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"Altogether for a chain attack!"-Shulk combo thread

Joined
Jun 8, 2009
Messages
18,990
Because everyone was asking for this

Post any combo here. Please indicate the art you used. Note that every percentage and number may be wrong due to execution being a factor

Credit to everyone for helping me with this

------------------------

True combos

Universal

Jab -> Air Slash
Jab -> Advancing air slash
Jab -> Dash grab

U-tilt -> u-tilt
U-tilt -> f-air

D-tilt -> f-air

N-air -> jab combo
N-air -> grab
N-air -> f-smash
N-air -> f-tilt
N-air -> d-tilt
N-air -> u-tilt
N-air -> b-air
N-air -> dash attack
N-air -> Air Slash
N-air -> back slash

F-air -> Jab
F-air -> f-tilt
F-air -> d-tilt
F-air -> u-tilt
F-air -> dash attack
Fair -> Air Slash

B-air -> Air Slash
B-air -> b-air

U-air -> u-tilt
U-air -> u-air

Jump (Default / Decisive / Hyper)

U-tilt -> u-air
U-tilt -> air slash

U-tilt -> f-air -> f-air
U-tilt -> f-air -> Air Slash

D-tilt > f-air

N-air -> f-air
N-air -> d-air

N-air -> b-air
N-air -> f-air -> f-air
N-air -> f-air -> Air slash
N-air > D-tilt > F-air
N-air > Jab > U-tilt > F-air
N-air -> u-tilt -> f-air -> f-air
N-air -> f-air -> f-air -> Air Slash
N-air -> u-tilt -> f-air -> air slash


F-air -> f-air
F-air -> b-air
F-air -> Air Slash
F-air -> Back slash

B-air -> jab
B-air -> f-tilt
B-air -> d-tilt

U-air (Second hit) -> U-air
U-air (Second hit) -> Air slash
U-air (Second hit) -> F-air
U-air (Second hit) -> B-air
U-air (Second hit) -> D-air
U-air (Second hit) -> U-tilt

D-throw > Dash > F-air

U-throw -> Air slash
U-throw -> F-air

Grab release -> Air slash (Jigglypuff only)


Speed (Default / Decisive / Hyper)

D-tilt -> Dash -> F-air

N-air -> f-air

N-air -> f-air
N-air -> b-air

N-air -> d-air
N-air -> air slash
N-air -> f-air -> f-air
N-air -> f-air -> Air slash
N-air -> dash grab -> d-throw -> f-air

F-air -> f-air
F-air -> Air slash

D-throw -> Dash -> F-air
D-throw -> Dash -> Air Slash
D-throw > Dash > RAR Nair
D-throw > Dash > RAR Nair > U-tilt
D-throw > Dash > RAR Nair > Air slash


Buster (Default / Decisive / Hyper)

D-tilt -> D-tilt
D-tilt -> F-tilt
D-tilt -> Dash grab -> F-throw
D-tilt -> Dash grab -> B-throw
D-tilt -> Dash grab -> D-throw -> D-tilt
D-tilt -> Dash grab -> D-throw -> F-tilt


N-air > D-tilt > F-tilt
N-air > D-tilt > D-tilt
N-air -> Grab -> Dthrow -> D-tilt
N-air -> D-throw -> F-smash
N-air -> D-throw -> F-tilt


D-throw -> f-tilt
D-throw -> d-tilt
D-throw -> f-smash
D-throw -> Air Slash
D-throw -> jab


----------------

Reliable pseudos

Universal

Jab -> D-tilt
Jab -> U-tilt

U-tilt -> Air slash
U-tilt -> B-air

U-throw -> U-tilt

B-throw -> back slash

Jump (Default / Decisive / Hyper)

D-tilt > F-air > Air Slash
D-tilt > F-air > F-air

F-air > D-air

N-air > F-air > D-air
N-air > Jab > U-tilt > F-air
N-air > D-tilt > F-air > Air slash
N-air > D-throw > F-air > Air slash

U-air > Footstool

U-throw > U-air


Speed (Default / Decisive / Hyper)

Jab -> d-air

D-tilt -> F-air -> F-air
D-tilt -> Dash -> F-air -> air slash

N-air -> f-air -> d-air
N-air -> f-air -> f-air -> air slash
N-air -> dash grab -> b-throw -> back slash
N-air -> dash grab -> d-throw -> f-air -> air slash


F-air -> d-air


D-throw -> f-air -> f-air
D-throw -> Dash -> F-air -> air slash

B-throw -> D-air


Buster (Default / Decisive / Hyper)

Jab -> D-tilt -> F-smash
Jab -> D-tilt -> Dash grab -> F-throw
Jab -> D-tilt -> D-tilt -> Dash grab -> F-throw

D-tilt > F-smash

D-tilt > dash grab > d-throw > f-tilt
D-tilt > dash grab -> d-throw -> f-smash
D-tilt > D-tilt > Dash grab > D-throw > F-smash

U-tilt -> Air slash

Dash attack -> F-smash
Dash attack -> F-tilt

N-air > U-tilt > Air slash

N-air > U-tilt > F-air
N-air > D-tilt > F-air
N-air > D-tilt > F-smash
N-air > U-tilt > B-air

N-air > D-tilt > Dash grab > B-throw > Back Slash
N-air > D-tilt > Dash grab > D-throw > F-smash

N-air -> Jab -> D-tilt -> Dash grab -> D-throw -> F-smash

F-air -> Dash attack -> F-tilt
F-air -> Dash attack -> F-smash
F-air (Edge slip) -> F-tilt -> N-air -> D-throw -> Dash attack

B-air -> F-tilt
B-air -> F-smash
B-air (Edge slip) -> F-tilt -> N-air -> Air slash

D-throw > Dash attack > F-tilt
D-throw > Dash attack > F-smash

F-throw > F-tilt

U-throw > U-tilt


----------------

Monado Art Landing Lag Cancel combos
-> or > reads "into"
>> reads "mallc into [art]" followed by your next option


F-air >> Any art -> D-air
F-air >> Any art -> F-air
F-air >> Any art -> F-tilt
F-air >> Speed art -> Dash grab -> D-throw + Buffered deactivation -> F-air >> Jump art -> U-tilt -> F-air -> F-air -> Air slash

B-air >> Any art -> F-smash
B-air >> Any art -> F-tilt
B-air >> Any art -> F-air
B-air >> Speed art -> D-air
B-air >> Any art -> dash grab -> d-throw -> f-air
B-air >> Buster -> dash grab -> d-throw -> f-smash
B-air >> Buster -> dash grab -> d-throw -> f-tilt
B-air >> Speed art -> dash grab -> d-throw + buffered deactivation -> F-air >> Jump art -> F-air -> F-tilt
B-air >> Speed art -> dash grab -> d-throw + buffered deactivation -> F-air >> Jump art -> u-tilt -> f-air -> f-air -> air slash

U-air (1st hit) >> Back slash
U-air (1st hit) >> U-smash

D-air (1st hit) >> Back slash
D-air (1st hit) >> U-smash

----------------

Monado Art Landing Lag Cancel set-ups

D-throw + Buffered deactivation -> Air slash
D-throw + Buffered deactivation -> F-air
D-throw + Buffered deactivation -> U-smash
D-throw + Buffered deactivation -> B-air
D-throw + Buffered deactivation -> F-air >> Jump art -> F-air > F-air
 
Last edited:
Joined
Jun 8, 2009
Messages
18,990
--------

Miscellaneous (links, percentages, etc)

[collapse=WIP]N-Air -> F-Smash for 24-25% damage (https://imgflip.com/gif/ga0j6)
- You can possibly extend this and N-Air -> F-Tilt combo when Jump Art is active.
- Even with the patch, there's always a chance the F-Smash will cause the oppnent to pop-out, so take this combo as a suggestion if an opportunity presents itself.

