hotgarbage
Smash Lord
Thanks to Excel_Zero for first pointing this out to the Peach boards!
Basic info
What is this?
Ground float uair -> ground float uair -> *repeat as many times as possible* -> full hop uair (usually) -> followup (nair/dj nair is good)
Video demonstration: http://www.youtube.com/watch?v=sF-pxIUO3gE
As I'm sure you can tell this is peach's most devastating combo string.
.....Wait, this actually works??
Yup! When used correctly it is completely frame guaranteed. You have peach's floating and uair's very low landing lag/base knockback to thank for that.
BUT NO COMBOZ IN BARWL
For those who aren't aware: if an attack deals low enough knockback it cannot be DI'd or gotten out of early via attacking or airdodging, meaning that it actually has some hitstun behind it. Peach's uair takes advantage of this very nicely.
Is this actually feasible to do?
It's not easy, but yes your frame window for error is acceptable; in other words yes, this is humanely possible.
How much damage can this do?
Depends on the character. For very floatly/light characters it can do over 60% if you include the ending nair, while wolf and fox get hit for over 100% damage. For more information see the "character specifics" section.
At what percentages does this work?
Depends on the character. On average there is about an 18% range where Peach's uair will true combo into itself. Heavier characters have a larger range and lighter characters have a smaller one. The uair string is far more effective if you start it at the beginning of that range. If you connect with a uair at the beginning you can expect to deal out damage similar to what's seen in the "Character Specifics" section. If you connect at the end you can string together two uairs before sending your opponent into tumble, where they'll be in a poor position but no longer locked into the combo. Also note that if your uair is already staled the range will be larger and take place at a higher percent.
How do you set this up?
Punishing laggy attacks, punishing read spotdodges/rolls, doing it out of a dair, or simply hitting someone with it in the air. Basically you just have to connect with a floated uair or sh/float dair in a certain percent range.
How do you physically do this?
Not easily, as you don't have buffering to aid you here outside of inputting your next jump. As with bone walking this will take some work.
First off you I recommend you have access to the control stick, the c-stick, and a jump button all at once; which means that you'll have to either claw or set R or something to jump. This is only a recommendation though, use whatever works for you .
Then you just....
Jump -> control stick down during jump -> c-stick up after initial jump animation is done -> release float -> repeat
Suggested training (do whatever works for you though!)
- Go to training mode and try this at 2/3 speed. Unfortunately you can't go any lower than cause c-stick doesn't work for god knows what reason.
- After you get a feel for things try it against a fatty like Dedede with him at something like 30%. Note that attacks don't diminish in training mode, so you won't be able to string many hits. You should be able to get a feel for it though. Up the speed to normal when you wish.
- Go to Brawl mode and select Dedede with his handicap at 30% and try it there. You'll have to kill yourself and Dedede to reset the percentages/move staleness which is a bit of a pain, but there's no real alternative so eh.
- For the dair -> uair string version I like doing it against a 10% wolf. Personally I find doing it from a dair to be pretty bloody difficult, so be warned.
Tips
- If you end up usmashing you either hit the c-stick too soon or pressed down before you began jumping. With me it's nearly always the latter.
- When doing dair -> uair string you have to time your fall/fast fall so that you're floating just above the ground when you uair. From a buffered dair if you fastfall during the fourth hit's hitlag you'll be floating at the correct height afterwards. If I'm going to screw up somewhere this is usually it.
- After the dair there's no rush to land the uair! Dair gives you a huge advantage, so it's best to wait a split second and then go for the string instead of rushing it and screwing up.
A note on the fh uair followup
After the full hop uair you have something like a +1 or +2 advantage. This means that no attack you have will be completely frame-guaranteed, but nair will be **** close and will hit your opponent if they do anything but jump. In some cases jumping won't save them either. There is a trick to this though: you want to buffer a double jump nair, aka dj and nair at the same time. To do this input jump and then nair in quick succession during the last 11 frames of your uair. If you do it right you'll double jump nair but the "double jump wave thing" won't appear under you. Practice practice!
Also you can always go for another uair if you think it'll hit. Up to you!
Assorted Data
Uair frame data
Duration: 35
Hits on Frame: 8
Hitbox Duration: 8-12 (5)
Aerial Cooldown: 23
Landing Lag: 9
Autocancels on Frame: 23
Hitbox information
Uair has 3 hitboxes that all last 5 frames and come out/end at the same time: One on her foot that does 13% and has the most knockback, one on her knee that does 12% and has less knockback, and one on her toosh that does 11% and sends your opponents sideways a short distance. If you somehow hit with the latter one follow it up with a dash grab/dash attack/glide toss.
