Ebbit
Smash Cadet
I cant really seem to hit with any of falcons combos, they always seem to get out of hitstun before i can reach them to attack. Any tips?
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Just wondering, do you know if fthrow-dashattack is a true combo? I've been doing it with good success online but I haven't seen anyone mention it before on smashboards. F-throw to dash attack to upair seems to work most of the time. I don't have access to the game right now, or I'd test it.You can't do d-throw -> uair? Or even f-throw -> dash attack?
You probably just need to step up your game i.e. play faster. Improve your reaction time. Try playing training mode in slow motion and making those combos, like @ Warlock*G said. Then try doing it in normal motion.
Thanks, and I just tried and I'm pretty sure it's not a true combo.I don't know if it's a true combo, but I do know it's an extremely good follow-up at low percents. It's always my starter combo.
Hm. I see whatchya mean, but at higher %s, the CPUs can DI away, usually after 90. Some get a bit higher, the floaties get a bit lower, but thats about what I get.D-Throw -> U-Air combos most characters from 0-130%, the exception is Bowser. I've only been able to combo this from 10-100%, but this is prone to change in the future.
If any move whiffs from the opponent attempting to DI, YOU did something wrong. Chances are, you didn't dash far enough before jumping and/or you didn't dashing early enough after your D-Throw.
Also, for better practice, make sure the training mode CPU is set to level 9. The training mode CPU should now regularly DI, just the same as in a regular match.
You summed it up best.Its easy to training vs the bot, but really combos are not the all mean to win in smash. They are there to get some start up damage. Against many character some combos are barely viable. Learning them is good, but dont expect to lock someone down for many attacks in general as anything but diddy.
Beware of that train of thought. CPUs have superhuman reaction time, obviously, but are also dumb most of the time. I still think practicing against a buddy is the best way to test combos.Unlike most people who make these vids, I'm trying them out against lvl 9 cpus, who are probably what everyone should be doing as they DI perfectly and can airdodge perfectly, making combos difficult or impossible.
Well for CPUs is a good idea to train for TRUE combos on them as they do have that superhuman reaction time. Otherwise for general fighting you should fight humans as CPUs are very predictable and can't handle bait + punish gameplay very well.Beware of that train of thought. CPUs have superhuman reaction time, obviously, but are also dumb most of the time. I still think practicing against a buddy is the best way to test combos.
Are you testing vs the default CPU in training or turning it to a lvl 9 cpu? because the latter DIs/VIs, the former doesn't. I know for a fact that Uair Jump Uair is not a combo ever with extensive testing vs lvl 9s. Vs lvl 3s yeah it is, but lvl 9s DI far enough away to airdodge before you hit with the uair.Captain Falcon has many combos that are akin to his melee counterpart in this game, and they're just as difficult.
For example: short hop ~> N-Air (both hits) ~> short hop -> N-Air (both hits) ~> short hop ~> U-Air ~> fast-fall ~> short hop ~> U-Air ~> fast-fall ~> full jump ~> U-Air -> jump -> U-Air
This is a true 8-hit combo that does 68-72%. And the last hit often times can be replaced for a Knee (meaning 87-90% on a few characters). These kinds of combos work on all characters at pretty much all percents from at least 0-100%. On Ganondorf, however, starting at 4% I can combo him, from full stage, to the bast zone.
For characters who cannot be hit by D-Throw -> U-Air at 0%. Do N-Air (both hits) -> Tackle_grab -> U-Air. This does 32-33% damage, which is enough damage on Bowser to start performing other, more damaging combos. I'm currently working on getting the percents right for D-Throw Knee. But, since I actually was able to perform it on Bowser from at least 32-60% there is a good chance that this does in-fact combo on all characters, but I'll get back to you on that.
I'm working on my list of combos (with specific damages and percents) and probably eventually a combo video or two exhibiting some of the harder to perform combos. And yes, I incorporate these combos in my regular game-play, the hardest thing to get used to is dashing immediately after D-Throw and F-Throw.
Here are a few combos into Knee that are on my guide (use Marth for easier practice):
D-Throw -> Knee
U-Air -> Knee
N-Air (both hits) -> Knee
U-Air (mid-air) -> Knee
B-Air -> Tackle (weak) -> U-Air -> Knee
Tackle -> Knee
Tackle (weak) -> Knee
D-Throw -> U-Air -> Knee
D-Throw -> U-Air -> U-Air -> Knee
N-Air (2) -> Tackle (weak) -> U-Air -> Knee
N-Air (both hits) -> N-Air (both hits) -> Knee
N-Air (both hits) -> N-Air (both hits) -> U-Air -> Knee
I have personally combo-ed all of these on Marth, so try your best. I'll have the correct damages and percents when I update my guide next.
