ChillySundance
Smash Apprentice
- Joined
- Jun 13, 2014
- Messages
- 153
I know Lucario has a combo thread already, but I wanted to make a quick, easy reference that goes over all of Lucario's combos and setups in detail, how/when/why they work, when they should be used and such. All of these have been tested extensively in training mode both with and without DI, but if anyone wants to correct my data please feel free to do so.
*NOTE* - I am still in the process of properly testing DI vs down throw. It doesn't seem like CPU's know how to DI this move properly in either direction, wheras they'll DI up throw pretty regularly, so my data may be wrong give or take. It will be edited accordingly.
Overview
Lucario actually isn't as much of a combo-heavy character as one would expect. He has few short true combos and a decent amount of setups that can allow him to control the opponent and make it hard for them to return to neutral. His combos generally serve as a means to rack up damage early on, rather than hit confirm into KO's.
As your Aura/rage increases, so does your knockback and damage. You might think this would greatly vary Lucario's combo game, but most of his attacks that actually lead into reliable combos are not greatly affected by aura in terms of knockback, making his output decently consistent regardless of his percentage.
All of these combos have been tested on Diddy Kong, who is a fairly small target. They should work just as well if not better on larger or faster falling characters. I'll try to post character specific stuff too if I encounter any while testing.
Who Can Lucario Combo?
Lucario is able to use these combos on most mid-weight characters. Fall speed is very important in determining who can be comboed as some of these strings are rather tight. Floaty characters like Luigi and (hilariously) Bowser are just flat out immune to a lot of these combos. I tested Lucario's throw combo at 0-0% on the entire cast. The first set of characters took the entire combo, the second set took the first few hits, and I couldn't produce reliable followups on the last set at all.
Category One:
Mario, Peach, Bowser Jr, Wario, Donkey Kong, Diddy Kong, Little Mac, Link, Zelda, Sheik, Ganondorf, Zero Suit Samus, Pit, Marth, Ike, Robin, Dedede, Metaknight, Fox, Falco, Pikachu, Greninja, ROB, Captain Falcon, Shulk (regular), Dr. Mario, Dark Pit, Lucina, Mega Man, Sonic, Duck Hunt Duo
Category Two:
Rosalina, Yoshi, Mr. Game and Watch, Toon Link, Samus, Palutena, Kirby, Charizard, Jigglypuff, Ness, Villager, Olimar, Pac Man
Category Three:
Luigi, Bowser, Wii Fit Trainer
Legend
= GREEN =
bread and butter combos. These are consistent, barely affected by opponent DI, and start from practical openers. They have a wide damage % range where they can be utilized.
= Orange =
These combos are influenced by opponent DI to a greater degree and will require some finesse to pull off consistently, or they are limited to a small damage % range, meaning your window to perform them is limited.
= Red =
Situational and/or specific to a certain character or stage. You aren't going to be able to do these all the time, or they may be impractical for other reasons.
= Purple =
Not actually a combo, but for all intents and purposes still guarantees some kind of follow up. This usually refers to things like grab setups or combos into grabs. These don't register as combos in training mode.
= Aura Range =
Lucario's general damage %
= Damage Range =
Opponent's damage values
= Damage Output =
Rough idea of the damage dealt from 0% aura to around 140%. Aura and stale moves will vary your output.
Brackets indicate that a portion of the combo may need to be dropped at higher percents
GROUND COMBOS
Up tilt
Utilt is quite a nice little move. It hits all around you with more range than your up smash, and has an initial hit that comes out very fast at your back (about 6 frames) followed by a sweep across to your front. Sadly, a lot of combos from this move require that you land the frontal version, as it has significantly less recovery time before you can move again, so landing it with correct spacing is required to get much out of it. This move is slightly affected by DI, making some of the followups a little tricky. The frontal attack has higher knockback and seems to be more vulnerable to DI, while the back attack tends to pull targets in towards your front more reliably.
Uptilt > Utilt
Aura Range: 0% and up
Damage Range: 25% - 50% lower with higher aura.
Damage Output: around 11%
Despite how it may look sometimes, Up tilt actually doesn't combo into itself outside of very specific percents. You're going to need a bit of aura (I managed to get this to start comboing at 25% at around 40% aura) and striking with the front part of the up tilt makes it a lot easier to hit with the next part of the attack. At higher percents you'll want to attempt to use the reverse up tilt, due to it having less knockback. Sadly, Lucario cannot combo into any of his aerials after the 2nd Uptilt.
Frontal Utilt > (Shorthop)Jump > Fair > jump > (Fair/Uair/Bair)
Aura Range: 0% and up
Damage Range: between 30% and 115% at low aura, with higher aura decreasing the damage range's ceiling. At 150% aura, it's impossible on an opponent who's damage ratio is higher than 60%
Damage Output: 11-27%
This combo seems like it should be intuitive, but it's affected by opponent DI and opponents who DI behind Lucario (this happens fairly often accidentally if you're hitting with the front of the attack, which is almost required for this combo to work) then it puts you in an awkward spot where you'll have to jump straight up and C stick forward in order to land the followup. The input for the Fair is extremely tight and needs to be executed perfectly almost the second Lucario leaves the ground after his jump. Sometimes the hitboxes will be weird and your opponent will end up going behind you after the first Fair. In this case, it's actually possible to combo into a Bair, but doing so is a rare treat. If you strike with the front of Fair though, you should be able to do this very consistently with some practice.
Utilt > (Shorthop) Jump > Uair > Uair
Aura Range: 0% to around 60%
Damage Range: 60% - 80%
Damage output: 19-27%
Like the previous Fair combo, but a bit more finnicky and vulnerable to DI. You have to full jump into Uair or it won't work, and due to Uair having such a linear hitbox, you have to follow the opponent's DI correctly both times. Utilt > Uair in itself is also good when coming off of a backwards Utilt at higher percents.
Utilt > Footstool Jump > Dair
Aura range: 0% and up
Damage Range: between 15% and 115% with higher aura decreasing the Damage Range cieling.
Damage output: 6-18%
Gimmicky, but strangely reliable little "combo". This can do more damage against bigger opponents since on smaller characters, the first hit of Dair will miss. Due to the hitbox of a footstool jump being instant and quite generous, Lucario is actually able to land it against the flying opponent faster than his other aerials, making it a decent option to combo at low percents. Unfortunately, damage is quite low, but it does put the opponent in a good position for a followup. This is most easily performed at low aura. Mashing the jump button to get the footstool can help for smaller characters where timing is tricky. It's mainly only useful at low percents though, as you'll want to use the more damaging Fair and Uair followups instead.
