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Combo Guide

RickySSB

Smash Ace
Joined
Dec 11, 2010
Messages
887
Location
Chile
This is a guide to know how to make good combos and some tips.
(Talking about entertainment)

To start, ''All the characters can combo'', some of they can easily combo, others no.

For example:

Easy : Falcon, Yoshi, Kirby, Pikachu
Medium : Ness, Mario, Jigglypuff, Fox
Hard : Samus, DK, Luigi, Link.

If you wanna make a good combo you have to follow this steps.


-Creating the Combo.

Here is when you creativity bloom, based on your Super Smash Brother experience obviously.
It would take you hours, or days. All depend in how fast you are.
You should use anything that will help you, even playing a lot on training mode to see what happens.

Personally, I learn from the mistakes, and if a mistake help me, I improve new combos.


-Performing The Combo.

In generally, combos on emulator take less time instead console combos, but is personal preference.

First of all, you have to know what you are going to do, otherwise you are going to lose a lot of time.
The pair of Characters you choose,, will definitely be the big part of the combo, literally is the main part of it.

The combo dummy is an important detail of a combo, the best dummy to make a combo is definitely Falcon, later DK and Yoshi,
the worst is Samus, later Luigi and Jigglypuff. All depends of the weight of every Character.

Tier list of matches will not help you on training mode, that's why making a combo is different that fight a normal battle.
There is no DI on training mode. (Only if the dummy are not close to the edge)

Combo Tier, check it out.

Choosing the stage would be a big factor, you can do a lot of crazy things depends of the selected stage.

Good : Mushroom Kingdom, Peach Castle, Hyrule
Normal : Dreamland, Planet Zebes, Saffron City
Bad : Sector Z, Yoshi Island, Congo Jungle.

-Exporting the Combo.

This is the best and relaxing part of making a combo.
Saving the combo is not the big deal, depends of your recording system. An HD combo is more awesome that whatever other thing.
Be sure that your combo really connect, try to check it with TAS or let someone expert check it.


-Sharing and Watching the combo.

Talking about entertainment, there are a few categories that I made:

Grade1 - Noob and boring to watch
Grade2 - Standard and Common.
Grade3 - Nice to watch but slow and no original.
Grade4 - Long but boring and repetitive.
Grade5 - Not too technical but funny and creative.
Grade6 - Fast and with a cool ending or cool start
Grade7 - Technical and long.
Grade8 - Short and technical, fun to watch
Grade9 - Creative, new ideas and not too technical.
Grade10 - ****, it could be long or short.

YOUTUBE, is the best page to upload combos, obviously. Even more in a good quality.


Some Tips

-Hitting with the latest frames of the attack animation, will let you hit again faster.
-A Fast Fall Uair is technically and artistically beautiful.
-Samus can join a Jab to Dair, giving her more combo possibilities.
-A short combo is more awesome with a strong finisher.
-Fox is the most technical Character but is kinda boring compared as Samus.
-Samus can combo.
-Yoshi jabs are useful after his utilt.
-Mario and Luigi can do a Jab to Uair.
-Kirby Upb can be canceled with the body pressure of the dummy, if the dummy is on a edge, and continue the combo.
-The dummy bounce after a Meteor Smash attack is legit only if the dummy isn't tumbled (until higher percentage).
-Samus Uair is the worst drill attack on the game.
-Samus can hit after a Full Charge Shot.
-Mario, Samus and Luigi can hit Usmash twice too.
-Fox can Dash + Usmash [Thanks to Pete], Shine + Dair and Shine + Uair.
-Doing a Samus combo without Usmash is hard.
-There are places where you can do a perfect Upb ledgecancel.
-On high percent, the second jab of Mario,Luigi and Jigglypuff can be like a Fox's jab.
-Luigi can Dair twice on a Short hop.
-The direction in which the dummy fly after a meteor smash to the lava, depends on which side you hit it.


Videos


Mario Combo Tips

Discuss and comment. I'll be updating this guide.


