Patinator
Smash Champion
Greetings, Falcon boards. I come to you as an agent of assistance. I'm adding to the library of combos Falcon has in his arsenal.
Most of you probably don't know me, but I do play Falcon. And for the first time in my career, I've discovered something, a combo in Brawl no less.
Now, a note. Unless otherwise said, all references to Falcon's D-Air refer to the Meteor Smash portion, not the up-and-away hit.
Here is the final quote from resident president, ToKneeOrNotToKnee, in our conversation about it.
A D-Air, buffered from a double jump and initial jump, followed by the first hit of N-Air and then an Up B. A garaunteed combo. The seemingly excess hitstun from someone being hit down to the ground from Falcon's D-Air (Or any Meteor, really) is more or less my part of this. There are several other combos you can do with this, like D-Air > buffered sweet Knee or D-Air > buffered U-Air.
There are many other possibilities. You can perhaps lead into this with a normal, grounded D-Air, though THAT is escapable. This combo, D-Air > N-Air 1 > sweet Knee works on floaties, as said in the quote.
In an act of selfishness, Knee and I have named this combo after ourselves. 8P
Discuss the overall viability/awesomeness of this combo here.
Edit note: Hmm, you don't have to be at the maximum height of Falcon's jumping ability for this to work after all. You do for a D-Air > sweet Knee, though.
Edit note 2: I'll clear up confusion here. This combo is only escapable if the opponent techs the ground. And I wish good luck to anyone who actually tries to do that regularly. u_u
Most of you probably don't know me, but I do play Falcon. And for the first time in my career, I've discovered something, a combo in Brawl no less.
Now, a note. Unless otherwise said, all references to Falcon's D-Air refer to the Meteor Smash portion, not the up-and-away hit.
Here is the final quote from resident president, ToKneeOrNotToKnee, in our conversation about it.
If you can't tell from this message, the combo is as follows.Good ol' Knee said:Alright.
I have the best solution (imo)
I did quite some testing, and the best thing to do, is to simply leave out the first Dair.
making the string: aerial Dair>falling first hit Nair>up b
or (on floaties)
aerial Dair>falling first hit Nair>SH sweet knee
I think the best idea is to call the aerial Dair>falling first hit Nair the Patiknee combo, as all follow ups after it will be part of the patiknee combo.
So we have several patiknee combo endings.
What do you think?
I suggest you make the thread for the patiknee combo. I trust you will include all the info needed to clarify the patiknee combo in the OP of the patiknee thread.
^_ ^
A D-Air, buffered from a double jump and initial jump, followed by the first hit of N-Air and then an Up B. A garaunteed combo. The seemingly excess hitstun from someone being hit down to the ground from Falcon's D-Air (Or any Meteor, really) is more or less my part of this. There are several other combos you can do with this, like D-Air > buffered sweet Knee or D-Air > buffered U-Air.
There are many other possibilities. You can perhaps lead into this with a normal, grounded D-Air, though THAT is escapable. This combo, D-Air > N-Air 1 > sweet Knee works on floaties, as said in the quote.
In an act of selfishness, Knee and I have named this combo after ourselves. 8P
Discuss the overall viability/awesomeness of this combo here.
Edit note: Hmm, you don't have to be at the maximum height of Falcon's jumping ability for this to work after all. You do for a D-Air > sweet Knee, though.
Edit note 2: I'll clear up confusion here. This combo is only escapable if the opponent techs the ground. And I wish good luck to anyone who actually tries to do that regularly. u_u