Lucas:
U-Throw, Double Jump(mash the jump button), Dair
U-Throw, Fair
U-Throw, Bair
Down-B, Forward-B
All of these registered on the consecutive hits counter. The Fair and Bair combos require you to jump to the sides a bit for them to work. I feel cetain the grab combos are DI combos, but I'm none too certain if the Down B combo is valid.
You can't combo off the U-throw, they can be airdodged. The Down-B has too much knockback for combos.
Snake's mortar doesn't count as a mine, right? If loop arrow can be counted for combo, mortar should work too...
That being said, there are a number of possibilities, but the one that works most often (and is most effective) is Usmash > utilt > mortar hit. It essentially knocks them into the mortar. Best done as a sort of edgeguard.
I added a couple of Snake setup combos now.
MK: Jab>Dsmash
Uair>Shuttle loop (Low %)
I forgot to test the Jab.
U-air to tornado does the most damage, and the Up-B doesn't work at a different percent, that's why I only show one example.
Two more for Meta Knight.
Down Throw > Hyphen Smash (14 consecutive hits at low %)
Fair > Shuttle Loop (Hit with the first one or two hits of the Fair, and Shuttle loop. Kills and works at high percents)
The down throw combo works at a low percent, and can be DI.
This F-air combo is really good! It works at any percent, and can only be escaped by smash DI.
I have another one we can add to the list for peach.
It's Floating Dair, FF Uair, Utilt.
I can add a video if need be.
Good setup, but it won't combo after the U-air, it has bad hitstun.
All these combos are verified in Training and count for a real combo. They could be escapable vy DI though.
-> Falco. (Against Mario)
The opponent is still on ground :
* FF (strong) Dair > Jab x2 (0 - 37%) ->19%
* FF (strong) Dair > DSmash / Usmash (13-37%) -> 28 / 27%
*FF (strong) Dair > DTilt (~30%-37%) (or trip 25-37%) -> 25%
The opponent in the air [EDIT : :''( Not enough stunlag... Not true combos]:
FF (strong) Dair > Utilt / FTilt (Up FTilt) (37- ~50%)
FF (strong) Dair > Usmash (37-55%)
FF (strong) Dair > FSmash (!) (37- ~50%)
FF (strong) Dair > SH Nair / SH Uair / RAR SH Bair / SH Dair (!) (37- ~60%)
The percents on the lasts combos are not accurate, i've to check one more time, i didn't have all the time ^^
[EDIT : Oh, i just realized that the opponent was lvl3... Does it count ?]
The AI of the computer doesn't matter. To absolutely verify a combo you have to have a second controller pressing airdodge.
I have Falco's D-air combos now.
And another one for MK: SH Dair>Fair(only the first one of the fair hits), this is for low %. A friend of my can't DI, airdodge or shield against it but can attack-counter it.
Attack counters means it doesn't count, sorry.
You can Dair -> Dsmash with Peach
If you cancel the last Dair kick (the one that sends you upward) into the ground, you can Dsmash then since it comes out very fast.
Surprisingly this doesn't work. The first three D-air kicks have zero hitstun, and they can footstool jump to escape before the second attack.
So today I found the most beastly Sonic spindash combo starter ever - Aerial Spin Charge (aerial down B).
Simple ASC Combo: This one's easy and straightforward ;d
ASC (hold forward) [hits twice]> DJ aerial
The double hit does 18-21 damage. The first hit depends on your velocity, so I suggest holding forward, and I'm not sure about how to control the 2nd hit's damage. hax.
Perfect ASC Combo:
ASC double hit > (land by your opponent) > SD [hit] > SDJ[hit] > Aerial
Does at least 40 damage, but it's amazingly hard to land so the spindash hits, and equally hard to land the Spindash Jump>Aerial (unless you cancel the SDJ's hit), but that's old news.
You'll have to explain this to me more. Are you doing it to a grounded or an airborne opponent? Are you suppose to hit more then twice with the same spindash?
Someone test this combo with kirby. Forward throw>Uair>regrab>downthrow
The forward throw can't be a combo if the character has a fast aerial, such as Marth's Up-B. Otherwise it can't be escaped.
Olimar..
Dthrow, fair, ff, dthrow, fair.
dtilt, utilt, SH, nair, hop, uair/up+b/nair.
You can't chain D-throws with Fairs, they can double jump away.
D-tilt can't be comboed.
Kirby:
D-throw to U-tilt (to probably another U-tilt) is worth a mention.
Not a combo, they can double jump away, always.
Also, if you cancel a u-air just as you land it combos into f-air, u-air, and sometimes n-air, unless they DI way, training mode combo escapable with DI until about 30% I think.
It's an inescapable combo with the jab at low percents.
Come on Rhy, this is Pit we're talking about! Arrow Swarming buddy! It's possible to hit with nine arrows in a row without the opponent being able to move after the first.
You know I don't like arrow swarming. *sighs* but it is a combo. Can you really do nine? I though four would be the limit.
Actually, it still doesn't as Plasma Whip can be teched.
I said it doesn't work.