Strider_123
Smash Journeyman
- Joined
- Nov 10, 2014
- Messages
- 261
- 3DS FC
- 0688-5583-7738
i can't seem to make a combo. I can grab opponents but have nothing to really follow up with. can anyone help me out here?
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are you playing with customs on? or is that the wii u version because my soccer ball doesn't spark like that! and the projectile is different too.http://youtu.be/NNcPFsaSC4w
This is me vs Wizzzrobe the best pm player I hope this helps
Thanks that'll help. I think I've seen ur wii fit ur really good I hope we battle in the futureYea that was a custom B also you could work on your approach. Also you should really slow down on them smash since they have so much ending lag and keep it fresh for a better kill potential.
The ball is the same. The sun salutation is indeed a custom called enriched sun. The more U charge it the small and faster it gets. It uncharged is huge and is good for stage control, spacing, and approach. It fully charged is small, but fast and does 20%. She is so much better with customs. U should try jumbo hoops. It is a better brawl meta knight tornado. U can chase people and it can go a long distance horizontally and a decent amount vertical. It does 25-35 damage and it can break shields. It also has lots of priority and the hitboxes R huge. The hits also connect consistantly. It is seriously broken. Sorry I turned this on an article about customs lolare you playing with customs on? or is that the wii u version because my soccer ball doesn't spark like that! and the projectile is different too.
wait thats definitively the wii u one because of the stage! why does her projectile look so slow now then?
Gotta try some of this out.@ crisspy727 Uthrow into Uair combos without DI up to about 70% on a lot of characters actually. Of course smart players will DI when they learn, but that also helps out her other throws.
Anyway:
@ Strider_123
Try your hand at grounding jab combos and links. Her jab is really good and tends to be very underused. Just keep in mind that what you can get usually depends on how well your opponent mashes, making it unreliable in some cases.
[FF=fast fall
SH=short hop
DJ=double jump]
Beginner:
FF-Reverse Fair> 1hit reverse jab (low%)
FF-Reverse Fair>Ftilt (mid-high%s) [Note if the reverse fair trips them, you can get things like sun salutation and fsmash off)
FF-nair>header(mid%)
Intermediate:
FF-Nair>SH-Nair>DJ-Nair>Header/Uair (30%-50%)
FF-Nair>SH-Nair>1hit-Nair>header/Uair (50%-70%)
Uthrow>DJ-Uair (0-70%) Note that in training if your combo meter says 1 at the end, you didn't reach them fast enough, however this is a powerful link and will frametrap a lot of characters beating out ridiculous things like Link's Dair forcing them to either use their jump or airdodge
Advanced
FF-1hit-Nair>Dsmash(low%s)
FF-1hit-Nair>Header (mid%s The Crisspy Combo!) Landing this near the edge can kill.
FF-1hit-Nair>Fsmash (low-mid%s)
FF-Nair>DJ-Uair (mid-high%) kill combo at character specific percents
FF-1hit-Nair>Nair>Uair (high%) Kill combo at character specific percents
FF-1hit-Nair>1hit-Nair>Bair (high%) Kill combo at character specific percents
Bonus:
[This is neat, maybe for a combo video or something, but is completely impractical]
/Load up on a full Sun Salutation charge and Deep breathing
FF-Nair>SH-1hit-nair>Dair(ground bounce)>B-reverse Sun Salutation
You either have to fall inside them with it or just past them that's the only way you could perform it safely anyway she doesn't she really doesn't have other moves to approach with.I see a lot of neutral air combos, though I have the hardest time approaching with it and even throwing it out there without being badly punished. Any suggestions?
combos
I had actually just tested this yesterday and have half a thread about it, but this is basically my findings. However, I will state that the % that it's effective at depends on the character, and I even found some characters could be followed on after reverse fair knocks them into the air. Of course, that's techable (making up words eyyy) but I don't expect people to know to do that against WFT Reverse Fair.So I found something interesting when practicing crossups for the Rosalina MU.
Apparently, you don't need reverse fair to trip in order for it to combo into smashes or bair. It just needs to be fast falled.
It reminds me a lot of Falco's dair combos only with better options out of it, a lot less lag on shield or whiff, that also crosses up from time to time.
So from about 95%:
FF reverse fair> fsmash
FF reverse fair> dsmash
FF reverse fair> sliding usmash
FF reverse fair> bair
FF reverse fair> turn around jab combo>finisher
FF reverse fair> grab
all work with fsmash being a kill combo from default positions
More kill combo setups? Neat.
The mind games from hesitating the second B button press of Header is hilarious. It's one of my main methods of killing aggressive Sheik players.Sometimes upthow -> jump -> header meteor works for people who airdodge immediately out of throws.
Not to mention stalling people with uncharged sun salutations.The mind games from hesitating the second B button press of Header is hilarious. It's one of my main methods of killing aggressive Sheik players.
That also is a good kill set up for usDouble post, but I wanted to bring up something neat we get with the new a+b mechanic:
Option selects.
In the post above I was talking about how reverse fair has an frame-cancel similar if not identical to Falco's dair and how it leads into kill setups. However to do this you must land the reverse fair on the exact frame fair becomes active and then fast fall, which might make this difficult if not impractical to rely on. On top of reverse fair naturally comboing into ftilt and reverse jab(which you'd miss out on if looking for a frame-cancel combo) and having trip properties you can also take advantage of, there are a lot of factors that can ruin something that would have been guaranteed. Until the patch.
I'm not sure if this was possible with the cstick set to smash as I prefer tilts for rtacc and aerial momentum, but with a+b you can now buffer smashes into reverse fair, which will come out and combo if frame canceled or leave you free to follow up with ftilt, jab, or whatever if you miss the window.
Just to be clear, I am NOT talking about comboing into the techable ground bounce you get if you spike with fair on stage around 110% for most characters, although it works fine there as well.
Sometimes i wish SHAD uair works on everybody its such a great tool early percentage.Spike fair jab locks too.
Setup from nair into footstool DB cancels.
SHAD uair into footstool DB cancels work too on everyone but *******.