Hm, might need to see the percentages then whenever you can. Sounds like I'm doing something wrong then or something.I test on Level 9 CPU's! The only exception is that I test Shulk (heavy) with a second person. Outside of juggling INTO grabs, I only post combos that the game registers as a combo.
I know that, I just don't have that adapter, and was wondering if newer wii remotes have a better wireless communication time than a 2006 wii remote.There is slight lag on all wireless peripherals, though it seems to be considerably less with the Wii U Gamepad. If you have a controller or device that plugs directly into the system, like a GCN controller, you will eliminate the input delay between you and your console.
I do, but i really have issues with the sticks on the gamepad, without that little hex like on the gc controllers, i screw up my aerials, and my specials a lot.Now you got me curious, @ Ebbit ... What controller do you use?
If you don't have a good controller you should definitely use the Gamepad. It's basically a Pro Controller with a screen in the middle, and Pro Controllers are very legit.
how are you even pulling off short hop n-airs with both hits? And even when i hit with both at zero in the air i cant get over to them fast enough to do it again.Captain Falcon has many combos that are akin to his melee counterpart in this game, and they're just as difficult.
For example: short hop ~> N-Air (both hits) ~> short hop -> N-Air (both hits) ~> short hop ~> U-Air ~> fast-fall ~> short hop ~> U-Air ~> fast-fall ~> full jump ~> U-Air -> jump -> U-Air
That controller is basically a Classic Controller Pro. For some reason, all classic controllers have a little more lag than usual :\ both the Pro Wii U Controller and the Wii U Gamepad are less laggy.I've got the classic controller that acts like a GCN controller, but I feel I have some lag sometimes. Is it because I'm using a wii release wii remote? Should I/is there a better wii remote?
I couldn't get both hits of the nair off on a standing Pikachu in training, am i doing it wrong, or is it just not possible on really short characters?Captain Falcon has many combos that are akin to his melee counterpart in this game, and they're just as difficult.
Short characters are hard to hit with most of what falcon has, i just cant seem to do 2 short hop n-airs that true combo.I couldn't get both hits of the nair off on a standing Pikachu in training, am i doing it wrong, or is it just not possible on really short characters?
would you mind making a video of your 8 hit combo? I cant even begin to fathom how it works.You'll have a much easier time from 3-20%, anything else becomes much more difficult. At 0-2% you must slightly delay the N-Air after the first short hop (doesn't work on some characters).
The follow-ups from SH N-Air~FF are the same as FF N-Air (2HO), which are listed as the following:Guide said:SH N-Air (1HO) ~ FF N-Air (2HO) == SH N-Air~FF
SH N-Air (1HO) ~ F + N-Air (2HO) == SH N-Air
SH N-Air Works On:
All characters except and short characters
SH N-Air~FF Works On:
All characters except short characters.
Guide said:FF N-Air (2)
Guide said:FF N-Air (2) -> SH U-Air
FF N-Air (2) -> SD Tackle (1)
FF N-Air (2) -> SD Tackle (2)
FF N-Air (2) -> D D-Throw
FF N-Air (2) -> D F-Throw
FF N-Air (2) -> F-Tilt
SH N-Air -> DD Knee
SH N-Air -> DD Knee (2)
SH N-Air -> SD RAR
At very low percents (0~18%) the only follow-ups are Tackle (2) and Grab (for better consistency use the extended dash grab).Lanzoma said:Also, I found that you CAN link both hits of n-air on Fox, but the timing is pretty strict and you have to fast-fall ASAP. Fox reaches the floor too quickly and I couldn't get any followups, but it does set up a tech chase option / tech fail punish.
All combos have been tested with horizontal and vertical DI and are hit-confirmed. This is only the case post patch since vectoring has been removed. The original lists of when combos worked deferred since you could increase horizontal/vertical knock-back.Lanzoma said:It should be noted that MOST combos in this game are only possible if the opponent DIs in a way that's beneficial to you. Practicing combos is important to know what options you have available, but in a real match, it all comes down to reacting and improvising according to the situation.
How I have this written is:Lanzoma said:Sorry for the confusion, I meant to say that Fox can be hit while standing with both hits of n-air. It's shown in the video I posted around the end.
Guide said:SH N-Air (1HO) ~ FF N-Air (2HO) == SH N-Air~FF
You're not dashing early enough after D-Throw.Lanzoma said:As for DI, I'm pretty sure some combos aren't guaranteed, like 0% d-throw -> tackle on Fox. I can only get it to register as a combo with horizontal DI, and coincidentally in that situation I have not been able to link n-air or u-air. I'd love to be proven wrong, though.
Smash AI has always been pretty bad.Lanzoma said:Also, it might just be me, but I feel like in the WiiU version the level 9 cpu DIs better than the 3DS version. Has anybody else noticed this?