Mario: 8% - 37%
Luigi: 12% - 30%
Peach: 15% - 42%
Bowser: 15% - 55%
Yoshi: 18% - 45%
Rosalina: N/A - Rosalina keeps popping out of the F-Smash even if Shulk angles it up or down… It’s probably human error on my part, but I haven’t been able to land the F-Smash at any percent following the N-Air.
Bowser Jr.: 13% - 45% - Can deal 21% - 29% depending on where you hit Bowser Jr.
Wario: 18% - 55%
Mr. Game & Watch: 10% - 35%
Donkey Kong: 15% - 55%
Diddy Kong: 15% - 50% - Weird Arc when hit helps landing the F-Smash.
Link: 15% - 50%
Zelda: 30% - 40% - Zelda keep popping out of this combo until I hit 30%… I’m not sure if this is real or if I’m just messing up…
Shiek: 10% - 45% - Be sure to tilt the F-Smash up if to land this combo at 30% and above.
Gannondorf: 5% - 50% - Up tilts are needed at 40%+
Toon Link: 12% - 42% - You’re going to want to stay close as possible, and always up-tilt the F-Smash.
Samus: 10% - 40%
ZSS: 10% - 45%
Pit: 12% - 55%
Palutena:12% - 35% - Despite being taller, she gets out of this earlier...
Marth: 15% - 45%
Ike: 15% - 55%
Robin: 10% - 50%
Kirby: 8% - 35%
King Dedede: 8% - 65%
Meta Knight: 15% - 45%
Little Mac: 15% - 55%
Fox: 15% - 45%
Falco: 15% - 55%
Pikachu: 8% - 45%
Charizard:15% - 50%
Lucario: 15% - 50% - Lucario can sometimes pop out of the F-Smash at 40%+ even with the patch. So treat this combo with caution.
Jigglypuff: N/A - You’re not seeing things, this combo is not possible against Jigglypuff, even with the F-Smash Patch or with Buster Art Equipped… Feel free to correct me if I’m wrong, because I want a tool against Jigglypuff as Shulk.
Greninja: 8% - 50%
Duck Hunt: 10% - 55% - Landing this at 55% is tough, but do-able.
Rob: 18% - 60%
Ness: 15% - 35%
Capitan Falcon: 10% - 55%
Villager: 12% - 40%
Olimar / Alph: 15% - 35%
Wii Fit Trainer: 12% - 35% - Up-Tilt the F-Smash as much as you can in this combo, or you’re going to miss.
Dr. Mario: 15% - 45%
Dark Pit: 18% - 50%
Lucina: 18% - 50%
Shulk (Vanilla): 15% - 45% - Shulk can pop-out of this combo at 35%+ when trying to connect the F-Smash. So watch out for that. (Maybe we can retaliate via Shield-Grab / Vision?)
Pac-Man: 15% - 42% - Try sticking to up-tilted version of F-Smash with Pac-Man to ensure he doesn’t escape.
MegaMan: 15% - 60%
Sonic: 12% - 45% - Up-Tilted F-Smashes are helpful starting at 35%
N-Air -> F-Tilt for 18-20% damage (https://imgflip.com/gif/ga0j6)
Mario: 2% - 34%
Luigi: 12% - 35% - Odd percentage range is odd…
Peach: 0% - 35%
Bowser: 5% - 48%
Yoshi: 5% - 40%
Rosalina: 0% - 30% - Would be higher if Shulk could angle his F-tilt…
Bowser Jr.: 5% - 45% - Can deal anywhere from 14 - 25% depending on where you hit Bowser Jr.
Wario: 5% - 55%
Mr. Game & Watch: 0% - 25%
Donkey Kong: 5% - 55%
Diddy Kong: 0% - 40% - Diddy goes in a weird arc with hit with N-Air at 35%, so you might miss if you don’t adjust the timing for the F-Tilt.
Link: 5% - 50% - You’re going to want to move as close as you can when hitting Link with the N-Air.
Zelda: 0% - 35%
Shiek: 0% - 35%
Gannondorf: 5% - 50%
Toon Link: 5% - 35%
Samus: 5% - 20%
ZSS: 0% - 35%
Pit: 5% - 45%
Palutena: 0% - 35%
Marth: 2% - 35%
Ike: 2% - 45%
Robin: 5% - 40%
Kirby: 5% - 30%
King Dedede: 2% - 55%
Meta Knight: 0% - 40%
Little Mac: 0% - 50% - A lot of room to work with here. You might need to move towards Mac to land the F-Tilt at 35%+
Fox: 5% - 50% - You may have to move closer to Fox in order to land the F-Tilt at 35%+
Falco: 5% - 45%
Pikachu: 0% - 45%
Charizard: 3% - 45%
Lucario: 5% - 45%
Jigglypuff: 0% - 10% - I’m not joking when I said doing combos against floaty light weights as Shulk is evil… This is the best you can get assuming Jigglypuff doesn’t move out the way when F-Titt comes out…
Greninja: 0% - 45%
Duck Hunt: 0% - 50%
Rob: 5% - 50% - Move in as close as you can with the N-Air in order to land this at 45%
Ness: 0% - 35%
Capitan Falcon: 2% - 50%
Villager: 0% - 35%
Olimar / Alph: 0% - 35%
Wii Fit Trainer: 0% - 35%
Dr. Mario: 2% - 45%
Dark Pit: 0% - 50%
Lucina: 0% - 45%
Shulk (Vanilla): 2% - 45% - Another tool we can use in a Shulk doubles match. I can only imagine what would happen if Shulk has an art active. (Shield = More range & Jump/Buster/Smash - Less Range due to knock-back adjustments?)
Pac-Man: 0% - 45% - Always love having big damage range to work with here.
MegaMan: 5% - 50%
Sonic: 0% - 35%
N-air -> D-tilt - 15% damage (http://webmshare.com/DGbYz)