This is also the only legit low % combo you're going to get off of a Utilt that hits from behind (other than comboing into itself at mid percents)
Frontal Utilt > Jab Combo
Aura Range: 0% and up
Damage Range: between 0% and 30%
Damage Output: 8%
Lazy little combo for low percent. Kind of useless since there's better things you can do out of a Utilt at this percent, as well as the 3rd hit of your combo sometimes not landing. It gets an orange due to wonky hitboxes, but otherwise it's easy enough to do.
Frontal Utilt > Grab > Dthrow/Uthrow > jump > Fair > Jump > Fair > (Fair/Uair)
Aura Range: 0% to 130%
Damage Range: between 0% and 30%
Damage Output: 20 - 33% (not including pummels)
A fantastic way to rack up damage on a freshly KOed opponent's second stock if you can land an early Utilt from the front. Lucario's grab comes out so fast that this is pretty much a true combo. Keep in mind, you won't be able to land the last Fair once you have over 50% aura. If you're very quick you may be able to get a pummel or two in before throwing. If the opponent Di's towards you on the 2nd Fair, you can sometimes follow up with Uair for more damage.
Frontal Utilt > Jump > Nair
Aura Range: 0% and up
Damage Range: between 40% and 130%
Damage Output: 8% - 130%
Nair's hitbox is so weird and specific that this combo is often a lot harder to land than its worth. You can't just jump straight up and Nair since the timing has to be absolutely perfect and if the opponent DI's into you, the Nair's hitbox will miss. You need to move backwards slightly while throwing out the Nair to guarantee a hit. The main reason you'll want to use this over the other strings is because at lower-mid percents (around 40-60% range) the Nair sets you up for a grab, since it dumps the opponent right in front of Lucario into an airborne state where they'll have to air dodge very close to the ground or eat a throw, which opens them up for another throw or Utilt anyway.
Frontal Utilt > Jump > Bair
Aura Range: 0% > 50%
Damage Range: 90% > 115%
Damage output 13%
Well, it combos, but it's definitely not practical or easy to land. The opponent needs to DI behind you in order for this to work, but it links in training mode on Diddy at least, even though you really have no reason to try to do this, ever.
Frontal Utilt > Full Jump > Fair > Full Jump > Fully Charged Aura Sphere
Aura Range: 100% - 150%
Damage Range: 20% - 50%, ceiling decreases with aura gain
Damage output: 36%- 44%
Out of all the Fully Charged High Aura Power Aura Sphere combos, this one is probably the most consistent. Too bad it doesn't start from a grab, so actually finding time to land it will be tricky, but boy does it hit hard.
Down Tilt
Dtilt is an interesting little move. At first it seems like it has no combo options due to its low hitstun, but it has a very stable knockback that doesn't change much as you or your opponent take damage. This makes it good for setting up situations where the opponent will need to air dodge low or eat your followup..
Dtilt > Dash Attack
Aura Range: 0% - 90%
Damage Range: 30% - 65%
Damage Output: 8% - 12%
Using the C-stick for an immediate dash attack is recommended. This gets harder and harder to combo as Lucario gains Aura, so it's better to try and use this when his Aura is low. It doesn't do a lot of damage, but puts the opponent in a prime position for a followup.
Dtilt > Jab Combo
Aura Range: 0% - 90%
Damage Range: 0% - 10%
Damage Output: 8% - 13%
Nice and straightforward. It only works at very low percents though, so you won't get to use this much.
Dtilt > Running Jump > Fair
Aura Range: 0% - 90%
Damage Range: 70% - 100%
Damage Output: 8% - 10%
This is a strange one. It works best when Lucario is around 40% aura, only works for a relatively small damage range window, and doesn't offer a lot for how difficult it is to pull off. You need to be standing right next to the opponent to get it to work, so it will rarely combo against an opponent DI-ing away from you. That said, if the opponent air dodges to avoid your Fair, they'll hit the ground and be in a prime position for a Dair.
Dtilt > Running Grab > Dthrow/Uthrow> Jump > Fair > Jump > Fair > (Fair/Uair)
Aura Range: 0% - 70%
Damage Range: 10% - 70% with ceiling decreasing as you gain aura
Damage Output: 19% - 30%
Very reliable early damage, but you need to be fairly close for it to be an airtight setup in most cases. Still an excellent opening combo and less punishable than the Utilt variant.
Forward Tilt
Forward Tilt allows Lucario to move fairly soon after throwing it out, making it a decently safe poke. It tends to send opponents flying too far forward to really combo off...usually. If you running pivot into the move and hit with the back part of it, you can send the opponent flying behind Lucario and right into perfect range for a followup. This approach is a little risky since you have to be within grab range for it to register as a hit, but it's pretty quick and can be treated sort of like an alternative to dashing grab or dash attack.
Pivot Reverse Ftilt > Running Grab > Down Throw > Jump > Fair > Jump > Fair > (Fair)
Aura Range: 0% and up
Damage Range: 10% - 70% with ceiling decreasing as you gain aura
Damage Output: 19% - 49%
A rather nasty and surprisingly reliable combo if you can get close enough to land the reversed Ftilt. The nice thing about Ftilt is that it hits twice, making it much harder to powershield, meaning you're less likely to get punished for attempting this over a raw dash grab. It's also way less laggy so there's that too.
Angling Ftilt downwards helps with the followup, but may cause the 2nd hit to miss.
Pivot Reverse Ftilt > Dtilt/Dash attack
Aura Range: 0% and up
Damage Range: 0% - 60% with ceiling decreasing as you gain aura
Damage Output: 11% - 26%
A dash attack alternative to the above combo, for when you need that tiny bit of extra range on the followup. Dtilt only works at very very low percents, like the 0%-10% range for both yourself and the opponent.
Dash Attack
Lucario's Dash Attack has two hitboxes. A sweetspot at the beginning, and a sour spot towards the end of the move. In both cases this attack has a similar properties to Dtilt in that it puts the opponent close to the ground and gives Lucario the freedom to follow up easily even if it may not guarantee many useful combos.