Uair string frame stuffs
-Minimum adv needed for guaranteed string:+13
-Minimum adv needed assuming opponent doesn't jump: +10; +11 if they have a 3-frame aerial attack
-Maximum advantage is +20
-String gets easier as it progresses. For an example: (first number is advantage, second is window for error)
On metaknight:
1: +13 (0)
2: +15 (2)
3: +18 (5)
4: +19 (6)
Characters you cannot hit with an upwards-sending uair while on the ground
-Meta Knight
-Olimar
-Pikachu
-Kirby
-Squirtle
-Ice Climbers
-Lucass
-Jigglypuff
-G&W
-Diddy* (both)
-Pikachu
-Ivysaur
-Jigglypuff
Characters that get hit by the weaker 12% hitbox when standing
-Peach
-Mario
-Luigi
-Diddy (both)
-Yoshi
-Wario
-Link
-Toon link
-Pit
-Falco
-Fox
-Wolf
-Lucario
-Ivysaur (rarely)
-Ness
-Sonic
-Sheik
Characters that get hit by the 13% hitbox
-Bowser
-Zelda
-Samus
-Ganondorf
-ZSS
-ROB
-Dedede
-Captain Falcon
-Marth
-Charizard
-Ike
-Snake
Ground floated fresh uair advantage: light character (metaknight)
0%: +2
5%: +5
10%: +8
15%: +10
20%: +12
25%: +15
30%: +17
35%: +20
40%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Ground floated fresh uair advantage: medium character (Pit)
0%: +2
5%: +4
10%: +6
15%: +9
20%: +11
25%: +13
30%: +15
35%: +18
40%: +20
45%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Ground floated fresh uair advantage: heavy character (snake)
0%: +1
5%: +3
10%: +5
15%: +8
20%: +10
25%: +12
30%: +14
35%: +16
40%: +18
45%: +20
50%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Uair damage at different staleness
x0: 13%
x1: 11%
x2: 10%
x3: 9%
x4: 8%
x5: 7%
x6: 7%
x7: 6%
x8: 6%
x9: 5%
Example of how effective range changes with staleness: (done on MK)
x0: 20%-36% (range=17)
x1: 27%-47% (range=21)
x2 32%-52% (range=21)
x3 38%-59% (range=22)
....
x9 60%-93% (range=34)
Food for thought
Uair-> footstool works nicely. If you're some kind of bair-lock master go for it.
Character Specifics
Key
Fresh uair combo threshold- the highest percent your uair will deal out knockback that cannot be DI'd
String first guaranteed at- the earliest percent where a fresh uair will give you a +13 advantage. Assumes connecting with a fresh uair.
Uair x # - shows how many uairs you can string from a fresh uair at max; gives you an idea of how effective it is against that specific character.
Dair->uair x # - shows how many uairs you can string after a dair setup at max.
Notes
-Damage does not include ending followup. If you want to include that ending nair just add 13 on to the damage done.
-Damage is not guaranteed to be 100% correct; it should give you an idea of the string's effectiveness against that particular character regardless.
-All of this assumes no SDI
-Lastly not every character is here, but I think I got all the ones that matter.
