Dair True Combos on Every Character!
Dair > jab 1,2,3________20-X%_______Damage: 15-30%
Dair > Dtilt___________30-X%_______Damage: 11-26%
Dair > Utilt___________30-X%_______Damage: 16-31%
Dair > Ftilt___________40-X%_______Damage: 14-31%
Dair > Dair___________50-X%_______Damage: 10-40%
Dair > Nair___________55-X%_______Damage: 7-37%
Dair > Uair___________55-X%_______Damage: 18-33%
Dair > Fsmash________75-X%_______Damage: 20-35%
Dair > DJDair_________60-X%_______Damage: 5-40%
*Note that percentages are based on training mode so that stale moves do not factor in. This does not affect their ability to combo but will vary the percentages that combos work at depending on how stale your Dair is as well as the total damage it does. Percentage ranges for the combos to work are based on after Dair has finished so that any time Dair hits, regardless of how many hits connect other than hit 4, if the opponent is in the percentage range listed at the end of the move, the combo will work. The variable X is used to show the percentage at which the opponent is hit off the ground or into the ground by hit 4 which varies by character and by stale moves.
**Dair must be autocancelled AND fastfallen for these combos to work.
Percentages at which hit 4 knocks opponents off the ground or into the ground
Jigglypuff - 74%
Squirtle - 77%
Game and Watch - 77%
Kirby - 78%
Metaknight - 79%
Fox - 79%
Pikachu - 79%
Falco - 80%
ZSS - 80%
Olimar - 80%
Sheik - 82%
Zelda - 82%
Marth - 83%
Peach - 84%
Diddy - 85%
Ice Climbers - 85%
Toon Link - 85%
Pit - 86%
Lucas - 86%
Ness - 86%
Sonic - 86%
Luigi - 87%
Mario - 88%
Lucario - 89%
Ivysaur -89%
Captain Falcon - 90%
Link - 90%
Wolf - 90%
ROB - 91%
Ike - 91%
Wario - 92%
Yoshi - 92%
Charizard - 93%
Ganondorf - 93%
King Dedede - 94%
Snake - 95%
Donkey Kong - 96%
Bowser - 98%
*stale moves not included
Escapable Dair Combos
Dair > Dtilt lock > Fsmash______X-300%
Dair > Dtilt lock > Usmash______X-300%
Dair > Techchase > Usmash_____X-300%
Dair > Dair > Dtilt lock > Usmash/Fsmash _____(X-20) - 300%
Nair True Combos!
All of these combos are done with un-autocancelled Nairs so that the final knockback hit of Nair does not connect. This means you're falling onto an opponent with Nair.
Nair (only one hit) > jab_______45-X%
Nair (multi hits) > jab_________0-X%
Nair (multi hits > Utilt_________20-X%
*Nair also true combos into other moves like Ftilt, Nair, Uair, Fair and Dair but I probably won't do all the testing for these since I don't plan on using them often. If there's a special request I'll mess with it.
**In this instance, the variable "X" stands for the percent at which the opponent is hit too high for the move to connect. Because Nair has such low knockback in every hit but the last one and because of the good range and speed of both jab and Utilt, the value of X would have to be high enough that it really doesn't make a difference. In testing other moves however, this did become an issue as some moves such as Fsmash you can only combo into out of Nair at a percentage that sends the opponent high enough that with the right reaction they can hit you with an aerial before your move comes out.
Jab Cancel Combo
Lucas has one jab cancel combo and it's really hard to do. If you don't jab cancel perfectly, the opponent perfect shields it with a buffered shield. Every other option is either too slow or doesn't have enough horizontal range to work.
Jab 1 > Dtilt________0-X%
*The variable "X" stands for the percentage at which the opponent is hit too far away with the first jab for the Dtilt to reach. This varies by character as well as SDI. This is not a true combo because of SDI.
**Jab 2 > Dtilt as far as I can tell doesn't work because jab 2 doesn't cancel as quickly and tends to send them slightly further away. I have not tested it extensively though.
