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Dash Attack > U-Smash True Combo %s

RoachCake

Smash Apprentice
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So I'm sure we all know just how situational of a move U-Smash is, there's almost never a reason to use it where U-tilt or U-air would probably be a much better choice.
The only time this moves really ever has any use is against tall/fat characters for building up damage, and rarely out of a Dash Attack.

So I went into Training Mode to see which characters exactly can get hit by U-Smash out of a Dash Attack for a true combo.
Of course, since this was done in Training Mode DI, SDI, VI, Rage, Crouch Canceling, Ect. are not taken into account here.
I only documented the percents where all hits added up to a 6 hit combo(28 Damage) on the combo counter, and I only used the strong hit of Dash Attack.
I will later add the percents for the late hit of Dash Attack as I was able to get it to combo on Captain Falcon and Shulk on accident.

Special thanks to @ DungeonMaster DungeonMaster for helping find some extra characters that this combo works on!

:4bowser:0% (Only 2 hits connect and he falls out, sometimes gets hit by finisher but never the full move, could be used to setup a grab or U-tilt maybe?)
:4bowserjr:0-4% (Must hit Clown Car)
:4wario:0-8%
:4dk:0-2% (Works till about 10% but isn't registered as a true combo)
:4diddy:11%
:4link:0-10%
:4sheik:0-5%
:4ganondorf:0-3% (Slips out sometimes. Often misses one hit for some reason as well.)
:4samus:0-2%
:4zss:0-12%
:4pit:/:4darkpit:0-7%
:4marth:0-8%
:4myfriends:0-14%
:4robinm:0-2% Falls out A LOT
:4dedede:0-18%
:4metaknight:0-8%
:4littlemac:0-15%
:4fox:0-10%
:4falco:0-8%
:4pikachu:0%
:4lucario:0-6%
:4greninja:0%
:4duckhunt:0%
:4rob:0-23%
:4falcon:0-18%
:4darkpit:0-5%
:4lucina:0-4%
:4shulk:0-6%
:4megaman:0-17%
:4feroy:0-15%
:4ryu:0-9%

:4mario:0%
:4wario:0%
:4link:0-3%
:4samus:0-6%
:4zss:0-3%
:4myfriends:0-7%
:4falco:0-6%
:4rob:0-3%
:4olimar:0% (Not worth it, very unlikely to be able to get correct spacing.)
:4pit:/:4darkpit:0%
:4shulk:0-4%
:4megaman:0-1%
:4ryu:0-2%

Some characters may be able to be hit at slightly higher percents where I was unable to get it to connect, if any of you happen to decide to test any on your own, post it here and I will credit you in the OP.
 
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DungeonMaster

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Dalaeck
Nice! Also add:
Bowser Jr. 0-4%
Little mac 0-15%
Olimar 0% (best with 6 damage starter)
Duck hunt 0% (1 frame off and it doesn't true combo... it is possible to get it register the full 28 damage)

I'll add a link to this thread from the complete combo thread. I'm holding off more experimenting until patch... I'm really, really hoping for less endlag on some of her moves...
 

RoachCake

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Thanks, I'll add these guys to the OP right now.

Same here, I'm hoping they buff U-Smash a bit by making it lock enemies in easier and have a bit more killing power so it's not as useless.
 

Boney

Smash Apprentice
Joined
Mar 10, 2015
Messages
149
If you're hitting a dash attack at such low percents, wouldn't up air be a better choice all the time?

I guess I still don't find any actual value to up smash, but still thanks for sharing!
 
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Afro Smash

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If you read an airdodge or simply jump after them you can either

Uair > fair
uair > bair
uair > uair
uair > CS

So while it does require a prediction the damage output potential is higher.

On heavy characters too you can read an airdodge and double up smash
 

DungeonMaster

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If you're hitting a dash attack at such low percents, wouldn't up air be a better choice all the time?
In the combo thread I listed this combo as "not suggested" because it's difficult to line up and as you say at low % the opponent has little control over DI so the up-air chain is all but guaranteed.
However there are several reasons why you could fish for this harder to achieve combo instead:
1- It leaves you grounded, which means the aerial pursuit game is still on. Even the lightest target this hits is still within range of up-air->up-air->up-B or any other variant
2- It's a 2-step, 28 damage combo, really nothing to sneeze at and easy on the inputs wi-fi. It links naturally to the up-air->CS variants since that circa 28 damage range is exactly where you want them for this.
3- Most importantly: Your opponent.
If your opponent sees the same thing over and over again, then they are in a different psychological state after seeing something new and unexpected. I'm confident I've won matches on better players than me simply because I pulled out of my bag things they never knew about. I've seen the really simple n-air->f-tilt make an aggressive opponent suddenly turtle up. The switch in their heads goes off "wait a minute, that works?!..." and you go from a known quantity to something they're not so sure about. People call it the flow of battle, it's real.
 
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RoachCake

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Updated the OP with slightly bigger % ranges for a bunch of characters and added some, also added Late Hit ranges.

Thanks to the buff to U-smash's hitbox size, Diddy Kong can be hit with this combo now.
So that's something.
 
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