Thanks, RickySSB.
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
no, it just means that it limits your combo options without actually making the combo look different or cool.
 

clubbadubba

Smash Master
Joined
Apr 27, 2011
Messages
4,086
no, it just means that it limits your combo options without actually making the combo look different or cool.
no, it just means that it limits the allowable combo error while maintaining combo difference/coolness

:phone:
 

Battlecow

Play to Win
Joined
May 19, 2009
Messages
8,740
Location
Chicago
You can't do any combos on link you couldn't do on falcon (or very few, at least)

whereas you can't do all of the combos you could do on falcon either

so it's pointless. Whatever you're using link for, you could just use falcon.

That's an exaggeration but you see my point
 

TANK64

Smash Lord
Joined
Mar 31, 2009
Messages
1,886
Location
Training Mode
Oh I see what you mean.

I find it easier for Luigi to combo Link than Falcon. Maybe other chars that I don't use as much are the same?

Jiggs? Where you could probably get a longer combo even though the char is not as easy to combo from zero/obv not as easy to z-death as falcon (grab>death).
 

SSBPete

Smash Lord
Joined
Aug 11, 2009
Messages
1,700
Location
melbourne, australia
i see your point bcow but link is actually weighted differently (very slightly) which means there's lots of intricate, unique combos that can only be done on him

:phone:
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
His weight is the same, his fall speed is slightly different IIRC (and hurtbox), which of course can affect the combo (but he's definitely the closest to Falcon)
 

ciaza

Smash Prodigy
Premium
Joined
Aug 12, 2009
Messages
2,759
Location
Australia
weight refers to how far a character moves horizontally after being attacked. fall speed (floatiness) is the same but vertical. this is why samus is heavy and floaty. so yeah they are independent.
 

SSBPete

Smash Lord
Joined
Aug 11, 2009
Messages
1,700
Location
melbourne, australia
ok that makes sense, im just getting confused about the terminology

say i utilt a character with yoshi, fall speed determines how high they go, right?
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
weight refers to how far a character moves horizontally after being attacked. fall speed (floatiness) is the same but vertical. this is why samus is heavy and floaty. so yeah they are independent.
Pretty sure weight affects vertical knockback too... for example, Fox falls faster than DK, but still goes further from Yoshi's utilt.
 

#HBC | ѕoup

The world is not beautiful, therefore it is.
Joined
Sep 15, 2010
Messages
6,865
Falcon is always the dummy I combo on, and when I'm feeling like a douche I switch to DK

also hyrule is overrated
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
Knockback formula was posted by Toomai. It is in my data thread too. IIRC only weight is a variable intrinsic of the attacked character.

:phone:
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
If you look at the formula, you'll see there's no Y-fall acceleration in it. It is also true that Mario dies faster than Fox. Maybe we need another definition of knockback and stuff. Nothing is clear or well defined... For example, what makes a character floaty? Y-fall acceleration? Then if Mario is a floaty, Kirby is one too? X-air acceleration? Then Link is floaty. X-air resistance? Then DK is floatier than Mario.

Maybe it was a mistake to say hitstun depends on knockback and maybe we should define knockback as distance travelled while in hitstun. In this case does it make sense? Let's see: Fox and Mario are hit by the same attack on the same percentage, they will fly in hitstun for the same amount of frame, independently of how far each go. Looks better to me, but I can't be the judge of those definitions haha.
 

Froski

Boss of Bosses
Joined
Aug 15, 2010
Messages
381
Due to human reaction, Samus cannot link together a jab -> dair.


Tried that ****. Impossible.


Unless you're willing to show me the next time we p2p? :coolmonke



Samus can still combo though.
 

Froski

Boss of Bosses
Joined
Aug 15, 2010
Messages
381
No I attempted it at 0 percent because I am a ****** with no prior knowledge of the mechanics :glare:
 

SSBPete

Smash Lord
Joined
Aug 11, 2009
Messages
1,700
Location
melbourne, australia
its not to do with human reaction

its like shdl, you're not going to get it the first 50 times so you keep practicing until you can land it

:phone:
 

RickySSB

Smash Ace
Joined
Dec 11, 2010
Messages
887
Location
Chile
I was practicing, and I figured out that the best dummies are Yoshi, Falcon and DK.
 
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