Dash Attack > Grab > UThrow/Dthrow > Jump > Fair
Aura Range: 0% - 60%
Damage Range: 5% - 20%
Damage Output: 17% - 24
Look familiar? It's the same principle as the Utilt and Dtilt grab 'combos' before it. Unfortunately it's not quite as reliable. More so if you land the sweet spot, but that tends to pop opponents up a bit too high to follow. I'm also not 100% sure it's inescapable compared to the others, as lucario's grab and jab both have the same frames, and you cannot combo Dash Attack into jab.
Throws
He's no Diddy Kong, but Lucario's grab game is excellent. His standing grab has 6 frames of startup while his running grab has 7, both with deceptive range. Lucario can convert his grabs into damage through combos up until higher percents, and even combo into one of his weaker KO moves quite reliably.
Down Throw
There seems to be divided opinion amongst Lucario mains as to which is better for combos - Down throw or Up Throw. I initially preferred Down Throw for a few reasons. It offered a much better angle of attack for the followup and has a lot more hit stun. It does throw opponents farther up at lower percentages compared to Up throw, but unfortunately it is possible for opponents to escape any followups simply by holding away from Lucario. If they DON'T DI it correctly though, it continues to be relevant at higher percents whereas Up Throw soon reaches the point where you can't follow it up due to launching too high.
Since all Down throw combos can be escaped with DI, they're going to be listed as orange combos, but these combos are still good to attempt when your opponent has started religiously DI'ing Up throw correctly.
Dthrow > Jump > Fair > (Jump > Fair > Fair/Uair)
Aura Range: 0% - 110%
Damage Range: 0% - 120%
Damage Output: 16% - 28%
You've seen this before earlier in the guide, now here it is in isolation.
Fair typically comes out at the start of your jump, but at higher percents you may need to double jump in order to follow up from a down throw. It does, however, lose value at very high percents where you'll want to try to combo into Uair instead for a KO, assuming the opponent doesn't DI away.
Dthrow > (Double) Jump > Uair
Aura Range: 0% and up
Damage Range: 65% - 120% ceiling decreasing with aura buildup
Damage Output: 8% - 22%
This is a KO-from-throw option. It can be a bit tricky to land due to DI starting to affect Lucario's Dthrow at this high percent, but that's what the double jump is for, since you do have enough time to read the opponent's DI enough to follow them and secure the hit (so long as they don't DI away from Lucario).
Dthrow > jump > Nair
Aura Range 0% and up
Damage Range: 0% and up
Damage Output: 9% - 22%
Sure, you can do this, but it's a more finicky and generally less effective version of the Fair combo. The only reason you want to do this is on large characters, where you can sometimes get the 2nd hit of Nair off and follow into a landing grab, which is as awesome as it sounds WHEN it works.
Dthrow > Full Jump > Fair > Full Jump > Fully Charged Aura Sphere
Aura Range: 100% -150%
Damage Range: 10%
Damage Output: 38%- 45%
You have a bit more wiggle room hitstun-wise to pull this off compared to the Upthrow variant, but it's still hard and somewhat specific, An absolutely devastating combo for when you've got a stock and aura lead on your opponent.
Up Throw
Uthrow is considered to be generally better than Down throw, as while it's still affected by DI and has a less favorable launch angle, it always puts the opponent in a position where some sort of followup is guaranteed. You use this move in much the same way as Down throw, with the main differences being that it launches opponents a bit lower at low percents, is affected more strongly by DI and air control post-launch, and has less hitstun, meaning your followups need to be very tight in order to make anything off it. The lack of hitstun compared to Dthrow is especially unfortunate, as it means you rarely have time to follow and react to opponent DI, as your input needs to be buffered the second the opponent leaves the ground.
This wouldn't be an issue if Lucario had Diddy Kong's up air, but unfortunately your followup comes from either Uair or Fair, the former of which has a narrow, precise hitbox and the latter of which has a dead spot conveniently behind Lucario's ears, which just so happens to be the best place for the opponent to DI.
DI'ing behind Lucario after an up throw does make some of these longer combos very hard if not impossible to pull off, which is when you should consider starting to use Dthrow instead to try to catch the opponent off guard and force them to DI incorrectly.
Uthrow also does 3% more damage compared to Dthrow, which is always nice.
Uthrow > Jump > Fair > (Jump > Fair > Fair/Uair)
Aura Range: 0% - 150%
Damage Range: 0% - 70%
Damage Output: 19% - 39%
One of Lucario's most damaging and practical combos. You'll generally be able to get the bracketed parts of the combo at lower percents, as higher aura and opponent percentages send them flying too far as they accumulate, but it still remains very consistent throughout the course of a stock. Opponents can DI over Lucario's head, making it very hard to follow up throw with Fair, but this can be countered by jumping backwards while using the C-stick to input aerials.
Uthrow > Jump > Uair > (Jump > Uair)
Aura Range: 0% and up
Damage Range: 30% - 70% (10% at high aura)
Damage Output: 21% - 39%
Uair is a bit easier to land out of Uthrow at mid percents, though DI is still sometimes an issue. If the opponent DI's to either direction, it's going to be tricky to nail them. IF you can get it though, this combo does a lot of damage. At higher aura (like around 150%) you can do this immediately to an opponent's fresh stock for a very high damage combo.
Uthrow > Nair
Aura Range: 0% and up
Damage Range: 30% - 80%
Damage Output: 12% - 30%
I hate dealing with Nair and its awkward hitbox, but this is at least easier to land than Uair at lower percents, and it does follow up into a neat grab setup on larger characters as explained earlier. Can be DI'd at higher to mid percents, so it's best used early or not at all.
Uthrow > Full Jump > Fair > Full Jump > (Fair) > Fully Charged Aura Sphere
Aura Range: 100% and up
Damage Range: 0%
Damage Output: 49
Really hard to pull off, but worth it if you've accumulated a bunch of Aura and you manage to grab your opponent out of a fresh stock. In order to get this to chain, the stars do have to align a bit - your opponent needs to not DI behind you after the Uthrow as this combo requires momentum to carry. After that, you need to use Aura Sphere immediately at the start of your 2nd Air jump, then steer yourself as close to the opponent as possible. Against some characters you may need to drop the 2nd Fair.
Air Combos
Most of Lucario's air options come from his forward or up air, both of which are equally quick to start and can string into themselves (or each other) at least once. So if you hit an airborne opponent with a Fair out of a jump you can generally double jump into another Fair and so on. For this reason, this part of the guide is only going to be covering air-to-ground combos, which are a bit less straightforward. A bit.
Fishing for these combos WILL get you punished, so exercise caution.