Vanilla Shulk: Falling U-air -> Up Tilt (18%)
Mario 0-33%
Luigi 0-25%
Peach 0-26%
Bowser 0-34%
Yoshi 0-26%
Rosalina 0-25%
Bowser Jr. 0-27%
Wario 0-34%
Game & Watch 0-22%
Donkey Kong 0-35%
Diddy Kong 0-36%
Link 0-34%
Zelda 0-27%
Sheik 0-27%
Ganondorf 0-35%
Toon Link 0-25%
Samus 0-35%
Zero Suit 0-32%
Pit 0-30%
Palutena 0-25%
Mark 0-34%
Ike 0-36%
Robin 0-35%
Kirby 0-22%
Dedede 0-40%
Little Mac 0-31%
Fox 0-30%
Falco 0-31%
Charizard 0-30%
Lucario 0-36%
Jigglypuff 0-17%
Greninja 0-31%
Duck Hunt 0-35%
R.O.B. 0-39%
Ness 0-28%
Captain Falcon 0-42%
Villager 0-29%
Wii Fit Trainer 0-25%
Dr. Mario 0-31%
Dark Pit 0-31%
Lucina 0-32%
Shulk(Vanilla) 0-33%
PAC-MAN 0-31%
Mega Man 0-42%
Sonic 0-30%
N-air -> Dash attack (Works in any art)

F-air -> Dash attack (Works in any art)


N-air -> F-air -> Air slash/F-air for (24-26% damage with air slash, ~22% damage with f-air) (https://imgflip.com/gif/ga1jh)
Mario: 52% - 75%
Luigi: 52% - 58% - Luigi just loves to drop out of combos huh?
Peach: 45% - 70%
Bowser: 62% - 82%
Yoshi: 55% - 80%
Rosalina: 50%- 65%
Bowser Jr.: 58% - 85% - You’re going to have to wait a while and be precise, but it’ll be worth it.
Wario: 50% - 70% - Wario sometimes falls out of this combo at 55%…
Mr. Game & Watch: 45% - 65%
DK: 60% - 86%
Diddy: 50% - 60% -Hm… Diddy gets away scott-free with this one.
Link: 55% - 80% - You definitely want to be as close as possible with this one.
Zelda: 40% - 75%
Shiek:45% - 70%
Gannondorf: 53% - 85%
Toon Link: 48% - 75%
Samus: 60% - 85% - You want to close as possible with Samus.
ZSS: 50% - 70% - Looks like ZSS took some lessons from Diddy to avoid this combo.
Pit: 50% - 80%
Palutena: 50% - 75%
Marth: 40% - 85% - Gezz… This is tougher to land compared to others.
Ike: 50% - 90%
Robin: 50% - 80%
Kirby: 35% - 70%
King Dedede: 70% - 95%
Meta Knight: 50% - 80%
Little Mac: 45% - 75%
Fox: 50% - 75%
Falco: 55% - 70%
Pikachu: 45% - 75%
Charizard: 50% - 85% - Doing this at 80% is pretty tough since you need to be close as possible to Charizard.
Lucario: 52% - 80% - Huh… I don’t see that many combos possible at a precent that can be divided by an even number. (Usually it can be divided by 5 / 10 / 25 / etc….)
Jigglypuff: 35% - 60% - I’m not sure if Jigglypuff got buffed in Smash 4 or not…
Greninja: 48% - 75%
Duck Hunt: 42% - 75%
Rob: 50% - 85%
Ness: 50% - 80%
Capitan Falcon: 50% - 85%
Villager: 45% - 80% - The Villager is a little weird with this combo. At 60% - 70%, you may have to delay the 2nd Air Slash strike, and at 70%+ you want to release the 2nd strike immediately.
Olimar/ Alph: 40% - 70% - 30% range to work with. We might be able to pull off this combo twice on Olimar / Alph if you can pull it off at 40%.
Wii Fit Trainer: 45% - 80%
Dr. Mario: 50% - 80%
Dark Pit: 50% - 80%
Lucina: 40% - 85%
Shulk (Vanilla): 45% - 90% (!) - Wow… I didn’t expect to see this range with Shulk himself. Anyway, you’re going to have to work for the 80% - 90%, but it’s possbile and rewarding if you can land it. Punish Shulk with Air Slash if he’s trying to activate an art mid-combo.
Pac-Man: 45% - 85% - You might need to double jump in order to catch Pac-Man at 80% & 85% with Air Slash.
MegaMan: 50% - 55% & 65% - 85% - For some odd reason, I couldn’t connect this combo when MegaMan was at 60% - 64%. I’m not sure if that a result of human error, or if that’s a thing in the game. (More than likely my fault.)
Sonic: 50% - 85% - 85% is possible, but very finicky at times.
Nair -> SH Fair -> DJ -> Fair -> Air Slash - 31% damage

U-tilt -> F-air -> Air Slash - 24/26% damage (https://imgflip.com/gif/ga1fv)

N-air -> D-air (http://smashboards.com/attachments/nair-dair-gif.36023/)

N-air -> B-air (http://smashboards.com/attachments/nair-bair-gif.36256/)

D-tilt > F-air

D-throw > Run > F-air

U-throw -> Air slash
Fox: 82-93%
King DDD: Only works if he DI's (roughly 85-128% if he does DI)
Falco: 83-87%
Greninja: Only works if he DI's
Monado Jump Shulk: 84--99%
Captain Falcon: 96-110% (really messy testing... can work as early as 71% if opponent DIs forward apparently).
Diddy Kong: 89-97%
Sheik: 85%
Little Mac: 77-93%
Mega Man: 85-102%*
Zero Suit Samus: 71-78* 79-110% (later percents can kill!)
Ganondorf: 90-111%*
Meta Knight: Only works if he DI's
Donkey Kong: 103%*
Ike: 88-101%*
Rob: Only works if he DI's
Wario: Only works if he DI's
Bowser Jr.: 95-105%*
Duck Hunt: Only works if he DI's
Link: Only works if he DI's
Lucario: 92-102%*
Lucina: 87-93%
Marth: 87-93%
Pikachu: Only works if he DI's
Dark Pit: Only works if he DI's
Bowser: Only works if he DI's
Jump Shulk: Falling U-Air -> U-Air (25%) ~double jump for the later percents
Mario 25-82% Starts killing at 66%
Luigi 15-76% Starts killing at 62%
Peach 20-73% Starts killing at 57%
Bowser 25-91% Starts killing at 75%
Yoshi 23%-80% Starts killing at 65%
Rosalina 32-70% Starts killing at 54%
Bowser Jr. 22-90% Starts killing at 71%
Wario 30-100% Starts killing at 73%
Game & Watch 25-65% Starts killing at 55%
Donkey Kong 25-100% Starts killing at 80%
Diddy Kong 25-100% Starts killing at 70%
Link 15-90% Starts killing at 75%
Zelda 20-85% Starts killing at 70%
Sheik 20-85% Starts killing at 70%
Ganondorf 25-100% Starts killing at 75%
Toon Link 25-85% Starts killing at 65%
Samus 25-95% Starts killing at 70%
Zero Suit 15-95% Starts killing at 65%
Pit 20-95% Starts killing at 75%
Palutena 20-80% Starts killing at 60%
Mark 25-95% Starts killing at 75%
Ike 25-105% Starts killing at 75%
Robin 20-110% Starts killing at 70%
Dedede 20-120% Starts killing at 85%
Little Mac 20-95% Starts killing at 65%
Fox 25-90% Starts killing at 65%
Falco 20-90% Starts killing at 65%
Charizard 20-105% Starts killing at 70%
Lucario 20-100% Starts killing at 70%
Jigglypuff 15-75% Starts killing at 50%
Greninja 20-95% Starts killing at 65%
Duck Hunt 20-95% Starts killing at 70%
R.O.B. 20-110% Starts killing at 75%
Ness 15- 90% Starts killing at 65%
Captain Falcon 20-110% Starts killing at 80%
Villager 20-95% Starts killing at 65%
Wii Fit Trainer 20-85% (Possibly later as well) Starts killing at 65%
Dr. Mario 20-100% Starts killing at 70%
Dark Pit 20-100% Starts killing at 70%
Lucina 15-100% Starts killing at 70%
Shulk(Vanilla) 20-100% Starts killing at 70%
PAC-MAN 20-95% Starts killing at 65%
Mega Man 20-110% Starts killing at 75%
Sonic 20-90% Starts killing at 65%
U-tilt > F-air > F-air
Mario 51-66%
[wip]...
U-tilt > U-air


