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SilverRocks134
SilverRocks134
With the game pad :p
victinivcreate1
victinivcreate1
With what character loool
SilverRocks134
SilverRocks134
Shulk. Ganon. Mac. Mario. Sheik. Jiggly. Yoshi. Not long combos (usually around 5 hits), but combos nonetheless.
victinivcreate1
victinivcreate1
Well besides Ganondorf, those characters can combo better than most of the cast anyway. I wish Marth could reliably combo :(
SilverRocks134
SilverRocks134
Marth can combo well offstage. You just have to stay close enough so you can recover, which is difficult at around 80% in my experience. His ground game, not bad, but meh.
SilverRocks134
SilverRocks134
*When the opponent is around 80%.
victinivcreate1
victinivcreate1
I think your definition of combo and my definition of combo are two different things, and I'd also say that my experience with Smash in general trumps your own.

My definition of combo is a series of moves that can't be escaped or airdodged out of. Smash 4 is basically full of these.
victinivcreate1
victinivcreate1
A string on the other hand is a series of moves that can be escaped, but the opponent keeps getting hit because 1,. they suck, 2. you have positional advantage or 3. you're hard reading them
SilverRocks134
SilverRocks134
No, I mean combo. I know the difference.
victinivcreate1
victinivcreate1
Smooth Landing heavy Gravity is amazing though
SilverRocks134
SilverRocks134
I really don't get why you hate the air dodge so much. It's an actual dodge now, how it always should have been. Melee's wasn't intended to be used for wave-techniques. That's most likely why Sakurai made it a REAL dodge.
SilverRocks134
SilverRocks134
Plus, it's more believable as a dodge.
victinivcreate1
victinivcreate1
True, but Melee's airdodge meant you couldn't spam it. I don't care about the airdodge enabling wavedashing. Sakurai can add a WD button in Sm4sh. This airdodge is too spammy and braindead imo. I can read airdodges and punish no problem, but it is too easy an escape route IMO.
SilverRocks134
SilverRocks134
How could it be improved? Making it so only one air dodge in the air makes no sense. Entering a helpless state makes little sense. And it gives the other player a chance, making it more fair.
SilverRocks134
SilverRocks134
It'd be better to reduce combo potential and increase fairness and string potential than to reduce fairness and increase combo potential.
SilverRocks134
SilverRocks134
No matter how you look at it, 0-death combos are not fair at all if you can't do anything to try and counter them.
victinivcreate1
victinivcreate1
There are two infinite combos. Fox's multishine infinite on a wall vs chars with a weight value of 87 or more, and Fox's waveshine infinite on Peach, Falcon, Marth, Ganondorf, Link, Bowser, Samus, and a few others that I care less to remember. Both of these are pretty technical.

All other 0-death combos in Melee are a result of hard reads,/bad DI on opponents part/comboer being nearly frame perfect (i.e Mew2King).
SilverRocks134
SilverRocks134
Infinite combos are pure Magikarp. It doesn't matter what kind of 0-death combo it is. It's still unfair. BTW I don't consider teching as a combo breaker unless they can shield. If you get hit immediately after teching, it's still a combo.
victinivcreate1
victinivcreate1
Thats a tech chase...
SilverRocks134
SilverRocks134
I consider it to be part of the combo.
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