Forward Air
Fair is a quick move with a wide cone of damage in front, below, and a little bit above Lucario. It's fast enough to hit standing opponents when done immediately from a short hop, but doesn't really have much of a lingering hitbox, so it's surprisingly poor at punishing air dodges.
Landing Fair > Running Jump > Fair > Jump > Fair
Aura Range: 0% and up
Damage Range: 0% - 75% with ceiling decreasing as you gain aura
Damage Output: 11% - 26%
While air to ground approaches are kind of unsafe in smash 4 for a lot of characters, doing this out of a short hop at lower percents can be worth it. It helps to have some momentum when doing this combo.
Landing Fair > Running Jump > Fair > (Jump) Fully Charged Aura Sphere
Aura Range: 70% and up
Damage Range: 0% - 75% with ceiling decreasing as you gain aura
Damage Output: 26%
As far as fully charged aura sphere combos go, this one's pretty reliable. You still need a decent amount of aura for it to work, and it does start from an unsafe air opener (if your Fair is blocked, at 70% you're kind of screwed and you're going to eat an OOS up smash) but it works as long as you can chain Fair to Fair.
Up Air
It's very hard to land a falling Uair against a mobile opponent. That said, the move has a sweet spot and a short lingering sour spot. Only the sweet spot is good for combos early on. The hitbox is tiny and narrow, but on the plus side it can cross up shields if you overshoot your target slightly, making it a bit harder to punish.
(Short Hop Fast Falled) Landing Sweetspot Uair > Jump > Uair
Aura Range: 0% and up
Damage Range: 50% - 70% with ceiling decreasing as you gain aura, and floor decreasing as you gain aura
Damage Output: 14% - 32%
This combo only gets an orange rating because of how hard it is to land a fast falled Uair sweetspot on some characters. More often than not, you're going to get the sour spot variant instead, which works at higher percents.
(Short Hop Fast Falled) Landing Sourspot Uair > Jump > Uair
Aura Range: 0% and up
Damage Range: 90% - 145% with ceiling decreasing as you gain aura, and floor decreasing as you gain aura
Damage Output: 10% - 25%
The wimpier, easier variant of the combo above. At higher percents you're going to want to nail this over the sweetspot version because it sets up for a Uair KO. Goes without saying that this is much easier to land on taller or bigger characters.
(Short Hop Fast Falled) Landing Uair > Utilt
Aura Range: 0% and up
Damage Range: 30% - 50%, floor decreases with aura
Damage Output: 10% - 21%
Flashy, specific, and kind of useless. Unfortunately, I haven't been able to follow this up with anything. It really looks like you should be able to tack on another Uair at the end, but that probably would have been too much fun allowed.
(Short Hop Fast Falled) Landing Sweetspot(Sourspot) Uair > Grab > Upthrow/Dthrow > Fair/Uair > Jump > Fair/Uair
Aura Range: 0% and up
Damage Range: 30%(sweetspot), 50% - 70%(sourspot) affected by aura
Damage Output: 19% - 21%
Way more fiddly with percentages than it needs to be, but very damaging and maybe worth doing against bigger opponents. You can also substitute a jab combo instead of grabs for no reason other than to prove that the grab will 'combo'. I don't think that needs to be listed as its own combo.
Neutral Air
Nair has decent horizontal range and hitting a standing opponent with it at low percents will cause them to slide and sometimes trip. It also has barely any landing lag, allowing us to do some interesting things with it before it starts sending the opponent flying. All of these combos assume that you landed Nair as close as possible.
Short Hop Fast Falled Landing Nair > Running Grab > Dthrow/Uthrow > Jump > Fair/Uair > Jump > Fair/Uair
Aura Range: 0% and up
Damage Range: 10%-80%, ceiling decreases as you gain aura
Damage Output: 16% - 27%
A nice, relatively safe way to rack up damage from a short hop approach at low percents, though the more aura you have, the harder it gets to pull off that grab. You can use a jab combo too instead of a grab at very low percents but it's not worth listing as opponents quickly end up outside of your range.
Short Hop Fast Falled Landing Nair > Dash Attack
Aura Range: 0% - 90%
Damage Range: 50% - 120% ceiling decreases with aura
Damage Output: 10% - 16%
For when Nair starts sending people flying back too far for your dash grab to land. You need some forward momentum for this to work. Even if it gets air dodged, it usually sets up for a nice followup, as the opponent is very close to the ground.
Short Hop Fast Falled Landing Nair > Dtilt
Aura Range: 0% - 80%
Damage Range: 30% - 50%
Damage output: 8% - 14%
A bit easier than the other options, but only works at very specific percents by comparison, so not really something you can rely on.
Short Hop Fast Falled Landing Nair > Fully Charged Aura Sphere
Aura Range: 0%and up
Damage Range: 30% - 90%
Damage output: 16% - 38%
This will only work as an actual combo under two conditions: The opponent trips when hit by the Nair (good luck with that, it's like a 10% chance) or they fail to tech Nair at higher percents. While this is classified as a red combo, it's actually not a bad option, especially when you have more aura and a larger aura sphere. At higher percents, it puts the opponent in a very tricky situation where they can't really air dodge the Aura Sphere without landing and getting hit anyway, and at lower percents it allows you to attempt a tech chase, since they'll still get hit by the aura sphere if they tech backwards most of the time, and will set themselves up for grabs if they tech forwards or spot tech.
Down Air
Dair is one of Lucario's strongest tools, but it's not quite as good as it was back in Brawl. This attack halts Lucario's aerial momentum, comes out extremely fast and has two hits. It has a decent vertical hitbox but is very narrow, meaning you need to be right above an opponent to really do anything with it.
As far as combos go, Dair's applications are limited, but there's a couple of neat things you can do with it at low and high percents.
Dair > Dash attack
Aura Range: 0% - 100%
Damage Range: 0% - 35%
Damage output: 12% - 20%
You have to do Dair immediately upon leaving the ground. At low percents and with minimal aura you can quickly combo this into a dash attack. This combo isn't really all that impressive but as dash attack is 6 frames, it does tell us that we can...
Dair > Running grab > Dthrow/Uthrow > Jump > Fair > Fair > (Fair)
Aura range: 0% - 60%
Damage range: 0% - 35%
Damage output: 19% - 38%
Another way to open with an attack into grab for lots of damage at low aura, but it has quite a small window of application.