D-throw->Dash->F-air (Deals 10-11% damage) (https://imgflip.com/gif/ga20a)
DI can screw us over with this combo, especially if you launch off-stage with D-Throw and they’re at a high percent. So take these numbers as something to consider while Speed Art is active.

Mario (10% -60%)
Luigi (10% - 50%) -Luigi is someone who loves to drop out combos. He might be the hardest person to land this on besides floaty light-weights since he’s so weird about it….
Peach(15% - 60%) -Don’t launch Peach off-stage with D-throw if she’s at 50%
Bowser (10% - 70%) - You’re going to love doing this to heavy-weights.
Yoshi (10% - 60%) -Launching Yoshi off-stage with D-throw is a no-no at 60%
Rosalina (10% -50%) - Combo starts to get tougher to land at 40% (Off-stage or not)
Bowser Jr. (10% - 60%) - Can’t combo with F-Air if Jr. goes off-stage with D-Throw 40%
Wario (0% - 70%) - Wario doesn’t like this combo at all! Admitidly, getting this at 0% is tough, and might only be possible if Wario get’s launched off-stage.
Mr. Game & Watch (10% - 55%) - Can’t connect this if Game & Watch goes off-stage at 45%. You’ll barely make it at 55%.
Donkey Kong (10%- 70%)
Diddy Kong (10% - 50%) - Diddy is hard to hit with this combo… You have much easier time launching Diddy off-stage with D-throw.
Link (10% - 60%) - Gets tougher to hit off-stage around 55%
Zelda (10% - 55%)
Sheik (10% - 50%)
Gannondorf (10% - 55%) - You may have to do a full hop in order to get hit Gannon with F-air at 50%+
Toon Link (10% - 50%) - Off-stage cap is 45%
Samus (0% - 55%) - Yep, another person we can do this right off that bat.
ZSS (0% - 65%) - The DI is strong with this one. Off-Stage cap is around 45%.
Pit (10% - 70%) - It gets harder to land this at 60%. Maybe due to DI?
Palutena (10% - 50%)
Marth (10% - 70%) - Considering how Marth likes to space things out too, this is a nice reward for getting past his range with Speed. (Can’t land if Marth goes off-stage at 55%)
Ike (10% - 70%) - Get’s real tricky at higher percentages. (Particularly around 60%)
Robin ( 10% -70%) - 55% is the limit if D-throw knocks Robin off-stage.
Kriby (10% - 40%) - If there’s one thing to say here, it’s that floaty-lightweights are terrible to do this with.
King Dedede (10% - 90% (!)) - Dedede starts resisting at around 70%, but it’s still do-able.
Meta Knight (15% - 65%) - I find this easier if you launch Meta Knight off-stage with D-Throw.
Little Mac (15% - 65%) - Little Mac’s size works to his advantage here. It’s pretty hard to land this combo with him. (Off-Stage limit is 45%)
Fox (20% - 40%) - Very short range to work with here. Fox has the same problem Little Mac has with this combo. (You can do this starting at 10%, but it’s so inconsistent, that I didn’t include it in the main data.)
Falco (10% - 70%) - Off-Stage limit is 50%
Pikachu (15% - 50%) - Off-Stage limit is 40%
Charizard (15% - 20% & 30%-60%) - Off-Stage limit is 50% (Very strict and can’t connect at 25% for some reason…
Lucario (15% - 60%)
Jigglypuff (10% - 40%) - Shouldn’t have to say it, but floaty light-weights love to mess with combos.
Greninja (15% - 55%)
Duck Hunt (10% - 50%)
Rob ( 0% - 65%) - Rob continues to be prone to combos… It’s something to work with considering how he’s got some good keep-away tactics. (And his great D-Smash)
Ness (15% - 55%) - Short guys are evil to this combo,but at least it works here as opposed to the Jump and Buster combos berserker01 & I tested earlier.
Capitan Falcon (10% -70%) - Speed might not be such a bad idea in this match-up…
Villager (15% - 55%)
Olimar (15% -50%)
Wii Fit Trainer (15% - 50%) - For a tall character, the trainer can get out of this early.
Dr. Mario (15% - 65%) ~ Questionable since he's basically the same as Mario
Dark Pit (10% - 70%) - The clones are exactly like their counterparts with this combo...
Lucina (10% - 70%)
Vanilla Shulk (10% - 50%) - Can only report Vanilla results right now. Will try to update with other arts when I get the means to do so.
Pac-Man (10% - 60%)
MegaMan (10% -50%)
Sonic (10% - 55%)
Nair -> Grab -> Dthrow -> Dash -> Fair - 17% damage (http://webmshare.com/6MJ71)

D-tilt -> Grab (http://webmshare.com/ZNDRA)

Nair -> Dtilt -> Grab -> Pummel -> Dthrow ->Fair -> Fair -> Airslash (http://webmshare.com/jBEG8