Dair > jab 1,2,3________20-X%_______Damage: 15-30%
Dair > Dtilt___________30-X%_______Damage: 11-26%
Dair > Utilt___________30-X%_______Damage: 16-31%
Dair > Ftilt___________40-X%_______Damage: 14-31%
Dair > Dair___________50-X%_______Damage: 10-40%
Dair > Nair___________55-X%_______Damage: 7-37%
Dair > Uair___________55-X%_______Damage: 18-33%
Dair > Fsmash________75-X%_______Damage: 20-35%
Dair > DJDair_________60-X%_______Damage: 5-40%
*Note that percentages are based on training mode so that stale moves do not factor in. This does not affect their ability to combo but will vary the percentages that combos work at depending on how stale your Dair is as well as the total damage it does. Percentage ranges for the combos to work are based on after Dair has finished so that any time Dair hits, regardless of how many hits connect other than hit 4, if the opponent is in the percentage range listed at the end of the move, the combo will work. The variable X is used to show the percentage at which the opponent is hit off the ground or into the ground by hit 4 which varies by character and by stale moves.
**Dair must be autocancelled AND fastfallen for these combos to work.
Percentages at which hit 4 knocks opponents off the ground or into the ground
Jigglypuff - 74%
Squirtle - 77%
Game and Watch - 77%
Kirby - 78%
Metaknight - 79%
Fox - 79%
Pikachu - 79%
Falco - 80%
ZSS - 80%
Olimar - 80%
Sheik - 82%
Zelda - 82%
Marth - 83%
Peach - 84%
Diddy - 85%
Ice Climbers - 85%
Toon Link - 85%
Pit - 86%
Lucas - 86%
Ness - 86%
Sonic - 86%
Luigi - 87%
Mario - 88%
Lucario - 89%
Ivysaur -89%
Captain Falcon - 90%
Link - 90%
Wolf - 90%
ROB - 91%
Ike - 91%
Wario - 92%
Yoshi - 92%
Charizard - 93%
Ganondorf - 93%
King Dedede - 94%
Snake - 95%
Donkey Kong - 96%
Bowser - 98%
*stale moves not included
Escapable Dair Combos
Dair > Dtilt lock > Fsmash______X-300%
Dair > Dtilt lock > Usmash______X-300%
Dair > Techchase > Usmash_____X-300%
Dair > Dair > Dtilt lock > Usmash/Fsmash _____(X-20) - 300%
Nair True Combos!
All of these combos are done with un-autocancelled Nairs so that the final knockback hit of Nair does not connect. This means you're falling onto an opponent with Nair.
Nair (only one hit) > jab_______45-X%
Nair (multi hits) > jab_________0-X%
Nair (multi hits > Utilt_________20-X%
*Nair also true combos into other moves like Ftilt, Nair, Uair, Fair and Dair but I probably won't do all the testing for these since I don't plan on using them often. If there's a special request I'll mess with it.
**In this instance, the variable "X" stands for the percent at which the opponent is hit too high for the move to connect. Because Nair has such low knockback in every hit but the last one and because of the good range and speed of both jab and Utilt, the value of X would have to be high enough that it really doesn't make a difference. In testing other moves however, this did become an issue as some moves such as Fsmash you can only combo into out of Nair at a percentage that sends the opponent high enough that with the right reaction they can hit you with an aerial before your move comes out.
Jab Cancel Combo
Lucas has one jab cancel combo and it's really hard to do. If you don't jab cancel perfectly, the opponent perfect shields it with a buffered shield. Every other option is either too slow or doesn't have enough horizontal range to work.
Jab 1 > Dtilt________0-X%
*The variable "X" stands for the percentage at which the opponent is hit too far away with the first jab for the Dtilt to reach. This varies by character as well as SDI. This is not a true combo because of SDI.
**Jab 2 > Dtilt as far as I can tell doesn't work because jab 2 doesn't cancel as quickly and tends to send them slightly further away. I have not tested it extensively though.