Dair 1st hit > Force Palm
Aura range: 0% and up
Damage range: 50% and up
Damage output: 15%
Not really a guaranteed combo, but a pretty reliable setup. If the opponent air dodges the Force Palm grab, they eat the flame on the way down.
(more coming later)
*NOTE* - I am still in the process of properly testing DI vs down throw. It doesn't seem like CPU's know how to DI this move properly in either direction, wheras they'll DI up throw pretty regularly, so my data may be wrong give or take. It will be edited accordingly.
Overview
Lucario actually isn't as much of a combo-heavy character as one would expect. He has few short true combos and a decent amount of setups that can allow him to control the opponent and make it hard for them to return to neutral. His combos generally serve as a means to rack up damage early on, rather than hit confirm into KO's.
As your Aura/rage increases, so does your knockback and damage. You might think this would greatly vary Lucario's combo game, but most of his attacks that actually lead into reliable combos are not greatly affected by aura in terms of knockback, making his output decently consistent regardless of his percentage.
All of these combos have been tested on Diddy Kong, who is a fairly small target. They should work just as well if not better on larger or faster falling characters. I'll try to post character specific stuff too if I encounter any while testing.
Who Can Lucario Combo?
Lucario is able to use these combos on most mid-weight characters. Fall speed is very important in determining who can be comboed as some of these strings are rather tight. Floaty characters like Luigi and (hilariously) Bowser are just flat out immune to a lot of these combos. I tested Lucario's throw combo at 0-0% on the entire cast. The first set of characters took the entire combo, the second set took the first few hits, and I couldn't produce reliable followups on the last set at all.
Category One:
Mario, Peach, Bowser Jr, Wario, Donkey Kong, Diddy Kong, Little Mac, Link, Zelda, Sheik, Ganondorf, Zero Suit Samus, Pit, Marth, Ike, Robin, Dedede, Metaknight, Fox, Falco, Pikachu, Greninja, ROB, Captain Falcon, Shulk (regular), Dr. Mario, Dark Pit, Lucina, Mega Man, Sonic, Duck Hunt Duo
Category Two:
Rosalina, Yoshi, Mr. Game and Watch, Toon Link, Samus, Palutena, Kirby, Charizard, Jigglypuff, Ness, Villager, Olimar, Pac Man
Category Three:
Luigi, Bowser, Wii Fit Trainer
Legend
= GREEN =
bread and butter combos. These are consistent, barely affected by opponent DI, and start from practical openers. They have a wide damage % range where they can be utilized.
= Orange =
These combos are influenced by opponent DI to a greater degree and will require some finesse to pull off consistently, or they are limited to a small damage % range, meaning your window to perform them is limited.
= Red =
Situational and/or specific to a certain character or stage. You aren't going to be able to do these all the time, or they may be impractical for other reasons.
= Purple =
Not actually a combo, but for all intents and purposes still guarantees some kind of follow up. This usually refers to things like grab setups or combos into grabs. These don't register as combos in training mode.
= Aura Range =
Lucario's general damage %
= Damage Range =
Opponent's damage values
= Damage Output =
Rough idea of the damage dealt from 0% aura to around 140%. Aura and stale moves will vary your output.
Brackets indicate that a portion of the combo may need to be dropped at higher percents
GROUND COMBOS
Up tilt
Utilt is quite a nice little move. It hits all around you with more range than your up smash, and has an initial hit that comes out very fast at your back (about 6 frames) followed by a sweep across to your front. Sadly, a lot of combos from this move require that you land the frontal version, as it has significantly less recovery time before you can move again, so landing it with correct spacing is required to get much out of it. This move is slightly affected by DI, making some of the followups a little tricky. The frontal attack has higher knockback and seems to be more vulnerable to DI, while the back attack tends to pull targets in towards your front more reliably.
Uptilt > Utilt
Aura Range: 0% and up
Damage Range: 25% - 50% lower with higher aura.
Damage Output: around 11%
Despite how it may look sometimes, Up tilt actually doesn't combo into itself outside of very specific percents. You're going to need a bit of aura (I managed to get this to start comboing at 25% at around 40% aura) and striking with the front part of the up tilt makes it a lot easier to hit with the next part of the attack. At higher percents you'll want to attempt to use the reverse up tilt, due to it having less knockback. Sadly, Lucario cannot combo into any of his aerials after the 2nd Uptilt.
Frontal Utilt > (Shorthop)Jump > Fair > jump > (Fair/Uair/Bair)
Aura Range: 0% and up
Damage Range: between 30% and 115% at low aura, with higher aura decreasing the damage range's ceiling. At 150% aura, it's impossible on an opponent who's damage ratio is higher than 60%
Damage Output: 11-27%
This combo seems like it should be intuitive, but it's affected by opponent DI and opponents who DI behind Lucario (this happens fairly often accidentally if you're hitting with the front of the attack, which is almost required for this combo to work) then it puts you in an awkward spot where you'll have to jump straight up and C stick forward in order to land the followup. The input for the Fair is extremely tight and needs to be executed perfectly almost the second Lucario leaves the ground after his jump. Sometimes the hitboxes will be weird and your opponent will end up going behind you after the first Fair. In this case, it's actually possible to combo into a Bair, but doing so is a rare treat. If you strike with the front of Fair though, you should be able to do this very consistently with some practice.
Utilt > (Shorthop) Jump > Uair > Uair
Aura Range: 0% to around 60%
Damage Range: 60% - 80%
Damage output: 19-27%
Like the previous Fair combo, but a bit more finnicky and vulnerable to DI. You have to full jump into Uair or it won't work, and due to Uair having such a linear hitbox, you have to follow the opponent's DI correctly both times. Utilt > Uair in itself is also good when coming off of a backwards Utilt at higher percents.
Utilt > Footstool Jump > Dair
Aura range: 0% and up
Damage Range: between 15% and 115% with higher aura decreasing the Damage Range cieling.
Damage output: 6-18%
Gimmicky, but strangely reliable little "combo". This can do more damage against bigger opponents since on smaller characters, the first hit of Dair will miss. Due to the hitbox of a footstool jump being instant and quite generous, Lucario is actually able to land it against the flying opponent faster than his other aerials, making it a decent option to combo at low percents. Unfortunately, damage is quite low, but it does put the opponent in a good position for a followup. This is most easily performed at low aura. Mashing the jump button to get the footstool can help for smaller characters where timing is tricky. It's mainly only useful at low percents though, as you'll want to use the more damaging Fair and Uair followups instead.
