Okay, here's how combo Cycling works, in terms of this slashed bush example.
You can like, .. four combos on your combo page, okay? Create them after you read this, according to what I write here.
The first Combo will be your standard Bush combo. It should have the appearance of a bush, (If you wish.) And its property should be either Bush or Slash or Slash --> Item.
Your undercombo should be the slashed bush, a stump, if you'd like, ... Yeah.
The next combo should be that slashed bush: The stump.
The next combo should be the early parts of an animation of the stump growing into a bush.
the next combo should be the later parts of the animation of the stump growing into a bush.
Have the Next of the stump, the second combo, point to the third combo. Have the Next of the third combo point to the fourth, and Have the Fourth Combo's Next point to the first, the bush.
Remember, the NEXT takes place after the combo finishes animating through the number of frames you assign it, but also know that since screen animations are kinda "random," ... as in, like, .. you never really know on what animation an animated combo will be during its loop. Like, there's no way to align animations, if you can understand that. So, you'd have to move these combos along, manually controlling their animations by moving their single-combo animated loop into a series of combos which will animate exactly how you'd like them to.