Squiiidzoid
Smash Cadet
- Joined
- Mar 3, 2015
- Messages
- 70
- 3DS FC
- 5026-5302-6885
This thread is to house all the miscellaneous combo and tech threads. Please post them here, and i will add them to the list. This is also to have all the combos and techs organised and in one place, easily accessible.
[collapse=Techs] [collapse=Info] [collapse=Moveset] [collapse=Framedata] All Luigi's Framedata can be found here: http://smashboards.com/threads/professor-e-gadds-research-papers-frame-data.387569/
All character landing lag Framedata can be found here: http://smashboards.com/threads/all-character-landing-lag-frame-data.371503/
All character grab and dodge Framedata can be found here: http://smashboards.com/threads/frame-data-comparison-charts.401480/
Shield data can be found here: http://smashboards.com/threads/comp...-with-ko-percents.383550/page-5#post-18396196
And here: http://www.ssbwiki.com/shield
All character weights can be found here: http://kuroganehammer.com/Smash4/Weight
All character data can be found here: http://kuroganehammer.com/Smash4
All character Framedata can be found here in various forms: https://docs.google.com/spreadsheet...XNQdfBnuvCRlwInmEWSo/edit?pli=1#gid=676821658
And here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/
And here: http://pastebin.com/PzTjdtx8
And here: https://docs.google.com/spreadsheet...5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=2066387714
[/collapse] [collapse=Missile Stats]
[/collapse] [/collapse] [collapse=General]
[/collapse] [/collapse] [collapse=General]
[/collapse] [collapse=Movement/Mindgames] [collapse=Dolphin Jumps] A dolphin jump is doing Luigi's short hop backwards jump, and then usually fastfalling or doing a move. This can be useful, since the animation of the backwards jump is confusing and makes what you are doing unclear, and it is also harder to hit Luigi than with his normal jump, because his hitbox gets smaller and moves around in strange ways.
[/collapse] [collapse=Dolphin Running]
[/collapse] [collapse=Dolphin Dancing]
[/collapse] [collapse=Head Bobbing]
[/collapse] [collapse=Dash Dancing]
[/collapse] [collapse=Swerve Dancing]
[/collapse] [collapse=Trot Dancing]
[/collapse] [collapse=Fast Fall Brake]
[/collapse] [collapse=B Reverse]
[/collapse] [collapse=Wave Bouncing]
[/collapse] [collapse=Slow Run]
[/collapse] [collapse=Crawling]
[/collapse] [collapse=Perfect Pivots]
[/collapse] [collapse=Pivot Dance]
[/collapse] [collapse=Shield Drop Aerials]
[/collapse] [collapse=Fast Crouching]
[/collapse] [collapse=Tiptoe]
[/collapse] [collapse=Bait]
[/collapse] [collapse=Flapping]
[/collapse] [collapse=Prattacks]
[/collapse] [/collapse] [collapse=Offensive] [collapse=Edgeguarding] [collapse=Fireball Nets] This is when you shoot fireballs so that they are placed where the opponent will land on them, and deal quite a large amount of free damage(3 fireballs is about 18 damage). This can completely mess up their recovery, let you punish their landing much easier, and mess up any setups they were trying to do.
https://www.youtube.com/watch?v=QEzuIddNhMQ&feature=youtu.be
[/collapse] [collapse=Hang Guarding] This is where when your opponent is recovering, you hang onto the ledge and wait for them. When they get close to the ledge, you drop down and Dair or Bair them. This can outright kill them if you spike them with Dair or they are at a high enough % to be killed by Bair. If it does not kill them, you can just keep hitting them as they try to come back to the ledge. You can also go for other aerials like the back hit of Upair and stage spikes with Fair, and also shoot b reverse fireballs or Flare Guarding fireballs. A character like villager may then try and Up B directly onto the stage, thinking they have outsmarted you. If this happens, all you have to do is go onto the stage and punish their landing from the Up B with a free kill from your own Up B.