This is also the only legit low % combo you're going to get off of a Utilt that hits from behind (other than comboing into itself at mid percents)
Frontal Utilt > Jab Combo
Aura Range: 0% and up
Damage Range: between 0% and 30%
Damage Output: 8%
Lazy little combo for low percent. Kind of useless since there's better things you can do out of a Utilt at this percent, as well as the 3rd hit of your combo sometimes not landing. It gets an orange due to wonky hitboxes, but otherwise it's easy enough to do.
Frontal Utilt > Grab > Dthrow/Uthrow > jump > Fair > Jump > Fair > (Fair/Uair)
Aura Range: 0% to 130%
Damage Range: between 0% and 30%
Damage Output: 20 - 33% (not including pummels)
A fantastic way to rack up damage on a freshly KOed opponent's second stock if you can land an early Utilt from the front. Lucario's grab comes out so fast that this is pretty much a true combo. Keep in mind, you won't be able to land the last Fair once you have over 50% aura. If you're very quick you may be able to get a pummel or two in before throwing. If the opponent Di's towards you on the 2nd Fair, you can sometimes follow up with Uair for more damage.
Frontal Utilt > Jump > Nair
Aura Range: 0% and up
Damage Range: between 40% and 130%
Damage Output: 8% - 130%
Nair's hitbox is so weird and specific that this combo is often a lot harder to land than its worth. You can't just jump straight up and Nair since the timing has to be absolutely perfect and if the opponent DI's into you, the Nair's hitbox will miss. You need to move backwards slightly while throwing out the Nair to guarantee a hit. The main reason you'll want to use this over the other strings is because at lower-mid percents (around 40-60% range) the Nair sets you up for a grab, since it dumps the opponent right in front of Lucario into an airborne state where they'll have to air dodge very close to the ground or eat a throw, which opens them up for another throw or Utilt anyway.
Frontal Utilt > Jump > Bair
Aura Range: 0% > 50%
Damage Range: 90% > 115%
Damage output 13%
Well, it combos, but it's definitely not practical or easy to land. The opponent needs to DI behind you in order for this to work, but it links in training mode on Diddy at least, even though you really have no reason to try to do this, ever.
Frontal Utilt > Full Jump > Fair > Full Jump > Fully Charged Aura Sphere
Aura Range: 100% - 150%
Damage Range: 20% - 50%, ceiling decreases with aura gain
Damage output: 36%- 44%
Out of all the Fully Charged High Aura Power Aura Sphere combos, this one is probably the most consistent. Too bad it doesn't start from a grab, so actually finding time to land it will be tricky, but boy does it hit hard.
Down Tilt
Dtilt is an interesting little move. At first it seems like it has no combo options due to its low hitstun, but it has a very stable knockback that doesn't change much as you or your opponent take damage. This makes it good for setting up situations where the opponent will need to air dodge low or eat your followup..
Dtilt > Dash Attack
Aura Range: 0% - 90%
Damage Range: 30% - 65%
Damage Output: 8% - 12%
Using the C-stick for an immediate dash attack is recommended. This gets harder and harder to combo as Lucario gains Aura, so it's better to try and use this when his Aura is low. It doesn't do a lot of damage, but puts the opponent in a prime position for a followup.
Dtilt > Jab Combo
Aura Range: 0% - 90%
Damage Range: 0% - 10%
Damage Output: 8% - 13%
Nice and straightforward. It only works at very low percents though, so you won't get to use this much.
Dtilt > Running Jump > Fair
Aura Range: 0% - 90%
Damage Range: 70% - 100%
Damage Output: 8% - 10%
This is a strange one. It works best when Lucario is around 40% aura, only works for a relatively small damage range window, and doesn't offer a lot for how difficult it is to pull off. You need to be standing right next to the opponent to get it to work, so it will rarely combo against an opponent DI-ing away from you. That said, if the opponent air dodges to avoid your Fair, they'll hit the ground and be in a prime position for a Dair.
Dtilt > Running Grab > Dthrow/Uthrow> Jump > Fair > Jump > Fair > (Fair/Uair)
Aura Range: 0% - 70%
Damage Range: 10% - 70% with ceiling decreasing as you gain aura
Damage Output: 19% - 30%
Very reliable early damage, but you need to be fairly close for it to be an airtight setup in most cases. Still an excellent opening combo and less punishable than the Utilt variant.
Forward Tilt
Forward Tilt allows Lucario to move fairly soon after throwing it out, making it a decently safe poke. It tends to send opponents flying too far forward to really combo off...usually. If you running pivot into the move and hit with the back part of it, you can send the opponent flying behind Lucario and right into perfect range for a followup. This approach is a little risky since you have to be within grab range for it to register as a hit, but it's pretty quick and can be treated sort of like an alternative to dashing grab or dash attack.
Pivot Reverse Ftilt > Running Grab > Down Throw > Jump > Fair > Jump > Fair > (Fair)
Aura Range: 0% and up
Damage Range: 10% - 70% with ceiling decreasing as you gain aura
Damage Output: 19% - 49%
A rather nasty and surprisingly reliable combo if you can get close enough to land the reversed Ftilt. The nice thing about Ftilt is that it hits twice, making it much harder to powershield, meaning you're less likely to get punished for attempting this over a raw dash grab. It's also way less laggy so there's that too.
Angling Ftilt downwards helps with the followup, but may cause the 2nd hit to miss.
Pivot Reverse Ftilt > Dtilt/Dash attack
Aura Range: 0% and up
Damage Range: 0% - 60% with ceiling decreasing as you gain aura
Damage Output: 11% - 26%
A dash attack alternative to the above combo, for when you need that tiny bit of extra range on the followup. Dtilt only works at very very low percents, like the 0%-10% range for both yourself and the opponent.
Dash Attack
Lucario's Dash Attack has two hitboxes. A sweetspot at the beginning, and a sour spot towards the end of the move. In both cases this attack has a similar properties to Dtilt in that it puts the opponent close to the ground and gives Lucario the freedom to follow up easily even if it may not guarantee many useful combos.
Dash Attack > Grab > UThrow/Dthrow > Jump > Fair
Aura Range: 0% - 60%
Damage Range: 5% - 20%
Damage Output: 17% - 24
Look familiar? It's the same principle as the Utilt and Dtilt grab 'combos' before it. Unfortunately it's not quite as reliable. More so if you land the sweet spot, but that tends to pop opponents up a bit too high to follow. I'm also not 100% sure it's inescapable compared to the others, as lucario's grab and jab both have the same frames, and you cannot combo Dash Attack into jab.