D-tilt > Dash > F-air


N-air -> D-tilt - 11% damage (http://webmshare.com/DGbYz)
Mario: 0 – 29%
Luigi: 0 – 27%
Peach: 0 – 10%
Bowser: 0 – 33%
Yoshi: 0 – 19% (Despite Yoshi being a heavy character, he's quite floaty when launched from N-air, so rely on F-tilt at early % too)
Rosalina & Luma: 0 – 3% . . . (You obviously don't want to rely on this versus her. Instead, rely on N-air to F-tilt at early %)
Bowser Jr.: 0 – 26%
Wario: 0 – 35%
Donkey Kong: 0 – 33%
Diddy Kong: 0 – 29%
Mr. Game & Watch: 0 – 25%
Little Mac: 0 – 27%
Link: 0 – 33%
Zelda: 0 – 19%
Sheik: 0 – 31%
Ganondorf: 0 – 33%
Toon Link: 0 – 25%
Samus: 0 – 12% (N-air to F-tilt works better after you can't string N-air to D-tilt anymore)
Zero Suit Samus: 0 – 28%
Pit: 0 – 31% (This is a good result!)
Palutena: 0 – 28%
Marth: 0 – 25%
Ike: 0 – 34%
Robin: 0 – 28%
Duck Hunt: 0 – 22%
D-throw -> F-tilt (27% damage)
Bowser (34-42%)
Donkey Kong (33-47%)
D-throw to d-tilt (~19-21%) ~ WIP - Not organized yet (https://imgflip.com/gif/ga1ra)
Mario (0% - 33%)
Luigi (0% -22%) - No idea why that specific range only...
Bowser (0-28%)
Bowser Jr. (0% -19%)
Wario (0% -23%)
Yoshi (0-12%)
Game and Watch (0-6%)
Donkey Kong (0-32%)
Diddy Kong (Works from 0-27%)
Link (0-1%) Lol
Zelda (0%) LOL
Sheik (Works from 0-22%)
Ganondorf 0-13%
Toon Link (0-3%)
Samus (0-9%)
ZSS (Works from 0-30%)
Pit (Works from 0-18%)
Palutena (0% -15%)
Marth (0-5%)
Ike (0-13%)
Robin (0-13%)
King Dedede (Works from 0-31%)
Fox (Works from 0-29%)
Falco (Works from 0-26%)
Pikachu (Works from 0-27%)
Charizard (0%-24%)
Greninja (Works from 0-34%) - Really weird gravity works to our edge here.
ROB (Works from 0-32%)
Captain Falcon (Works from 0-22%)
Wii Fit Trainer (0-14%)
Dr.Mario (0% - 33%) - Same as Mario (They really are the same person…)
Dark Pit (Works from 0-18%)
Mega Man (0% -20%) - Timing’s tight at 20%
Nair -> Grab -> Dthrow -> D-tilt - 29% damage
D-tilt -> D-tilt - 22% damage
FF n-air (base hit) into buster f-tilt for 25/28% damage (http://webmshare.com/yQ3db)
Mario (49-103%)
Dr. Mario (49-103%)
Luigi (48-99%)
Peach (44-70%)
Bowser (58-119%)
Yoshi (49-104%)
Rosalina (42-75%)
Bowser Jr (48-103%)
Wario (49-110%)
Game and Watch (40-73%)
Donkey Kong (56-109%)
Diddy Kong (47-83%)
Link (52-90%)
Zelda (44-73%)
Sheik (40-94%)
Ganondorf (55-101%)
Toon Link (43-81%)
Samus (56-74%)
Zero Suit Samus (44-87%)
Pit (49-87%)
Dark Pit (49-87%)
Palutena (48-83%)
Marth (47-90%)
Lucina (47-90%)
Robin (46-96%)
Ike (50-102%)
Kirby (45-65%)
Dedede (60-106%)
Meta Knight (39-89%)
Little Mac (45-76%)
Fox (39-98%)
Falco (40-95%)
Pikachu (39-83%)
Charizard (52-97%)
Lucario (50-93%)
Jigglypuff (37-56%)
Greninja (43-90%)
Duck Hunt (42-93%)
ROB (52-95%)
Ness (47-81%)
Captain Falcon (46-105%)
Villager (48-82%)
Olimar (42-80%)
WFT (47-90%)
Shulk (51-92%)
Pacman (48-88%)
Mega Man (48-103%)
Sonic (48-90%)
FF N-air to Buster F-smash for 33/35% damage (Aim upward) (http://webmshare.com/zVoVP)
Mario (60-104%)
Dr. Mario (60-104%)
Luigi (59-96%)
Peach (58-79%)
Bowser (65-135%)
Yoshi (63-115%)
Rosalina (Impossible because reasons)
Bowser Jr (58-130%)
Wario (58-120%)
Mr. Game and Watch (56-91%)
Donkey Kong (65-130%)
Diddy Kong (57-116%)
Link (63-124%)
Zelda (56-98%)
Sheik (51-117%)
Ganondorf (60-126%)
Toon Link (60-96%)
Samus (65-98%)
ZSS (55-109%)
Pit (59-98%)
Dark Pit (59-98%)
Palutena (57-79%)
Marth (58-87%)
Lucina (58-87%)
Ike (65-128%)
Robin (58-116%)
Kirby (53-95%)
Dedede (66-139%)
Meta Knight (54-111%)
Little Mac (55-114%)
Fox (50-115%)
Falco (51-104%)
Pikachu (55-108%) ~ Aim forward at 55%, above that you can aim upward
Charizard (66-113%)
Lucario (60-117%)
Jigglypuff (Impossible because it's Jigglypuff)
Greninja (55-115%)
Duck Hunt (56-98%)
ROB (63-126%)
Ness (60-101%)
Captain Falcon (63-138%)
Villager (61-106%)
Olimar (55-99%)
WFT (61-95%)
Shulk (61-110%)
Pacman (60-85%)
Mega Man (63-125%)
Sonic (61-108%)
FF N-air -> Cancel art mode -> Air slash/F-tilt

D-throw -> Air Slash - 24.5%–25.2% damage or 17.5%-18.2% damage if the second hit of air slash misses
Mario 0-12% (gap) 28-35%
Luigi 0-4% (gap) 20-21%
Bowser - Left: 0-40% (41% first hit of air slash only) - Right: 0-42%
Yoshi 0-32%
Rosaluma 0-1% (Must be the first strike of the battle)
Bowser Jr. 0-35%
Wario - Left: 0-28% - Right: 0-29%
Donkey Kong 0-53%
Diddy Kong 5-34%
Game & Watch 0-14%
Little Mac 0-17%
Link 0-11%
Zelda 0-1% (Must be the first strike of the battle)
Sheik 4-24%
Ganondorf 6-22%
Toon Link 0-12%
Samus 0-25%
ZSS 4-31%
Pit 0-23%
Paulutena 0-16%
Marth 0-11%
Ike 0-22%
Robin 0-13%
Duck Hunt 0-11%
Kirby 0-8% (only the first hit of air slash, but it looks safe as long as you don't go for the second hit of air slash)
DDD 0-37%
Meta Knight 0-13%
Fox 4-30%
Falco 4-31%
Pikachu - Left: 0-40% (41-44% first hit of air slash) - Right: 0-41% (42-44% first hit of air slash)
Charizard 0-32%
Lucario 0-13%
Jigglypuff - Does not work at all
Greninja 5-34%
ROB - Left: 0-29% - Right: 0-32%
Ness 0-1% (must be your first strike of the battle)
C. Falcon 6-25%
Villager 0-5%
Olimar 0-20%
Wii Fit Trainer 0-19%
Shulk 0-18%
Jump Shulk 4-17%
Buster Shulk 0-17%
Shield Shulk 46-85% (first hit of air slash only)
Smash Shulk - Does not work at all
Doctor Mario 0-13% (gap) 28-35%
Dark Pit 0-23%
Lucina 0-11%
Pac-Man 0-7%
Mega Man 6-31%
Sonic 0-11%

