hold the hand QsTc. Following the definition of card removal, you now have to eliminate all combos from villain’s range that contain one of these cards. As you can see, the number of combos is decreasing even further. Only 8 left for AQ including two for a suited hand. For Q6 there are only six left and for Q6s and for QQ only one. How does this number change if we assume that you have an As instead of Qs? AQ gets one combo back with AQs staying at two combos. The number of combos for the other hands increases as well. You can tell that card removal has quite a significant influence on the number of combos within villain’s range.
You have learned the following in this video: The combinations of individual cards that build a certain starting hand are called combos. The number of combos is different for the various types of starting hands. The number of combos gets influenced by an effect called card removal.