Throws
He's no Diddy Kong, but Lucario's grab game is excellent. His standing grab has 6 frames of startup while his running grab has 7, both with deceptive range. Lucario can convert his grabs into damage through combos up until higher percents, and even combo into one of his weaker KO moves quite reliably.
Down Throw
There seems to be divided opinion amongst Lucario mains as to which is better for combos - Down throw or Up Throw. I initially preferred Down Throw for a few reasons. It offered a much better angle of attack for the followup and has a lot more hit stun. It does throw opponents farther up at lower percentages compared to Up throw, but unfortunately it is possible for opponents to escape any followups simply by holding away from Lucario. If they DON'T DI it correctly though, it continues to be relevant at higher percents whereas Up Throw soon reaches the point where you can't follow it up due to launching too high.
Since all Down throw combos can be escaped with DI, they're going to be listed as orange combos, but these combos are still good to attempt when your opponent has started religiously DI'ing Up throw correctly.
Dthrow > Jump > Fair > (Jump > Fair > Fair/Uair)
Aura Range: 0% - 110%
Damage Range: 0% - 120%
Damage Output: 16% - 28%
You've seen this before earlier in the guide, now here it is in isolation.
Fair typically comes out at the start of your jump, but at higher percents you may need to double jump in order to follow up from a down throw. It does, however, lose value at very high percents where you'll want to try to combo into Uair instead for a KO, assuming the opponent doesn't DI away.
Dthrow > (Double) Jump > Uair
Aura Range: 0% and up
Damage Range: 65% - 120% ceiling decreasing with aura buildup
Damage Output: 8% - 22%
This is a KO-from-throw option. It can be a bit tricky to land due to DI starting to affect Lucario's Dthrow at this high percent, but that's what the double jump is for, since you do have enough time to read the opponent's DI enough to follow them and secure the hit (so long as they don't DI away from Lucario).
Dthrow > jump > Nair
Aura Range 0% and up
Damage Range: 0% and up
Damage Output: 9% - 22%
Sure, you can do this, but it's a more finicky and generally less effective version of the Fair combo. The only reason you want to do this is on large characters, where you can sometimes get the 2nd hit of Nair off and follow into a landing grab, which is as awesome as it sounds WHEN it works.
Dthrow > Full Jump > Fair > Full Jump > Fully Charged Aura Sphere
Aura Range: 100% -150%
Damage Range: 10%
Damage Output: 38%- 45%
You have a bit more wiggle room hitstun-wise to pull this off compared to the Upthrow variant, but it's still hard and somewhat specific, An absolutely devastating combo for when you've got a stock and aura lead on your opponent.
Up Throw
Uthrow is considered to be generally better than Down throw, as while it's still affected by DI and has a less favorable launch angle, it always puts the opponent in a position where some sort of followup is guaranteed. You use this move in much the same way as Down throw, with the main differences being that it launches opponents a bit lower at low percents, is affected more strongly by DI and air control post-launch, and has less hitstun, meaning your followups need to be very tight in order to make anything off it. The lack of hitstun compared to Dthrow is especially unfortunate, as it means you rarely have time to follow and react to opponent DI, as your input needs to be buffered the second the opponent leaves the ground.
This wouldn't be an issue if Lucario had Diddy Kong's up air, but unfortunately your followup comes from either Uair or Fair, the former of which has a narrow, precise hitbox and the latter of which has a dead spot conveniently behind Lucario's ears, which just so happens to be the best place for the opponent to DI.
DI'ing behind Lucario after an up throw does make some of these longer combos very hard if not impossible to pull off, which is when you should consider starting to use Dthrow instead to try to catch the opponent off guard and force them to DI incorrectly.
Uthrow also does 3% more damage compared to Dthrow, which is always nice.
Uthrow > Jump > Fair > (Jump > Fair > Fair/Uair)
Aura Range: 0% - 150%
Damage Range: 0% - 70%
Damage Output: 19% - 39%
One of Lucario's most damaging and practical combos. You'll generally be able to get the bracketed parts of the combo at lower percents, as higher aura and opponent percentages send them flying too far as they accumulate, but it still remains very consistent throughout the course of a stock. Opponents can DI over Lucario's head, making it very hard to follow up throw with Fair, but this can be countered by jumping backwards while using the C-stick to input aerials.
Uthrow > Jump > Uair > (Jump > Uair)
Aura Range: 0% and up
Damage Range: 30% - 70% (10% at high aura)
Damage Output: 21% - 39%
Uair is a bit easier to land out of Uthrow at mid percents, though DI is still sometimes an issue. If the opponent DI's to either direction, it's going to be tricky to nail them. IF you can get it though, this combo does a lot of damage. At higher aura (like around 150%) you can do this immediately to an opponent's fresh stock for a very high damage combo.
Uthrow > Nair
Aura Range: 0% and up
Damage Range: 30% - 80%
Damage Output: 12% - 30%
I hate dealing with Nair and its awkward hitbox, but this is at least easier to land than Uair at lower percents, and it does follow up into a neat grab setup on larger characters as explained earlier. Can be DI'd at higher to mid percents, so it's best used early or not at all.
Uthrow > Full Jump > Fair > Full Jump > (Fair) > Fully Charged Aura Sphere
Aura Range: 100% and up
Damage Range: 0%
Damage Output: 49
Really hard to pull off, but worth it if you've accumulated a bunch of Aura and you manage to grab your opponent out of a fresh stock. In order to get this to chain, the stars do have to align a bit - your opponent needs to not DI behind you after the Uthrow as this combo requires momentum to carry. After that, you need to use Aura Sphere immediately at the start of your 2nd Air jump, then steer yourself as close to the opponent as possible. Against some characters you may need to drop the 2nd Fair.
Air Combos
Most of Lucario's air options come from his forward or up air, both of which are equally quick to start and can string into themselves (or each other) at least once. So if you hit an airborne opponent with a Fair out of a jump you can generally double jump into another Fair and so on. For this reason, this part of the guide is only going to be covering air-to-ground combos, which are a bit less straightforward. A bit.
Fishing for these combos WILL get you punished, so exercise caution.
Forward Air
Fair is a quick move with a wide cone of damage in front, below, and a little bit above Lucario. It's fast enough to hit standing opponents when done immediately from a short hop, but doesn't really have much of a lingering hitbox, so it's surprisingly poor at punishing air dodges.
