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Chaining thunders?

ComboTurtle

Smash Lord
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Feb 7, 2007
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ok well i had a thought about this, and ive been doing it on cpus cause i have no one to actually do it against but i was thinking that it would be possible to chain thunders across stages that have a decent length twice even 3 times on stages like fd or dreamland anyways i was just wondering why ive never seen it and whether or not its possible to do on human players. for those that dont understand it would go dair waveshine jab -> dair waveshine jab -> dairwaveshine jab -> uair -> whatever, thoughts?


example:
http://www.youtube.com/watch?v=gIGVJFkVKCQ
 

SpaceFalcon

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I use to do this to my friend when I was really noob, I did 3 waveshine jabs on him across FD.

But any partially decent player would DI out of the second thunders attempt, that's why you just u-air or charge u-smash.
 

ComboTurtle

Smash Lord
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how do you di out of it? the only thing u can do is di the shine but if u get the jab out really fast they still get hit by it the only thing i can think of is teching the shine... anyways i have a video uploading it looks pretty sweet.
 

Ixninjax

Smash Journeyman
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Jan 11, 2007
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They can also just di way from the jab portion of the combo, causing them to roll away instead of get up in place.
 

Timcanpy

Smash Cadet
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Mar 25, 2008
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maybe 2 thunders, if the opponent miss the tech, but more than that? i see that pretty difficult to happen consistently
 

ComboTurtle

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if they roll u can chase even if u uair where they were and then react to the roll and teching shines is sorta hard, i dont think the idea is as bad as everyone is trying to say
 

Ixninjax

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It's definitely doable, but like most combos if it's done enough times then ppl will start to catch on. Double or triple thunders isn't as reliable as the single thunders as there are more opportunities to escape. After the first one, simply hold left or right and you roll get up instead. You can also smash di the drill to make the shine miss, because once you expect it (after the first thunders) you can react properly to it. It becomes a guessing game, when you could've reliably up throw up smashed them after one thunders.

But this is assuming it's replacing your standard single thunders. If you only use it mix it up, there should be no problem. Just don't replace your bread and butter for a little flare (unless your good enough to pull it off lol).
 

ComboTurtle

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yeah obviously mix it up anyways just chucking it out there cause i hadnt seen it done, but yeah i can do it pretty consistently will just have to not over use it, however it does look pretty cool (check video :)) and thats the sorta thing u wanna see getting reactions from people wowing at what you do is the best part of melee imo =]
 

RaynEX

Colonel RTSD
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don't do two. cool idea though.

Time to refer back to an older post of mine.

Raynex said:
Thunders combo follow-ups (perform these after you've jab reset them):

Doing uair all the time gets boring and you know...being creative is fun. So I've come up with a variety of ways to build on this combo.

-uair; EVERYONE does this, but w/e its still worth listing)

-dair; you can actually dair->shine your opponent again and do another thunders. Doing the thunders again has two main purposes. Damage output, and you force your opponent across the stage and towards an edge. It sets up for easy edge-guards and corners them usually.

-run at your grounded opponent and shine; If you thunders your opponent near an edge, running at them and shining makes you life easier and will lead to early kills sometimes.

-utilt; you can actually keep walking forward and land an utilt on them. I'd suggest turning around and using its range, because you might miss. If you want to get super flashy like me, turn around after you jab and do a perfect WD backwards into utilt. lulz

-grab; self-explanatory

-usmash/charged usmash; self-explanatory

-nair; for those of you who love this move ^^. Use it against an opponent that isn't adept at CCing. You can nair->utilt, nair->grab, nair->shine->thunders again...so many things will work if you land this nair successfully.

-dsmash; if you get a Fox in thunders at higher than 50/60 near an edge...do this. Dsmash knocks them far off and its over from there. Grab edge shine or bair. Thunders to dsmash is usually overlooked, but it comes in handy in certain situations.

-shine usmash; novelty purposes. If you thunders your opponent successfully you actually have enough time to run back and shine usmash before they can do anything. lol its mad gay, and I do it all the time.

-dtilt; yes thunders to dtilt works. It leads to grabs and usmashes and edge-guards if they d.i. away or something. Use it sometimes to keep things fresh.


Wow, I've almost listed all of Fox's moves. -_-

oh well. lol
Novelty combos ftw. ^^
 

ComboTurtle

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haha, i like the second one and i like your ideas probably gonna mess around with nairs and stuff aswell now, i just like unique combos that make everyone happy :)
 

Witchking_of_Angmar

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Slowly starting to enjoy my mothertongue again. :)
Thunders combo fails after like 40% just from holding up when you get jabbed. Also, timing the SDI isn't all that hard, especially if you get thunders combod twice in a row. AND you can just tech the shine. So yeah, thunders combo is really unsafe, just do it once and then do cool flashy tech chases Raynex style.
 

FastFox

Faster than most vehicles
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jab > usmash is the ****.

they stare in terror at the screen as their character gets up while you charge an usmash.

priceless.
 

SpaceFalcon

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jab > usmash is the ****.

they stare in terror at the screen as their character gets up while you charge an usmash.

priceless.
Unless you double stick tech into your own thunders.
Now their more scared then you were
 

D20

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Two things:

1. By the second time you do a thunders combo to a good player, they will probably DI/tech the shine/jab.
2. If the percentage is high enough, the thunders combo is ineffective.

EDIT: Takieddine on D20's account.
 

Bets

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Its possible to pull Thunders combos on humans if they don't DI from the jab. If you play level 9 CPUs, you'll see that they will always DI out of the jab portion of the Thunders Combo
 

EWC

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Level 9s SDI up like crazy on pretty much everything. That's part of the reason why they're so good at DIing into things that don't work, but sometimes it causes them to DI out of things that do work.
 

ComboTurtle

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Two things:

1. By the second time you do a thunders combo to a good player, they will probably DI/tech the shine/jab.
2. If the percentage is high enough, the thunders combo is ineffective.

EDIT: Takieddine on D20's account.

zzz i wonder if anyone else has already said the things u said? plus the percentage thing isnt a problem so the problem is teching the shine, which is quite difficult if you dont expect another thunders or sding the dair or rolling from the jab which is punishable on reaction anyways... people should stop posting the same thing, anyways from this thread i know that it works but its not something you can do often
 

Tero.

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zzz i wonder if anyone else has already said the things u said? plus the percentage thing isnt a problem so the problem is teching the shine, which is quite difficult if you dont expect another thunders or sding the dair or rolling from the jab which is punishable on reaction anyways... people should stop posting the same thing, anyways from this thread i know that it works but its not something you can do often
You forgot to mention SDI the jab up :p
 

Bets

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I'm not sure if i've been playing stupid spacies... but if they SDI out of the jab you can upthrow... but that wouldn't be a thunders combo =/
 
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