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combos

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
i realize now that comboing is a large part of my game. i look for combos everywhere, but i think that i have become narrow minded in what i use to combo. i'm hoping you guys can help me find some new ways to juggle opponents. i'm going to try to throw as many unique combos as i can into my combo vid (trailer vid in my sig)

the combo that i frequently use is the dash attack to jab to whatever. the "whatever" has been a dsmash, fsmash, dashing usmash, dtilt, another jab, second jab (the swing), up+b... this is a low % combo, too high and the dash attack pushes them too far out, too low and you can't jab or do much except up+b. if their % is a little high, you may be able to jab twice before doing whatever. you can substitute the dair for the dash attack. it is also possible to extend this combo under special circumstances; landing a zair before the dash attack, following up the dtilt at the end

another combo is the landing zair to grab/dthrow to aerial. its tricky because of the low % they need to be at, otherwise they bounce too high and recover before you can reach them with the aerial

thats all i've got and i'll need more than just several variations of those combos to make a decent vid. especially since i plan on removing the few full jump, double zair examples i have. those are not combos, unless i can put a homing in the middle. anybody got any ideas? any two hit scenarios in which one hit guarantees the other? anyone know of a decent move and % that i can try jab locking at?
 

Aran

Smash Apprentice
Joined
May 3, 2008
Messages
174
At low percentages, I like to use dair > upsmash > upsmash > upb.

At high percentages I can't think of any reliable combos.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Two usmashes in a row? *facepalm*

(Super) Missile cancel => Dashing shield =(if they shield the missile or reflect it)=> Grab
(Super) Missile cancel => Dashing shield =(if they jump)=> Uair
(Super) Missile cancel => Dashing shield =(if they roll)=> Tech chase w/ any move
(Super) Missile cancel => Dashing shield =(if they sidestep)=> Screw Attack/Dtilt (they are fast moves)

The sad part about this is if they get hit by a homing missile, they recieve less stun from being hit than if they avoid it. If they get hit by a super missile, they get sent flying too far to combo, but not far enough to kill.
 

ll Mafia ll

Smash Apprentice
Joined
Mar 12, 2008
Messages
144
Location
AL
Oh, and super missile cancel, and full charge shot.
If you get hit by the super missile, and if the charge shot follows directly after the missile, they get hit by the charge shot. Easy charge shot.

Just time the charge shot and missile differently based on how they like to react.
Works very well, and is a 35% combo
 

kongfucius

Smash Cadet
Joined
Sep 4, 2007
Messages
70
Location
Burnaby, B.C (around Metrotown)
I find that if you don't get opponents with the first or last hit of Uair the knockback is not as horizontal, alowing you to do a fair/dair if the opponent is not hit with the last hit of the drill or a bair if your opponent is not hit with the first hit of the uair.

It's small details like these that makes as Samus users rock. We must take every effort to learn samus completely, afterall.
 

Yuna-Maria

Smash Ace
Joined
Feb 15, 2008
Messages
967
Location
Atlanta, Georgia
Aerial Grapple Beam to fully powered Charge Beam isn't a true-blue combo, but it's VERY difficult to escape at higher percentages. One of Samus's most reliable kill techniques in my opinion.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Lately, zair to charge shot hasn't been working AT ALL for me. Personally, I think that almost all of Samus' aerials can lead into her jab, dtilt, and b-up consistently. The only problem is landing her aerials. They don't have too much priority or range that a normal heavy-weight character would have.

Ledgehop fair/uair to any tilt/jab/b-up works consistently as well.

Missiles lead to zair. Obvious, but it's my most used combo and helps with spacing SO much.
 

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
landing zair - dash attack - jab - dtilt - up+b
maybe instead of SH to landing zair, i could full jump homing and zair and use that to start a dash attack combo.
my problem may be that i'm limiting my combos to those that i can start from most places on stage. what are some areas or situations that come up often enough to think about comboing in?
ledge hopping -> uair/fair - jab - dtilt - up+b
walking off of a platform or through it (above and below). throwing people onto platforms may allow me to extend a combo through tech chasing or general floor lag
maybe i should start trying to end a combo with a charge blast, but it feels so slow to fire. powersheilding to charge blast doesn't even work!

i gotta come up with something before i play undr again. although, there is still some old stuff i haven't caught on tape
jab locking, dash attack to multiple jabs (prolly just 2 or 3), can the second swing after the jab be followed, will i ever find a way to triple zair combo, can i combo into a grab, is there any way to combo out of a grab, repeatedly up+b below the ledge (maybe release ledge into a uair thats sends them towards the ledge and up+b immediately after, but close enough to get them even if they tech it... and repeat)
something that isn't dash attack to jab...
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
landing zair - dash attack - jab - dtilt - up+b
maybe instead of SH to landing zair, i could full jump homing and zair and use that to start a dash attack combo.
my problem may be that i'm limiting my combos to those that i can start from most places on stage. what are some areas or situations that come up often enough to think about comboing in?
ledge hopping -> uair/fair - jab - dtilt - up+b
walking off of a platform or through it (above and below). throwing people onto platforms may allow me to extend a combo through tech chasing or general floor lag
maybe i should start trying to end a combo with a charge blast, but it feels so slow to fire. powersheilding to charge blast doesn't even work!

i gotta come up with something before i play undr again. although, there is still some old stuff i haven't caught on tape
jab locking, dash attack to multiple jabs (prolly just 2 or 3), can the second swing after the jab be followed, will i ever find a way to triple zair combo, can i combo into a grab, is there any way to combo out of a grab, repeatedly up+b below the ledge (maybe release ledge into a uair thats sends them towards the ledge and up+b immediately after, but close enough to get them even if they tech it... and repeat)
something that isn't dash attack to jab...
I have one. I've done it before against the Sandbag, but not an actual player. I call it "Sticky Situation," an honorary title for Gum, since Gum performed this impressive attack against R.O.B. (I call it "Sticky Situation," since gum is sticky. I'm equivocating now.) What you do is f-air+u-air+Screw Attack.
 

Paradigm

Smash Ace
Joined
Nov 21, 2005
Messages
700
Location
St. Brutus's Secure Center for Incurably Criminal
I have one. I've done it before against the Sandbag, but not an actual player. I call it "Sticky Situation," an honorary title for Gum, since Gum performed this impressive attack against R.O.B. (I call it "Sticky Situation," since gum is sticky. I'm equivocating now.) What you do is f-air+u-air+Screw Attack.
Stringing fairs and uairs together was probably one of the first combos I did in Brawl, having transfered from Melee. Don't feel obligated to only combine them in the manner you've posted. Depending on the exact situation and DIs you could start with a uair and go to a fair, or maybe two fairs or two uairs or three uairs. To get things like three uairs you may be able to land with a fair or uair to get more jumps and keep the fun going. Just get a feel for what can reach next without knocking them too far out of range.

With the uair/fair combos, if they DI behind me I can sometimes end with a bair which could lead to a KO or edgeguarding. The screw attack is great for ending combos due to it's speed, range and the fact it's generally unpunishable.
 
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