[/collapse] [collapse=Spike Jump] This is when you are below someone offstage, and you do a double jump and instantly Dair. The jump masks the Dair startup animation, and the Dair comes out just below the peak of your jump. You can delay the Dair a bit longer to make it hit at the peak of your jump. This can be extremely useful for positioning yourself to get the Dair sweetspot without it being obvious that you are doing so.
[/collapse] [collapse=Flare Guarding] This is when you shoot a fireball below the stage at a slanted part. This causes the fireball to flip upside-down, and be moving at a downward angle. When these fireballs hit, because they are flipped upside-down and are moving downwards, they deliver a soft but effective spike, and send the opponent at a nasty downward trajectory. These can be effective gimping tools, especially on opponents that like to recover low or at hard to reach angles. Different stages have different angles at different parts, and with mastery and practice of this, you can control the direction the fireballs go, for instance ofn Final Destination, you can make the fireballs go anywhere between directly behind you, at a 45 degree angle, or directly down. This is usually best done while Hang Guarding, but you can also jump backwards off the stage and shoot a fireball or run off the stage and b reverse a fireball to do this.
[/collapse] [collapse=Jigglypuff/Kirby/Meta Knight Gimp]
[/collapse] [collapse=Prattacks]
[/collapse] [collapse=Roof Stool]
[/collapse] [collapse=Ledge Trump]
[/collapse] [collapse=Ledge Denial]
[/collapse] [collapse=Bair Stage Spikes]
[/collapse] [collapse=Dsmash Stage Spikes]
[/collapse] [collapse=Ledge Fsmash]
[/collapse] [collapse=Cyclone Gimp/Spike]
[/collapse] [/collapse] [collapse=General] [collapse=Tomahawk Grab] This is when you shorthop or jump over someone, usually with a backwards jump, and then fastfall and land behind them and grab them. This can be good for baiting out attacks and punishing them with something more flexible than a roll.
[/collapse] [collapse=Tomahawk Dropkick] Similar to a Tomahawk Grab, you jump over your opponent with a forwards jump or shorthop, and Bair them with the 14% sweetspot, usually killing them.
[/collapse] [collapse=Tomahawk Missile] Similar to the Tomahawk Grab again, with this you short hop over and behind your opponent and do an uncharged missile into them. This is not recommended at low %s, as an uncharged missile can be unsafe even on hit. The main use of this is to mixup your opponent, and for styling, and mostly to hope you land a lucky Misfire.
[/collapse] [collapse=Headshots]
[/collapse] [collapse=Ankle Breakers]
[/collapse] [collapse=Hip Check]
[/collapse] [collapse=Boost Grab]
[/collapse] [collapse=Pivot Grab]
[/collapse] [collapse=Pivot Tilts]
[/collapse] [collapse=Pivot Smashes]
[/collapse] [collapse=Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Bair]
[/collapse] [collapse=Kara Smash]
[/collapse] [collapse=Double Dsmash]
[/collapse] [collapse=Pivot Extended Tilts]
[/collapse] [collapse=IZAC]
[/collapse] [collapse=Safe Super Jump Punches]
[/collapse] [collapse=Sharking]
[/collapse] [/collapse] [/collapse] [collapse=Defensive] [collapse=Recovering] [collapse=Fireball Shield] When recovering, on your descent you can shoot fireballs to protect yourself. Because they are slow moving, they will usually stay there long enough for you to recover. These can protect you from people trying to snipe you with projectiles due to the large amount of priority in fireballs. They can also stop people jumping up and trying to attack you with aerials.
[/collapse] [collapse=Fireball Ledge Getup] Another option when you are on the ledge, is to fastfall, double jump, and instantly shoot a fireball. This will shoot a fireball onto the stage, covering your getup. You can just hold the control stick towards the stage after shooting the fireball to just land back on the stage, or if the opponent dealt with the fireball and is ready to punish you, you can just drop down and regrab the ledge. If the fireball hits them or their shield you can get a free grab. This is not recommended if the opponent is directly above the ledge, as they can easily punish the fireball even on hit with a strong attack, and if you get sent flying after doing this you will not have your second jump.