D-throw -> Jab combo (27% damage)
Bowser 0-23%
Donkey Kong 0-13%
Buster d-throw to f-smash - ~36% damage (Link to the numbers: http://smashboards.com/threads/alto...hulk-combo-thread.385136/page-3#post-18542210)

Buster d-throw to f-tilt ~25/28% (Link to the numbers: http://smashboards.com/threads/alto...hulk-combo-thread.385136/page-3#post-18557660)

N-air > Air slash[/collapse]

---------


Update


The OP will be massively overhauled but it will take a while. Here's a preview of what I'm doing:
FF n-air (base hit) into buster f-tilt

Character | Neutral (18/20% damage)|Jump (18/20% damage) | Speed (14/16% damage) | Shield (12/14% damage) | Buster (25/28% damage)
:4mario:|2-34%|2-40%|9-35%|16-28%|49-103%
:4drmario:|2-34%|2-40%|9-35%|16-28%|49-103%
:4luigi:|12-35%|...|...|...|48-99%
Also, jump and speed's mobility help in extending the maximum percentage for the combo against the certain character

Edit:

:4mario: can be FF N-air->F-tilt'd up to 34% in vanilla
 
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TreK

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I'll try to find the time to check this, but here are a couple strings that looked pretty good today. I've been able to land each of them about five times each on human opponents (that were not very good at this game, hence the part about needing to check them) :
MAC dair beam -> JC usmash (at kill%)
MAC bair base (or front hitbox) -> dash attack (at 0%)
Buster uthrow -> utilt (at ~40%) (I really think this one is cheese, as they can double jump out of the vanilla version)
Buster uthrow -> jab combo (at 0%) (needs a DI read)
 
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Buster U-throw -> U-tilt is not an actual combo but it puts you in an advantageous position which forces your opponent to either jump away or air dodge (Half the time, players just eat the u-tilt for some reason)

Still going to try out the other 3 but I have a good feeling that buster U-throw -> jab isn't really a "true" combo
 
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erico9001

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I can't get Nair->Fair->Fair to work when the opponent does not go off the stage; it seems only Nair->Fair->Air Slash works if they are still on land.

This combo thread will be very useful. I think I overestimate the percents of when my combo attempts will work. I will need to review this many times.

I will try to contribute.

So how about Nair -> Grab? This could lead to nice combos like:

Nair -> Grab -> Dthrow -> Dash -> Fair - 17% damage
or
Nair -> Grab -> Dthrow -> D-tilt - 29% damage

Isn't Dtilt->Dtilt a true combo at mid percents? Looking at the frame data, Air Slash should work in place of D-tilt here, with higher damage too, although Air Slash has a little less range so the upper percents may be a bit lower. Air-Slash should work in place of D-tilt on Buster d-throw to d-tilt as well now that I think of it.

That's all I've got for today.. I really need to get to bed.
 
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I've only done N-air -> F-air -> F-air off stage so I see where you're coming from

Edit: Still doing the chart but it's definitely gonna take a while
 
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DrShankums

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Very nice compilation, I will have to practice these follow ups. One of the biggest hurdles I've faced is the lack of true combos as compared to the rest of the "top tiers". I've already noticed noticed a huge improvement in my game when I actively try to go for the throw combos. In speed, Dtilt links into grab so after I land a nair I usually dtilt, since it's a true combo, and extend on that. A string I've been utilizing is (in speed, low %) grab> dthrow>nair>dtilt>grab>dthrow>dash> fair> air slash (situational). I haven't tested perfect pivot utilts, it might be interesting to see if we can extend the combo. Once I get home I'm gonna play around with some more. I don't know if it can be called a true combo, but I've been consistently pulling it off in friendlies.
 
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erico9001

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Very nice compilation, I will have to practice these follow ups. One of the biggest hurdles I've faced is the lack of true combos as compared to the rest of the "top tiers". I've already noticed noticed a huge improvement in my game when I actively try to go for the throw combos. In speed, Dtilt links into grab so after I land a nair I usually dtilt, since it's a true combo, and extend on that. A string I've been utilizing is (in speed, low %) grab> dthrow>nair>dtilt>grab>dthrow>dash> fair> air slash (situational). I haven't tested perfect pivot utilts, it might be interesting to see if we can extend the combo. Once I get home I'm gonna play around with some more. I don't know if it can be called a true combo, but I've been consistently pulling it off in friendlies.
That's a nice string of hits. Flows together nicely. Testing it in training mode on a lv 9 set to run it does not seem to be a true combo. At least, that is the Dthrow -> Nair -> Dtilt part... it seems Dthrow to Nair does not truly connect. I'll try testing the individual components of it.

-Hmm it seems D-tilt to Grab works as a true combo at low percents against Sheik/Sonic/Marth lv 9 CPUS set to run in training mode (this is the best I can do for testing atm, but it seems to be pretty good). Nair -> Dtilt works too, pretty similar to Nair -> F-tilt combo. Nair -> D-tilt gives the opponent 12% damage, which usually puts the opponent in range for the D-throw -> Fair -> Fair combo. Since it seems like the dash grab connects, I think Nair -> D-tilt -> Dash Grab -> Dthrow -> Dash -> Fair might be a true combo. If not, at least a very hard string to get out of. I think you can extend this out if you do a full hop out of your dash rather than a short hop, go into another Fair or Air Slash, kind of like Nair -> Fair ->Fair

Extending what I said in my previous post, Nair -> D-tilt -> D-tilt/Air Slash does not work, or at very specific percents it does.
D-tilt -> D-tilt works against Mario from 35%-46%, but adding the Nair at the start only makes it work at 26% if you are as close to Mario as possible.
 
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DrShankums

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I think we we can extend the nair> dtilt> dashgrab> dthrow> dash> fair string by canceling speed art during the down throw and full hoping, it seems seems we can get off two fairs on stage. I'm still working on the timing but I think it's possible. With the two fairs they'd be at about mid 30s and we'd be in vanilla. Maybe we can switch into buster or jump and extend the string. I'm thinking there has has to be some nice possibilities with MAC during strings.
 
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TheHopefulHero

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I'll try and help and help out in anyway I can. I'll help with what we got so far with combos as well.

@ Berserker. Berserker. Thank you for doing that. It's going look great once it's done.
 

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Don't forget to take your own damage into account while testing combos - because Rage might slip you up, even with Buster reducing it's effects.
 