Meta Knight
Fresh uair combo threshold: 36%
String first guaranteed at: 20%
dair->uair x 4 (59%)
Snake
Fresh uair combo threshold: 46%
String first guaranteed at: 27%
uair x 5 (53%)
dair->uair x 4 (59%)
Wario
Fresh uair combo threshold: 44%
String first guaranteed at: 26%
String first guaranteed from 12% hitbox: 30%
uair x 5 (52%)
dair->uair x 3 (53%)
from grab release lol: uair x 4 (44%)
Falco
Fresh uair combo threshold: 37%
String first guaranteed at: 22%
String first guaranteed from 12% hitbox: 25%
Ground string first works @: 23%
uair x 7 (in range but in tumble after 7) (66%)
dair->uair x 5 (65%)
Diddy Kong
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
dair->uair x 4 (59%)
King Dedede
Fresh uair combo threshold: 46%
String first guaranteed at: 27%
uair x 6 (61%)
dair->uair x 5 (65%)
Marth
Fresh uair combo threshold: 38%
String first guaranteed at: 23%
uair x 4 (44%)
dair->uair x 2 (40%)
G&W
Fresh uair combo threshold: 35%
String first guaranteed at: 20%
dair->uair x 3 (50%)
Pikachu
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
dair->uair x 4 (59%)
Olimar
Fresh uair combo threshold: 37%
String first guaranteed at: 21%
dair->uair x 2 (40%)
Ice Climbers
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
dair->uair x 3 (50%)
ROB
Fresh uair combo threshold: 44%
String first guaranteed at: 26%
uair x 4 (44%)
dair->uair x 2 (40%)
Kirby
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
dair->uair x 2 (40%)
Lucario
Fresh uair combo threshold: 42%
String first guaranteed at: 25%
String first guaranteed from 12% hitbox: 29%
uair x 4 (barely) (44%)
dair->uair x 2 (40%)
Zero Suit Samus
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
uair x 5 (53%)
dair->x 4 (59%)
Toon Link
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
String first guaranteed from 12% hitbox: 27%
uair x 4 (44%)
dair->uair x 2 (40%)
Pit
Fresh uair combo threshold: 41%
String first guaranteed at: 23%
String first guaranteed from 12% hitbox: 26%
uair x 5 (53%)
dair->uair x 3 (50%)
Donkey Kong
Fresh uair combo threshold: 47%
String first guaranteed at: 28%
uair x 5 (53%)
dair->uair x 4 (59%)
Peach
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
String guaranteed from weaker 12% hitbox: 28%
uair x 3 (35%)
dair->uair x 2 (40%)
Luigi
Fresh uair combo threshold: 43%
String first guaranteed at: 24%
String guaranteed from weaker 12% hitbox: 28%
uair x 4 (43%)
dair->uair x 3 (barely) (50%)
Fox
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
Ground string first works @: 24%
uair x 6 (58%) (in range but in tumble after 6)
dair->uair x 8 (88%)
Wolf
Fresh uair combo threshold: 43%
String first guaranteed at: 25%
String guaranteed from weaker 12% hitbox:
Ground string first works @: 28%
uair x 9 (79%)
dair->uair x 10 (95%)
:shiek: Sheik
Fresh uair combo threshold: 38%
String first guaranteed at: 22%
Ground string first works @: 30%
uair x 4 (43%) (in range but in tumble after 4)
dair->uair x 6 (78%)
Bowser
Fresh uair combo threshold: 48%
String first guaranteed at: 28%
uair x 6 (61%)
dair->uair x 5 (65%)
Basic info
What is this?
Ground float uair -> ground float uair -> *repeat as many times as possible* -> full hop uair (usually) -> followup (nair/dj nair is good)
Video demonstration: http://www.youtube.com/watch?v=sF-pxIUO3gE
As I'm sure you can tell this is peach's most devastating combo string.
.....Wait, this actually works??
Yup! When used correctly it is completely frame guaranteed. You have peach's floating and uair's very low landing lag/base knockback to thank for that.
BUT NO COMBOZ IN BARWL
For those who aren't aware: if an attack deals low enough knockback it cannot be DI'd or gotten out of early via attacking or airdodging, meaning that it actually has some hitstun behind it. Peach's uair takes advantage of this very nicely.
Is this actually feasible to do?
It's not easy, but yes your frame window for error is acceptable; in other words yes, this is humanely possible.
How much damage can this do?
Depends on the character. For very floatly/light characters it can do over 60% if you include the ending nair, while wolf and fox get hit for over 100% damage. For more information see the "character specifics" section.
At what percentages does this work?
Depends on the character. On average there is about an 18% range where Peach's uair will true combo into itself. Heavier characters have a larger range and lighter characters have a smaller one. The uair string is far more effective if you start it at the beginning of that range. If you connect with a uair at the beginning you can expect to deal out damage similar to what's seen in the "Character Specifics" section. If you connect at the end you can string together two uairs before sending your opponent into tumble, where they'll be in a poor position but no longer locked into the combo. Also note that if your uair is already staled the range will be larger and take place at a higher percent.
How do you set this up?
Punishing laggy attacks, punishing read spotdodges/rolls, doing it out of a dair, or simply hitting someone with it in the air. Basically you just have to connect with a floated uair or sh/float dair in a certain percent range.
How do you physically do this?
Not easily, as you don't have buffering to aid you here outside of inputting your next jump. As with bone walking this will take some work.
First off you I recommend you have access to the control stick, the c-stick, and a jump button all at once; which means that you'll have to either claw or set R or something to jump. This is only a recommendation though, use whatever works for you .
Then you just....
Jump -> control stick down during jump -> c-stick up after initial jump animation is done -> release float -> repeat
Suggested training (do whatever works for you though!)
- Go to training mode and try this at 2/3 speed. Unfortunately you can't go any lower than cause c-stick doesn't work for god knows what reason.