[/collapse] [collapse=Teching]
[/collapse] [collapse=Meteor Cancel]
[/collapse] [collapse=Super Gimp Punch]
[/collapse] [collapse=Ledge Cancelled Missile]
[/collapse] [collapse=Super Ledge Getup]
[/collapse] [collapse=Hitbox Launch Getup]
[/collapse] [/collapse] [collapse=General] [collapse=Shieldstun Momentum Shuffling]
[/collapse] [collapse=Jab Escape]
[/collapse] [collapse=Grab Mash]
[/collapse] [collapse=Flare Teching]
[/collapse] [collapse=Super Stand Up Punch]
[/collapse] [collapse=Escape Jump]
[/collapse] [/collapse] [/collapse] [/collapse]
[collapse=Combos] [collapse=Regular] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Dash Attack > Upsmash] You can run forwards and do a Jump Cancel Upsmash or a Reverse Jump Cancel Upsmash after a Dash Attack, or at the end of a Dash Attack string.
[/collapse] [collapse=Banana > Up B] When fighting against a Diddy Kong, or in a doubles match with one, if you get hold of their banana peel, you can use it to true combo into an up b. All you have to do is run towards them and when close, do a dash throw, and if you spaced it properly, do an up b as soon as possible. You do not want to Jump Cancel the dash throw, as for some reason this completely cancels your forward momentum, stopping the combo from working.
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long] [collapse=Dash Attack string] At low %s you can string Dash Attacks all the way across the stage, just Dash Attack, run forwards, Dash Attack their landing, and repeat. This can be hard to avoid or escape from. Even at very high %s you can get 2 of these. Contrary to popular belief, even if you hit with all the hits of dash attack or any milti-hit move, it will only unstale 1 move.
[/collapse] [/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Grab Combos] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Downthrow > Frametrap > Up B]
[/collapse] [collapse=Downthrow > Cyclone]
Tutorial and kill %s on every character: http://smashboards.com/threads/dthrow-cyclone-video.384079/#post-19327467
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Shield] [collapse=Shield Breaker] [collapse=Jab x3 > Up B] This is a quick combo and may surprise your opponent. It will be hard to react to, and they will most likely choke under the pressure, and either hold shield waiting for a safe opening, or drop shield and be hit by the sweetspot of Up B. You either have to put a tiny bit of delay between jabs 1 2 and 3, do four jabs, or have their shield already a little bit low for this to break their shield, otherwise they will be left with about 0.5% health on their shield.
[/collapse] [collapse=Jab x4 > Fsmash] More recommended than the Up B since it is safer, but slightly easier to avoid, however most people will not expect this to break their shield, and as above, they may drop their shield trying to grab you and be hit by Fsmash.
[/collapse] [collapse=Fsmash > Fsmash] This only really works if the opponent is at the edge of a ledge or platform, or they are a fast character that has just ran into shield in front of you, because otherwise they will slide away too far from the Fsmash. An excellent combo for a ledgeguarding situation or just if you have plenty of stage control.
[/collapse] [collapse=Nair > Jab x3 > Bair] This also requires your opponent to be close to a ledge or the edge of a platform. The way this works, is first you land with a Nair, and then do the 3 jab combo, and the third hit of the jab combo makes you go past their shield. The shield then pushes you off the edge, and then you are in the air with absolutely no lag. You then instantly Bair. This combo is very quick and will be very unexpected for your opponent.
[/collapse] [collapse=Nair > Up B] This is a very good combo, it can be very unexpected, as you can do it anywhere on the stage, and while landing near your opponent or from a shorthop.
