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This is very character and percentage dependent but still really cool.35% to death chromfirmed.
sorry men but that is more of a follow up to a true combo35% to death chromfirmed.
It also adds Pit and Dark PitThis is very character and percentage dependent but still really cool.
Edit: Also the DB1 didn't actually combo into the Uair.
That's nice and all, but you're forgetting footstool combos that lead to kills. Footstool works with falling uair up to 74% reliably, and guarantees a spike down smash into tipper u-smash or f-smash. Btw I figured out the fastest way to pull off a ken combo, though it still doesn't count in the combo meter sadly. You need to have your opponent around 50% and near the ledge. A good indicator is a vine on the right side of FD that he is in the proper position. You basically move forward into your enemy and bair, then immediately run off the ledge and dair. There's enough hitstun where they don't really have solid enough options and they won't expect it. P.S. it is very hard to pull off.
Also can you include any strings as well?
Another thing I forgot to mention for footstools is that it is an extremely reliable way to get fair to f-smash around 40% because your opponent can't act out of it, only move around. You can also get it off of nair, but I haven't tested it enough.
I did it against an npc, but I didn't pull it off at my tournament yesterday, but to be fair I was nervous and it was my second one. I also only recently found that out. Nair to footstool is really hard though, it might not even work due to DI, maybe jab can work at higher percents?I'd like to see some gameplay of those.
I haven't found footstool setups to be reliable against high level players, but I'd love to learn about it if it actually works well.
And nair1 isn't just an option. It's marth's best arial and combo setup move. Like I said, the big payoff is that it's speed and minimal landing lag makes marth much less punishable than if he used only fair to space.
Probably is. Sheik has a really fast fall speed. No doubt Dsmash will go right under other characters' legs at kill percents. But that's a good idea. In some cases, I can see Dsmash as the optimal choice. Miss it, however, (whether it's because of going under or because they are too far foward from DI) and you will be punished with whatever your opponent's best punish is.Hype
Jab 1 to tipper dsmash is a true combo at kill %s.
Not sure if its character-specific, but it DID work on Sheik, so that alone makes me happy =P
i know this is asking much but who are the characters that fast fall faster than Sheik?Every character that is Sheik, or falls faster than Sheik, it works on at 80-120ish%
That being said, jab 1 to tipper uptilt is also a true combo that kills around the same %, tho if you are completely spaced with jab 1, uptilt would miss (barely) so it has to be the middle or closest to marth tipper part of jab 1.
Yeah for this reason I've always said that the tipper Utilt confirm is easier off of sourspot jab 1.Every character that is Sheik, or falls faster than Sheik, it works on at 80-120ish%
That being said, jab 1 to tipper uptilt is also a true combo that kills around the same %, tho if you are completely spaced with jab 1, uptilt would miss (barely) so it has to be the middle or closest to marth tipper part of jab 1.
Doing a second Jab 1 helps with spacing and is really good at stealing double jumps. It's also a great way to bait an air dodge.http://kuroganehammer.com/Smash4/FallSpeed/
Also, what makes first jab 1 different from second jab 1? o.o
Jab 2 is something else. You're talking about a second Jab 1.ty for link haha.
and Jab 1 has reduced knock back since it's meant for Jab 2 to connect. If you pull off the first Jab 1, it knocks them back slightly but not tipper Fsmash. But, if you connect Jab 2, the knock back is the perfect distance for tipper Fsmash. Regardless of DI, as long as you are able to connect two Jab 1's, you can land a tipper Fsmash.
been practicing this lately, i can't confirm it, but it seems to be easier on heavies for obvious reasons
It can be tippered as wellYeah for this reason I've always said that the tipper Utilt confirm is easy off of sourspot jab 1.
Doing a second Jab 1 helps with spacing and is really good at stealing double jumps. It's also a great way to bait an air dodge.
Uh no. Doing a second jab 1 totally depends on percent, spacing, and your mood (you can even do 3 if your opponent lets you). I wouldn't be absolute like saying that it confirms Fsmash (or even helps because sometimes it doesn't). Jab 1 is actually pretty easy to get out of. They can jump out of it or if they have a fast aerial they can simply hit Marth because at low percents jab 1 isn't safe on hit (unless you do the jab 2 full combo).It can be tippered as well
Works best on fastfallers.