- After you get a feel for things try it against a fatty like Dedede with him at something like 30%. Note that attacks don't diminish in training mode, so you won't be able to string many hits. You should be able to get a feel for it though. Up the speed to normal when you wish.
- Go to Brawl mode and select Dedede with his handicap at 30% and try it there. You'll have to kill yourself and Dedede to reset the percentages/move staleness which is a bit of a pain, but there's no real alternative so eh.
- For the dair -> uair string version I like doing it against a 10% wolf. Personally I find doing it from a dair to be pretty bloody difficult, so be warned.
Tips
- If you end up usmashing you either hit the c-stick too soon or pressed down before you began jumping. With me it's nearly always the latter.
- When doing dair -> uair string you have to time your fall/fast fall so that you're floating just above the ground when you uair. From a buffered dair if you fastfall during the fourth hit's hitlag you'll be floating at the correct height afterwards. If I'm going to screw up somewhere this is usually it.
- After the dair there's no rush to land the uair! Dair gives you a huge advantage, so it's best to wait a split second and then go for the string instead of rushing it and screwing up.
A note on the fh uair followup
After the full hop uair you have something like a +1 or +2 advantage. This means that no attack you have will be completely frame-guaranteed, but nair will be **** close and will hit your opponent if they do anything but jump. In some cases jumping won't save them either. There is a trick to this though: you want to buffer a double jump nair, aka dj and nair at the same time. To do this input jump and then nair in quick succession during the last 11 frames of your uair. If you do it right you'll double jump nair but the "double jump wave thing" won't appear under you. Practice practice!
Also you can always go for another uair if you think it'll hit. Up to you!
Assorted Data
Uair frame data
Duration: 35
Hits on Frame: 8
Hitbox Duration: 8-12 (5)
Aerial Cooldown: 23
Landing Lag: 9
Autocancels on Frame: 23
Hitbox information
Uair has 3 hitboxes that all last 5 frames and come out/end at the same time: One on her foot that does 13% and has the most knockback, one on her knee that does 12% and has less knockback, and one on her toosh that does 11% and sends your opponents sideways a short distance. If you somehow hit with the latter one follow it up with a dash grab/dash attack/glide toss.
Uair string frame stuffs
-Minimum adv needed for guaranteed string:+13
-Minimum adv needed assuming opponent doesn't jump: +10; +11 if they have a 3-frame aerial attack
-Maximum advantage is +20
-String gets easier as it progresses. For an example: (first number is advantage, second is window for error)
On metaknight:
1: +13 (0)
2: +15 (2)
3: +18 (5)
4: +19 (6)
Characters you cannot hit with an upwards-sending uair while on the ground
-Meta Knight
-Olimar
-Pikachu
-Kirby
-Squirtle
-Ice Climbers
-Lucass
-Jigglypuff
-G&W
-Diddy* (both)
-Pikachu
-Ivysaur
-Jigglypuff
Characters that get hit by the weaker 12% hitbox when standing
-Peach
-Mario
-Luigi
-Diddy (both)
-Yoshi
-Wario
-Link
-Toon link
-Pit
-Falco
-Fox
-Wolf
-Lucario
-Ivysaur (rarely)
-Ness
-Sonic
-Sheik
Characters that get hit by the 13% hitbox
-Bowser
-Zelda
-Samus
-Ganondorf
-ZSS
-ROB
-Dedede
-Captain Falcon
-Marth
-Charizard
-Ike
-Snake
Ground floated fresh uair advantage: light character (metaknight)
0%: +2
5%: +5
10%: +8
15%: +10
20%: +12
25%: +15
30%: +17
35%: +20
40%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Ground floated fresh uair advantage: medium character (Pit)
0%: +2
5%: +4
10%: +6
15%: +9
20%: +11
25%: +13
30%: +15
35%: +18
40%: +20
45%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Ground floated fresh uair advantage: heavy character (snake)
0%: +1
5%: +3
10%: +5
15%: +8
20%: +10
25%: +12
30%: +14
35%: +16
40%: +18
45%: +20
50%: +4 if ad, +15 if attack, +22 if jump (uair now deals "DIable" knockback)
Uair damage at different staleness
x0: 13%
x1: 11%
x2: 10%
x3: 9%
x4: 8%
x5: 7%
x6: 7%
x7: 6%
x8: 6%
x9: 5%
Example of how effective range changes with staleness: (done on MK)
x0: 20%-36% (range=17)
x1: 27%-47% (range=21)
x2 32%-52% (range=21)
x3 38%-59% (range=22)
....
x9 60%-93% (range=34)
Food for thought
Uair-> footstool works nicely. If you're some kind of bair-lock master go for it.