[/collapse] [/collapse] [collapse=Shield Stab] [collapse=Slot]
[/collapse] [/collapse] [/collapse][/collapse]
[collapse=Techs] [collapse=Info] [collapse=Moveset] [collapse=Framedata] All Luigi's Framedata can be found here: http://smashboards.com/threads/professor-e-gadds-research-papers-frame-data.387569/
All character landing lag Framedata can be found here: http://smashboards.com/threads/all-character-landing-lag-frame-data.371503/
All character grab and dodge Framedata can be found here: http://smashboards.com/threads/frame-data-comparison-charts.401480/
Shield data can be found here: http://smashboards.com/threads/comp...-with-ko-percents.383550/page-5#post-18396196
And here: http://www.ssbwiki.com/shield
All character weights can be found here: http://kuroganehammer.com/Smash4/Weight
All character data can be found here: http://kuroganehammer.com/Smash4
All character Framedata can be found here in various forms: https://docs.google.com/spreadsheet...XNQdfBnuvCRlwInmEWSo/edit?pli=1#gid=676821658
And here: http://smashboards.com/threads/comp...-every-character-now-with-ko-percents.383550/
And here: http://pastebin.com/PzTjdtx8
And here: https://docs.google.com/spreadsheet...5a4irDPLvwfxuOKVGxk/edit?pli=1#gid=2066387714
[/collapse] [collapse=Missile Stats]
[/collapse] [/collapse] [collapse=General]
[/collapse] [/collapse] [collapse=General]
[/collapse] [collapse=Movement/Mindgames] [collapse=Dolphin Jumps] A dolphin jump is doing Luigi's short hop backwards jump, and then usually fastfalling or doing a move. This can be useful, since the animation of the backwards jump is confusing and makes what you are doing unclear, and it is also harder to hit Luigi than with his normal jump, because his hitbox gets smaller and moves around in strange ways.
[/collapse] [collapse=Dolphin Running]
[/collapse] [collapse=Dolphin Dancing]
[/collapse] [collapse=Head Bobbing]
[/collapse] [collapse=Dash Dancing]
[/collapse] [collapse=Swerve Dancing]
[/collapse] [collapse=Trot Dancing]
[/collapse] [collapse=Fast Fall Brake]
[/collapse] [collapse=B Reverse]
[/collapse] [collapse=Wave Bouncing]
[/collapse] [collapse=Slow Run]
[/collapse] [collapse=Crawling]
[/collapse] [collapse=Perfect Pivots]
[/collapse] [collapse=Pivot Dance]
[/collapse] [collapse=Shield Drop Aerials]
[/collapse] [collapse=Fast Crouching]
[/collapse] [collapse=Tiptoe]
[/collapse] [collapse=Bait]
[/collapse] [collapse=Flapping]
[/collapse] [collapse=Prattacks]
[/collapse] [/collapse] [collapse=Offensive] [collapse=Edgeguarding] [collapse=Fireball Nets] This is when you shoot fireballs so that they are placed where the opponent will land on them, and deal quite a large amount of free damage(3 fireballs is about 18 damage). This can completely mess up their recovery, let you punish their landing much easier, and mess up any setups they were trying to do.
https://www.youtube.com/watch?v=QEzuIddNhMQ&feature=youtu.be
[/collapse] [collapse=Hang Guarding] This is where when your opponent is recovering, you hang onto the ledge and wait for them. When they get close to the ledge, you drop down and Dair or Bair them. This can outright kill them if you spike them with Dair or they are at a high enough % to be killed by Bair. If it does not kill them, you can just keep hitting them as they try to come back to the ledge. You can also go for other aerials like the back hit of Upair and stage spikes with Fair, and also shoot b reverse fireballs or Flare Guarding fireballs. A character like villager may then try and Up B directly onto the stage, thinking they have outsmarted you. If this happens, all you have to do is go onto the stage and punish their landing from the Up B with a free kill from your own Up B.
[/collapse] [collapse=Spike Jump] This is when you are below someone offstage, and you do a double jump and instantly Dair. The jump masks the Dair startup animation, and the Dair comes out just below the peak of your jump. You can delay the Dair a bit longer to make it hit at the peak of your jump. This can be extremely useful for positioning yourself to get the Dair sweetspot without it being obvious that you are doing so.