DrShankums

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At 40% on marth you can get a 5 hit combo with jump art. I'm on my phone so I can't make it real pretty. Nair> utilt> fair> airslash. At about 70% dtilt combos into fair. EDIT: the 5 hit combo is a
really nice kill setup if they are near the ledge, it seems to knock them out of the blast zone at that %
 
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Update:

:4marth::4lucina:'s minimum % for n-air->f-air->air slash/f-air is at 40%

Also @ erico9001 erico9001 , I tried using n-air -> f-air x2 on stage for once, it still works from what I observed
 
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erico9001

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Update:

:4marth::4lucina:'s minimum % for n-air->f-air->air slash/f-air is at 40%

Also @ erico9001 erico9001 , I tried using n-air -> f-air x2 on stage for once, it still works from what I observed
For off stage hits I've been doing Nair -> Short hop -> Fair -> second jump -> Fair. For on stage hits, I didn't think there was enough time to do another jump... but I've just realized there is! You just have to do the first Fair very quickly after you do the short hop. I think it's hard to do with the right analog stick, so hitting A is actually better for this combo. Also, it seems to me that for this combo to work, you need to be heading towards the opponent with your Nair for that sliding on ground effect.

Also, I've found that after you do the second Fair you can often easily connect that into an Air Slash! Nair -> Short hop then Fair quickly -> second jump -> Fair -> Air Slash
 
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So far, very little progress because winter break's over and all that. I'll probably be able to focus on this next week but for now, don't expect much

FF n-air (base hit) into f-tilt


Character | Neutral (18/20% damage)|Jump (18/20% damage) | Speed (14/16% damage) | Shield (12/14% damage) | Buster (25/28% damage)
:4mario:|2-34%|2-40%|9-35%|16-28%|49-103%
:4drmario:|2-34%|2-40%|9-35%|16-28%|49-103%
:4luigi:|12-37%|12-39%|15-41%|17-25%|48-99%
:4peach:|0-30 (35?)%|0-31%|3-33%|6-18%|44-70%
:4bowser:|5-48%||||58-119%

@ TheHopefulHero TheHopefulHero How did you get 35% on Peach? I keep whiffing the last hit
 

TheHopefulHero

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@ TheHopefulHero TheHopefulHero How did you get 35% on Peach? I keep whiffing the last hit
It's possible, but very finicky. You need to be close and hope Peach doesn't go too high for Shulk to land the f-tilt (Why can't Shulk angle his f-tilt, but Ike can?). Now that I'm testing it again, it's not very consistent, even if you have Jump active (more likely, but not a guarantee... Should we scrap that percent? It's possible, but not consistent, which was something I noted for other characters regarding a combo. I think I missed that note for Peach, and I would like to apologize for the mistake.
 

DrShankums

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So the strings we've been coming up with are nice for dmg, but what about some kill strings?? I saw a pretty cool video where shulk in speed mode was able able to dthrow>dash> upsmash for 19% from 0% on rob. What if we did something like buster dthrow> MAcancel >dashing upsmash? I'm at work now so I'm just theory crafting, I'll test it out more when I get home. I did notice that while in jump I could nair>upsmash. I'd like to develop that into a legit combo, because guaranteeing an upsmash off of a nair would be a solid KO option. I think we should look for ways to combo into dair too, I recently started doing the dthrow> dash> fair> fair offstage combo and been replacing the the 2nd fair with a dair. I think I'll start going through the cast and writing down the % that dair will work.
 
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It's possible, but very finicky. You need to be close and hope Peach doesn't go too high for Shulk to land the f-tilt (Why can't Shulk angle his f-tilt, but Ike can?). Now that I'm testing it again, it's not very consistent, even if you have Jump active (more likely, but not a guarantee... Should we scrap that percent? It's possible, but not consistent, which was something I noted for other characters regarding a combo. I think I missed that note for Peach, and I would like to apologize for the mistake.
It's cool but since it's inconsistent, might as well scrap it then
 

TreK

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Yeah we definitely need some kill combos. Our killmoves all have a lot of startup so they're telegraphed, but if we could set them up with a quicker move, we'd have more opportunities and mixups and be a much better character.
MAC dair (the 45° hitbox) looks like a decent setup, and maybe we have some jab stuff.
 
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D-air has a good amount of knockback to the point that Shulk's attacks might not be quick enough to catch the opponent for the KO even with the landing lag cancel. Hmm... Not sure but I'll give this a shot.
 

TheHopefulHero

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Hey guys. I've been messing around in the lab, and stumbled upon a combo of sorts:
  • Up-Tilt -> F-Air -> Air Slash (Deals 24 -26 %)
An odd combo combo of sorts that only works if the character is on the ground, but it can chain into Shulk's F-air -> Air Slash
follow ups. It doesn't work against everyone (at the time of this testing), but it's something to consider seeing as up-tilt's range
can be boosted via Perfect Pivoting and Pivot Sliding. The tricky part of this combo is getting the F-Air to connect with the foe
seeing as who F-Air starts above Shulk. It takes a while to get used to, but it's a nice option to have.

Here are some numbers for the character's I got this to work so far:
Mario: 50% - 65% - 60%
& 65% is very strict, but do-able)
Cap. Falcon: 50% - 75% - Range might be higher, but I need to do some more testing.

I've also being messing with D-Air and it's a little tricky to work with combos so far. I did find a small follow up thanks to Masomace regarding D-Air. Shulk can use Back Slash or Air Slash out D-Air depending on when Shulk lands. If Shulk lands when he's about to put the Monado away out of D-Air, that's your cue to go for Back / Air -Slash. If you happen to spike a foe while doing this, and if they don't tech, you Back Slash them for some nice damage and knickknack (And with
Smash active, you can score a kill pretty early with this if you're near the edge). It's not a true combo, but again a nice follow up. Here's a little gif to show you:

https://imgflip.com/gif/g9zps


I'll do my best to look up data and will report some news as soon as possible. As a small aside, do you guys think we should make a combo video to show off this data? I know that Jerm (DistantPlanet) already has a bunch of combo / follow up videos, but I thought I should ask this in combo thread and see what you guys think
 
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DrShankums

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I have a capture card, I don't mind recording video or making webms. I have a few recordings of true combos in webm form already, I think it's a good idea to showcase true combos on different weights.
 

TheHopefulHero

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Cool. Sounds like a good idea. I have a capture card also, so I can also help out here. But I'm not sure if I'm needed if you already got footage for the combos. Also, I didn't think of showcasing the weight differences for the combos so that's a good idea also.
 

DrShankums

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I think we could atleast have animated gif or webm files next to the combos in the OP, I'd like to showcase some combos that aren't seen in other videos. I'm not dissing jerms videos, but some of those strings wouldn't work on competent players. I only have a couple of strings I haven't seen elsewhere, and it's a lot of work for one person, so we should work together on getting some footage. I'll record some tonight when I get off work, and maybe we can compile a list list of things to show off.
 
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TheHopefulHero

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Sounds like a plan. I look forward to seeing it some of those strings. I see what I can get today also with recording and we'll plan it out in a bit. (I won't be able to get online later on today, but I'll be sure to go check on the thread whenever I can.)
 

DrShankums

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I think the more people we get the better. If you have any combos or strings you'd like to share that'd be a big help, or any ideas/input. Is there a method of transferring replays?
 

TheHopefulHero

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Not at the moment as of yet. I think we need to wait until that update in order to share stuff with each other.
Oh, I've managed to get some gifs done for some of the combos we have in the thread.
Here's one for example :https://imgflip.com/gif/ga20a
 

erico9001

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Not at the moment as of yet. I think we need to wait until that update in order to share stuff with each other.
Oh, I've managed to get some gifs done for some of the combos we have in the thread.
Here's one for example :https://imgflip.com/gif/ga20a
The thing with this combo is full hop is usually better. At high percents it is necessary, but even at low percents it helps because you can extend to two Fairs rather than just one. To extend with the second Fair at high percents you can use your midair jump for it and still make it back on stage. If you want, sacrifice your stock and go for the kill with an air slash too :p. I'm not sure though, maybe these extensions can be air dodged.
 
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DrShankums

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It's weird, maybe I just can't get the timing right. I've been setting the level 9 cpu to attack and I'm able to a connect the first fair, but when I try for the 2nd fair or an air slash it gets dodged even with a full hop. Maybe I'm not doing it right. In friendlies it usually connects, but it might not be a true combo.
 
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TheHopefulHero

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A little late on this, but I got some gifs to share regarding some of the combos. Some may be updated / replaced (namely D-Throw -> F-Air), but nether less I thought it'd be a good idea to share what I got:

Color represents which art is used for each combo if needed:

D-Throw -> Dash-> F-Air: https://imgflip.com/gif/ga20a
N-Air ->Grab -> D-Throw-> Dash -> F-Air: https://imgflip.com/gif/ga1x0
D-Throw -> D-Tilt: https://imgflip.com/gif/ga1r
N-Air -> F-Air-> F-air: https://imgflip.com/gif/ga1jh
Up-Tilt -> F-Air -> Air Slash: https://imgflip.com/gif/ga1fv
N-Air -> F-Tilt & N-Air -> F-Smash: https://imgflip.com/gif/ga0j6 (Can be extended with Jump / Speed Art equipped )

Not really a combo, but a follow up to d-air perhaps?
D-Air -> Back Slash: https://imgflip.com/gif/g9zps

That's all I got for now. Will try to find the number behind Up-Tilt -> F-Air -> Air Slash and post them up ASAP, and see if I can find the combos / Follow-Up (especially when the opponent's in the air).
 
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Thanks for the GIF's. I'm probably gonna go back to working on this tomorrow since I'm on a 1 week break :D
 

Masonomace

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Not really a combo, but a follow up to d-air perhaps?
D-Air -> Back Slash: https://imgflip.com/gif/g9zps
I remember us practicing the D-air IASA while playing each other in friendlies, & now that I see this, I'm really feeling D-air > Reverse Air Slash will be a strong follow-up worthy enough to KO with Smash mode active.

Ofc the opponent is able to tech the Meteor effect from the D-air, so it's not a true combo but it can net success.
 
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I'll add the GIF's to the OP. Also, I might stop for a while with the combo damage charting just to find out about combo'ing in Smash art
So the strings we've been coming up with are nice for dmg, but what about some kill strings?? I saw a pretty cool video where shulk in speed mode was able able to dthrow>dash> upsmash for 19% from 0% on rob. What if we did something like buster dthrow> MAcancel >dashing upsmash? I'm at work now so I'm just theory crafting, I'll test it out more when I get home. I did notice that while in jump I could nair>upsmash. I'd like to develop that into a legit combo, because guaranteeing an upsmash off of a nair would be a solid KO option. I think we should look for ways to combo into dair too, I recently started doing the dthrow> dash> fair> fair offstage combo and been replacing the the 2nd fair with a dair. I think I'll start going through the cast and writing down the % that dair will work.
MAcancel arts at the moment are really feeling iffy to use.

D-throw to up smash isn't a true combo in speed unless I'm not doing it well enough. If it is, feel free to correct me

I tried doing n-air to u-smash, but it didn't work. Maybe with an art, it might work. Not sure

Also @ Nammy12 Nammy12 , you can help of course :)
 
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DrShankums

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I've got some stuff recorded and waiting to be exported. While that's happening I'm trying my hardest to get the 2nd fair in the dthrow Fair Fair string but I really can't seem to true combo it at all. I'm going to drive myself crazy @ erico9001 erico9001 is there a % range that this works on? Sometimes I'm able to Fair>Airslash into a true combo, while at other times it's just not possible.
 
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erico9001

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I've got some stuff recorded and waiting to be exported. While that's happening I'm trying my hardest to get the 2nd fair in the dthrow Fair Fair string but I really can't seem to true combo it at all. I'm going to drive myself crazy @ erico9001 erico9001 is there a % range that this works on? Sometimes I'm able to Fair>Airslash into a true combo, while at other times it's just not possible.
I didn't do any sort of real testing with it. I was just fiddling around in Training mode on a Mario. It might not even be a true combo, but a good follow up.

If it is a true combo, try on Mario at like either 40, 50, or 60%. Execution might be tough
 
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DrShankums

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Dtilt>Fair http://webmshare.com/o8r0E Dtilt>Fair works at higher %'s, I think the usual Fair follow ups will work here.

Nair>Utilt>Fair>Airslash http://webmshare.com/0gPMe

Nair>Dtilt http://webmshare.com/DGbYz Nair>Dtilt is a good option at early %'s

Dtilt>Grab http://webmshare.com/ZNDRA Dtilt>grab is a true combo, although it doesn't register on the meter

Dthrow>Fair http://webmshare.com/34PRq Dthrow>Dash>fair is a tricky one to get at first. You have to make sure you dash right after the Dthrow animation.

Nair>Dtilt>Grab>Dthrow>Fair http://webmshare.com/6MJ71 All the pieces put together

Nair>Dtilt>Grab>Pummel>Dthrow>Fair>(followup)Fair>Airslash http://webmshare.com/W53M1 I added pummel into this string because you should be getting in any damage you can, and it actually made a difference in the success of this follow up. 10 hit combo, much easier to get the follow up on human players, this is my go to combo.

Dthrow>Fair kill confirm option near ledge http://webmshare.com/jBEG8 This is pretty interesting. I show that Dthrow>Fair>Fair>Airslash has the ability to seal a stocks fate (I did screw up the timing on the first dash>fair, but I show it connects in the 2nd part). They only have one chance to dodge it, and that is after the first Fair. If they do dodge it, I show that you can still get back to stage making this a pretty solid way to close out a game/stock.

EDIT:

Nair>Ftilt http://webmshare.com/yQ3db

Nair>Fsmash http://webmshare.com/zVoVP
 
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