Landing Fair > Running Jump > Fair > Jump > Fair
Aura Range: 0% and up
Damage Range: 0% - 75% with ceiling decreasing as you gain aura
Damage Output: 11% - 26%
While air to ground approaches are kind of unsafe in smash 4 for a lot of characters, doing this out of a short hop at lower percents can be worth it. It helps to have some momentum when doing this combo.
Landing Fair > Running Jump > Fair > (Jump) Fully Charged Aura Sphere
Aura Range: 70% and up
Damage Range: 0% - 75% with ceiling decreasing as you gain aura
Damage Output: 26%
As far as fully charged aura sphere combos go, this one's pretty reliable. You still need a decent amount of aura for it to work, and it does start from an unsafe air opener (if your Fair is blocked, at 70% you're kind of screwed and you're going to eat an OOS up smash) but it works as long as you can chain Fair to Fair.
Up Air
It's very hard to land a falling Uair against a mobile opponent. That said, the move has a sweet spot and a short lingering sour spot. Only the sweet spot is good for combos early on. The hitbox is tiny and narrow, but on the plus side it can cross up shields if you overshoot your target slightly, making it a bit harder to punish.
(Short Hop Fast Falled) Landing Sweetspot Uair > Jump > Uair
Aura Range: 0% and up
Damage Range: 50% - 70% with ceiling decreasing as you gain aura, and floor decreasing as you gain aura
Damage Output: 14% - 32%
This combo only gets an orange rating because of how hard it is to land a fast falled Uair sweetspot on some characters. More often than not, you're going to get the sour spot variant instead, which works at higher percents.
(Short Hop Fast Falled) Landing Sourspot Uair > Jump > Uair
Aura Range: 0% and up
Damage Range: 90% - 145% with ceiling decreasing as you gain aura, and floor decreasing as you gain aura
Damage Output: 10% - 25%
The wimpier, easier variant of the combo above. At higher percents you're going to want to nail this over the sweetspot version because it sets up for a Uair KO. Goes without saying that this is much easier to land on taller or bigger characters.
(Short Hop Fast Falled) Landing Uair > Utilt
Aura Range: 0% and up
Damage Range: 30% - 50%, floor decreases with aura
Damage Output: 10% - 21%
Flashy, specific, and kind of useless. Unfortunately, I haven't been able to follow this up with anything. It really looks like you should be able to tack on another Uair at the end, but that probably would have been too much fun allowed.
(Short Hop Fast Falled) Landing Sweetspot(Sourspot) Uair > Grab > Upthrow/Dthrow > Fair/Uair > Jump > Fair/Uair
Aura Range: 0% and up
Damage Range: 30%(sweetspot), 50% - 70%(sourspot) affected by aura
Damage Output: 19% - 21%
Way more fiddly with percentages than it needs to be, but very damaging and maybe worth doing against bigger opponents. You can also substitute a jab combo instead of grabs for no reason other than to prove that the grab will 'combo'. I don't think that needs to be listed as its own combo.
Neutral Air
Nair has decent horizontal range and hitting a standing opponent with it at low percents will cause them to slide and sometimes trip. It also has barely any landing lag, allowing us to do some interesting things with it before it starts sending the opponent flying. All of these combos assume that you landed Nair as close as possible.
Short Hop Fast Falled Landing Nair > Running Grab > Dthrow/Uthrow > Jump > Fair/Uair > Jump > Fair/Uair
Aura Range: 0% and up
Damage Range: 10%-80%, ceiling decreases as you gain aura
Damage Output: 16% - 27%
A nice, relatively safe way to rack up damage from a short hop approach at low percents, though the more aura you have, the harder it gets to pull off that grab. You can use a jab combo too instead of a grab at very low percents but it's not worth listing as opponents quickly end up outside of your range.
Short Hop Fast Falled Landing Nair > Dash Attack
Aura Range: 0% - 90%
Damage Range: 50% - 120% ceiling decreases with aura
Damage Output: 10% - 16%
For when Nair starts sending people flying back too far for your dash grab to land. You need some forward momentum for this to work. Even if it gets air dodged, it usually sets up for a nice followup, as the opponent is very close to the ground.
Short Hop Fast Falled Landing Nair > Dtilt
Aura Range: 0% - 80%
Damage Range: 30% - 50%
Damage output: 8% - 14%
A bit easier than the other options, but only works at very specific percents by comparison, so not really something you can rely on.
Short Hop Fast Falled Landing Nair > Fully Charged Aura Sphere
Aura Range: 0%and up
Damage Range: 30% - 90%
Damage output: 16% - 38%
This will only work as an actual combo under two conditions: The opponent trips when hit by the Nair (good luck with that, it's like a 10% chance) or they fail to tech Nair at higher percents. While this is classified as a red combo, it's actually not a bad option, especially when you have more aura and a larger aura sphere. At higher percents, it puts the opponent in a very tricky situation where they can't really air dodge the Aura Sphere without landing and getting hit anyway, and at lower percents it allows you to attempt a tech chase, since they'll still get hit by the aura sphere if they tech backwards most of the time, and will set themselves up for grabs if they tech forwards or spot tech.
Down Air
Dair is one of Lucario's strongest tools, but it's not quite as good as it was back in Brawl. This attack halts Lucario's aerial momentum, comes out extremely fast and has two hits. It has a decent vertical hitbox but is very narrow, meaning you need to be right above an opponent to really do anything with it.
As far as combos go, Dair's applications are limited, but there's a couple of neat things you can do with it at low and high percents.
Dair > Dash attack
Aura Range: 0% - 100%
Damage Range: 0% - 35%
Damage output: 12% - 20%
You have to do Dair immediately upon leaving the ground. At low percents and with minimal aura you can quickly combo this into a dash attack. This combo isn't really all that impressive but as dash attack is 6 frames, it does tell us that we can...
Dair > Running grab > Dthrow/Uthrow > Jump > Fair > Fair > (Fair)
Aura range: 0% - 60%
Damage range: 0% - 35%
Damage output: 19% - 38%
Another way to open with an attack into grab for lots of damage at low aura, but it has quite a small window of application.
Dair 1st hit > Force Palm
Aura range: 0% and up
Damage range: 50% and up
Damage output: 15%
Not really a guaranteed combo, but a pretty reliable setup. If the opponent air dodges the Force Palm grab, they eat the flame on the way down.
(more coming later)
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