[/collapse] [collapse=Flare Guarding] This is when you shoot a fireball below the stage at a slanted part. This causes the fireball to flip upside-down, and be moving at a downward angle. When these fireballs hit, because they are flipped upside-down and are moving downwards, they deliver a soft but effective spike, and send the opponent at a nasty downward trajectory. These can be effective gimping tools, especially on opponents that like to recover low or at hard to reach angles. Different stages have different angles at different parts, and with mastery and practice of this, you can control the direction the fireballs go, for instance ofn Final Destination, you can make the fireballs go anywhere between directly behind you, at a 45 degree angle, or directly down. This is usually best done while Hang Guarding, but you can also jump backwards off the stage and shoot a fireball or run off the stage and b reverse a fireball to do this.
[/collapse] [collapse=Jigglypuff/Kirby/Meta Knight Gimp]
[/collapse] [collapse=Prattacks]
[/collapse] [collapse=Roof Stool]
[/collapse] [collapse=Ledge Trump]
[/collapse] [collapse=Ledge Denial]
[/collapse] [collapse=Bair Stage Spikes]
[/collapse] [collapse=Dsmash Stage Spikes]
[/collapse] [collapse=Ledge Fsmash]
[/collapse] [collapse=Cyclone Gimp/Spike]
[/collapse] [/collapse] [collapse=General] [collapse=Tomahawk Grab] This is when you shorthop or jump over someone, usually with a backwards jump, and then fastfall and land behind them and grab them. This can be good for baiting out attacks and punishing them with something more flexible than a roll.
[/collapse] [collapse=Tomahawk Dropkick] Similar to a Tomahawk Grab, you jump over your opponent with a forwards jump or shorthop, and Bair them with the 14% sweetspot, usually killing them.
[/collapse] [collapse=Tomahawk Missile] Similar to the Tomahawk Grab again, with this you short hop over and behind your opponent and do an uncharged missile into them. This is not recommended at low %s, as an uncharged missile can be unsafe even on hit. The main use of this is to mixup your opponent, and for styling, and mostly to hope you land a lucky Misfire.
[/collapse] [collapse=Headshots]
[/collapse] [collapse=Ankle Breakers]
[/collapse] [collapse=Hip Check]
[/collapse] [collapse=Boost Grab]
[/collapse] [collapse=Pivot Grab]
[/collapse] [collapse=Pivot Tilts]
[/collapse] [collapse=Pivot Smashes]
[/collapse] [collapse=Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Jump Cancel Upsmash]
[/collapse] [collapse=Reverse Bair]
[/collapse] [collapse=Kara Smash]
[/collapse] [collapse=Double Dsmash]
[/collapse] [collapse=Pivot Extended Tilts]
[/collapse] [collapse=IZAC]
[/collapse] [collapse=Safe Super Jump Punches]
[/collapse] [collapse=Sharking]
[/collapse] [/collapse] [/collapse] [collapse=Defensive] [collapse=Recovering] [collapse=Fireball Shield] When recovering, on your descent you can shoot fireballs to protect yourself. Because they are slow moving, they will usually stay there long enough for you to recover. These can protect you from people trying to snipe you with projectiles due to the large amount of priority in fireballs. They can also stop people jumping up and trying to attack you with aerials.
[/collapse] [collapse=Fireball Ledge Getup] Another option when you are on the ledge, is to fastfall, double jump, and instantly shoot a fireball. This will shoot a fireball onto the stage, covering your getup. You can just hold the control stick towards the stage after shooting the fireball to just land back on the stage, or if the opponent dealt with the fireball and is ready to punish you, you can just drop down and regrab the ledge. If the fireball hits them or their shield you can get a free grab. This is not recommended if the opponent is directly above the ledge, as they can easily punish the fireball even on hit with a strong attack, and if you get sent flying after doing this you will not have your second jump.