And I get it now =P So jab 1 to jab 1 isnt confirmed, but 2nd jab 1 to fsmash is? thats sick xD
That's what I figured =P I hadnt tested so I had to go by what I heard xDDUh no. Doing a second jab 1 totally depends on percent, spacing, and your mood (you can even do 3 if your opponent let's you). I wouldn't be absolute like saying that it confirms Fsmash (or even helps because sometimes it doesn't). Jab 1 is actually pretty easy to get out of. They can jump out of it or if they have a fast aerial they can simply hit Marth because at low percents jab 1 isn't safe on hit (unless you do the jab 2 full combo).
Ah yeah I meant Jab 1. Two Jab 1'sJab 2 is something else. You're talking about a second Jab 1.
Depends on weight, percent, and character. Different in every situation but I do know for sure that getting two Jab 1's can lead to a tipper Fsmash if done properlyIt can be tippered as well
Works best on fastfallers.
And I get it now =P So jab 1 to jab 1 isnt confirmed, but 2nd jab 1 to fsmash is? thats sick xD
Posted that a while ago, guy.Marth can fair to up B on Sheik (and other characters, just using her as reference) from 55-75%, kills Sheik near-ish the ledge at 60%
He can also ff upair into double jump fair > up B to kill even earlier (and to setup the fair easier)
You have to use forward momentum from your jump to be right next to Sheik after the fair, so you can up B immediately.
Oh didn't know thatPosted that a while ago, guy.
Landed those a few times, i've seen ppl survived those with good di. I even did it today to a fox or was it a palutena? cant remember which character, but i fair > upb at the end of the stage and he still survivedOh didn't know that
TO be clear, we're talking about this, right?
Side b - nair 1 - utilt can be a 3 hit true combo at 130% or higher, on some characters.Every character that is Sheik, or falls faster than Sheik, it works on at 80-120ish%
That being said, jab 1 to tipper uptilt is also a true combo that kills around the same %, tho if you are completely spaced with jab 1, uptilt would miss (barely) so it has to be the middle or closest to marth tipper part of jab 1.
If this works, an early percent true combo could be:Is it possible to get a footstool from not tipper up tilt or from the part of up tilt that hits behind you? It seems to work pretty well in training, but further inspection would be necessary.
It could be useful, if you get the footstool and then immediately counter (also side b?) to negate the jump. Should work around 20% This could possibly lead to a tipper fsmash, if the opponent cannot roll away or do other countermeasures.
Aparently, up air works beter, which I believe is already known.
SH DB doesn't do enough knockback (kb = hitstun) at percents under 100 to true combo into other things, but it could still work.If this works, an early percent true combo could be:
Falling up air > footstool > side b momentum cancel > dair jab lock > land on the ground > SH DB > up air > tipper fsmash
i believe this is a true combo all the way through. If it works, it would do a lot of damage to open up a stock.
Also, nair 1 can lead to footstools at +100% Not sure if it is useful, but i kind of feel that it might be.If this works, an early percent true combo could be:
Falling up air > footstool > side b momentum cancel > dair jab lock > land on the ground > SH DB > up air > tipper fsmash
i believe this is a true combo all the way through. If it works, it would do a lot of damage to open up a stock.
That sounds nice. Even so, Dair to Uair kills. They'll tech Dair though.Also, nair 1 can lead to footstools at +100% Not sure if it is useful, but i kind of feel that it might be.
However, at that point dair launches people pretty far upwards, so this isn't actually a kill combo.
Thanks for the information. I didn't know about SH DB. In that case, we can omit the DB after landing and just go to falling uair to fsmash.SH DB doesn't do enough knockback (kb = hitstun) at percents under 100 to true combo into other things, but it could still work.
I'll check out back hit Utilt to footstool. It's true that with Utilt's less cooldown, this may be possible now.
Don't know. But I don't know why I never thought of doing this. I will mention that footstool are frame 1 so even if it wasn't it would be super hard to escape. It also depends on how late of a Bair you get; the later the Bair, the less end lag until footstool.Is d-throw bair footstool true on medium weights?
depends on percent, you can airdodge out of it in certain circumstancesIs Jab into F-tilt a true combo? i never seem to see anyone get out of it.