Character Specifics
Key
Fresh uair combo threshold- the highest percent your uair will deal out knockback that cannot be DI'd
String first guaranteed at- the earliest percent where a fresh uair will give you a +13 advantage. Assumes connecting with a fresh uair.
Uair x # - shows how many uairs you can string from a fresh uair at max; gives you an idea of how effective it is against that specific character.
Dair->uair x # - shows how many uairs you can string after a dair setup at max.
Notes
-Damage does not include ending followup. If you want to include that ending nair just add 13 on to the damage done.
-Damage is not guaranteed to be 100% correct; it should give you an idea of the string's effectiveness against that particular character regardless.
-All of this assumes no SDI
-Lastly not every character is here, but I think I got all the ones that matter.
Meta Knight
Fresh uair combo threshold: 36%
String first guaranteed at: 20%
dair->uair x 4 (59%)
Snake
Fresh uair combo threshold: 46%
String first guaranteed at: 27%
uair x 5 (53%)
dair->uair x 4 (59%)
Wario
Fresh uair combo threshold: 44%
String first guaranteed at: 26%
String first guaranteed from 12% hitbox: 30%
uair x 5 (52%)
dair->uair x 3 (53%)
from grab release lol: uair x 4 (44%)
Falco
Fresh uair combo threshold: 37%
String first guaranteed at: 22%
String first guaranteed from 12% hitbox: 25%
Ground string first works @: 23%
uair x 7 (in range but in tumble after 7) (66%)
dair->uair x 5 (65%)
Diddy Kong
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
dair->uair x 4 (59%)
King Dedede
Fresh uair combo threshold: 46%
String first guaranteed at: 27%
uair x 6 (61%)
dair->uair x 5 (65%)
Marth
Fresh uair combo threshold: 38%
String first guaranteed at: 23%
uair x 4 (44%)
dair->uair x 2 (40%)
G&W
Fresh uair combo threshold: 35%
String first guaranteed at: 20%
dair->uair x 3 (50%)
Pikachu
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
dair->uair x 4 (59%)
Olimar
Fresh uair combo threshold: 37%
String first guaranteed at: 21%
dair->uair x 2 (40%)
Ice Climbers
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
dair->uair x 3 (50%)
ROB
Fresh uair combo threshold: 44%
String first guaranteed at: 26%
uair x 4 (44%)
dair->uair x 2 (40%)
Kirby
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
dair->uair x 2 (40%)
Lucario
Fresh uair combo threshold: 42%
String first guaranteed at: 25%
String first guaranteed from 12% hitbox: 29%
uair x 4 (barely) (44%)
dair->uair x 2 (40%)
Zero Suit Samus
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
uair x 5 (53%)
dair->x 4 (59%)
Toon Link
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
String first guaranteed from 12% hitbox: 27%
uair x 4 (44%)
dair->uair x 2 (40%)
Pit
Fresh uair combo threshold: 41%
String first guaranteed at: 23%
String first guaranteed from 12% hitbox: 26%
uair x 5 (53%)
dair->uair x 3 (50%)
Donkey Kong
Fresh uair combo threshold: 47%
String first guaranteed at: 28%
uair x 5 (53%)
dair->uair x 4 (59%)
Peach
Fresh uair combo threshold: 40%
String first guaranteed at: 23%
String guaranteed from weaker 12% hitbox: 28%
uair x 3 (35%)
dair->uair x 2 (40%)
Luigi
Fresh uair combo threshold: 43%
String first guaranteed at: 24%
String guaranteed from weaker 12% hitbox: 28%
uair x 4 (43%)
dair->uair x 3 (barely) (50%)
Fox
Fresh uair combo threshold: 36%
String first guaranteed at: 21%
Ground string first works @: 24%
uair x 6 (58%) (in range but in tumble after 6)
dair->uair x 8 (88%)
Wolf
Fresh uair combo threshold: 43%
String first guaranteed at: 25%
String guaranteed from weaker 12% hitbox:
Ground string first works @: 28%
uair x 9 (79%)
dair->uair x 10 (95%)
:shiek: Sheik
Fresh uair combo threshold: 38%
String first guaranteed at: 22%
Ground string first works @: 30%
uair x 4 (43%) (in range but in tumble after 4)
dair->uair x 6 (78%)
Bowser
Fresh uair combo threshold: 48%
String first guaranteed at: 28%
uair x 6 (61%)
dair->uair x 5 (65%)