[/collapse] [collapse=Teching]
[/collapse] [collapse=Meteor Cancel]
[/collapse] [collapse=Super Gimp Punch]
[/collapse] [collapse=Ledge Cancelled Missile]
[/collapse] [collapse=Super Ledge Getup]
[/collapse] [collapse=Hitbox Launch Getup]
[/collapse] [/collapse] [collapse=General] [collapse=Shieldstun Momentum Shuffling]
[/collapse] [collapse=Jab Escape]
[/collapse] [collapse=Grab Mash]
[/collapse] [collapse=Flare Teching]
[/collapse] [collapse=Super Stand Up Punch]
[/collapse] [collapse=Escape Jump]
[/collapse] [/collapse] [/collapse] [/collapse]
[collapse=Combos] [collapse=Regular] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Dash Attack > Upsmash] You can run forwards and do a Jump Cancel Upsmash or a Reverse Jump Cancel Upsmash after a Dash Attack, or at the end of a Dash Attack string.
[/collapse] [collapse=Banana > Up B] When fighting against a Diddy Kong, or in a doubles match with one, if you get hold of their banana peel, you can use it to true combo into an up b. All you have to do is run towards them and when close, do a dash throw, and if you spaced it properly, do an up b as soon as possible. You do not want to Jump Cancel the dash throw, as for some reason this completely cancels your forward momentum, stopping the combo from working.
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long] [collapse=Dash Attack string] At low %s you can string Dash Attacks all the way across the stage, just Dash Attack, run forwards, Dash Attack their landing, and repeat. This can be hard to avoid or escape from. Even at very high %s you can get 2 of these. Contrary to popular belief, even if you hit with all the hits of dash attack or any milti-hit move, it will only unstale 1 move.
[/collapse] [/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Grab Combos] [collapse=Kill] [collapse=Kill off top] [collapse=Long]
[/collapse] [collapse=Short] [collapse=Downthrow > Frametrap > Up B]
[/collapse] [collapse=Downthrow > Cyclone]
Tutorial and kill %s on every character: http://smashboards.com/threads/dthrow-cyclone-video.384079/#post-19327467
[/collapse] [/collapse] [/collapse] [collapse=Kill off side] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [collapse=Kill off bottom(Spike/Gimp)] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse][/collapse] [collapse=Damage] [collapse=Long]
[/collapse] [collapse=Short]
[/collapse] [/collapse] [/collapse]
[collapse=Shield] [collapse=Shield Breaker] [collapse=Jab x3 > Up B] This is a quick combo and may surprise your opponent. It will be hard to react to, and they will most likely choke under the pressure, and either hold shield waiting for a safe opening, or drop shield and be hit by the sweetspot of Up B. You either have to put a tiny bit of delay between jabs 1 2 and 3, do four jabs, or have their shield already a little bit low for this to break their shield, otherwise they will be left with about 0.5% health on their shield.
[/collapse] [collapse=Jab x4 > Fsmash] More recommended than the Up B since it is safer, but slightly easier to avoid, however most people will not expect this to break their shield, and as above, they may drop their shield trying to grab you and be hit by Fsmash.
[/collapse] [collapse=Fsmash > Fsmash] This only really works if the opponent is at the edge of a ledge or platform, or they are a fast character that has just ran into shield in front of you, because otherwise they will slide away too far from the Fsmash. An excellent combo for a ledgeguarding situation or just if you have plenty of stage control.
[/collapse] [collapse=Nair > Jab x3 > Bair] This also requires your opponent to be close to a ledge or the edge of a platform. The way this works, is first you land with a Nair, and then do the 3 jab combo, and the third hit of the jab combo makes you go past their shield. The shield then pushes you off the edge, and then you are in the air with absolutely no lag. You then instantly Bair. This combo is very quick and will be very unexpected for your opponent.
[/collapse] [collapse=Nair > Up B] This is a very good combo, it can be very unexpected, as you can do it anywhere on the stage, and while landing near your opponent or from a shorthop.
[/collapse] [/collapse] [collapse=Shield Stab] [collapse=Slot]
[/collapse] [/collapse] [/collapse][/collapse]
Last edited: