• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

combos

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
combos are cool, but talking about them is hard. many of you have chained 3 or more moves together against someone. you post about it and call it a combo. then some higher level (read faster) samus players will tell you that that wasn't a combo, they could have escaped it or have actually played someone who escaped them doing it. i want to talk about combos, but we need several high level sami to judge combos. since telling people that it isn't a combo is mostly a faith thing without actually experiencing failure themselves. it'll help them believe if several good players agreed. so who is fast and who wants to discuss comboing?
i'm fast, but since this is going to be a group thing, feel free to challenge me on that
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
The way I view combos is... start with the generic stuff, y'know? the guaranteed stuff. After that, proceed with mindgames and mix-ups. Stuff that isn't guaranteed but works if you play your opponent's head right. Start with Dash Attack>pivot jab. Then later, use Dash Attack>grab. Your opponent may shield after being hit by the first combo, allowing for the grab to land. Different moves allow for different follow-ups. Grabs may lead to zair, and jab may lead to ftilt. If your foe starts shielding the ftilts, just jab to grab. Knowing how to deal with your opponent's defensive tactics is important. Playing your opponent's head right is even more important.

You have to be able to switch back and forth from guaranteed (or almost guaranteed) to the more prediction-reliant strings. It is this that makes the Dash Attack and Uair my favorite of Samus' whole move set. Yeah, there's also missiles but that's for controlling your opponent.

Some of my tactics: (Because I know you're all dying to know)
- DA>Screw Attack
+ DA>Uair>Zair (or another generic followup i.e. h-missile)
- DA>Jab>grab/ftilt/charged fsmash/retreat
+ DA>Jab>DA>repeat/any of the above
- DA>SH Nair
+ Windmill of fury
- LH Fair>run past foe>pivot grab/ftilt
+ Jab>run past foe>pivot grab/SH bair
- Uair>Jab>DA>Screw Attack
+ Uair>DA>see DA follow-ups
- Uair>Dtilt
+ Uair>Shield>Grab
- Dair>Uair>whatever aerial
+ Dair>Jab>blah blah blah
- Dair>Screw Attack
+ FF Nair>DA>you get the drill

On Battlefield, Screw Attack to the middle platform>dash off the side to missile cancel (any missile)>drop through homing missile/dash off the platform to missile cancel (any missile)>SH Zair
 

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
- DA>Screw Attack
+ DA>Uair>Zair (or another generic followup i.e. h-missile)
- DA>Jab>grab/ftilt/charged fsmash/retreat
+ DA>Jab>DA>repeat/any of the above
- DA>SH Nair
+ Windmill of fury
- LH Fair>run past foe>pivot grab/ftilt
+ Jab>run past foe>pivot grab/SH bair
- Uair>Jab>DA>Screw Attack
+ Uair>DA>see DA follow-ups
- Uair>Dtilt
+ Uair>Shield>Grab
- Dair>Uair>whatever aerial
+ Dair>Jab>blah blah blah
- Dair>Screw Attack
+ FF Nair>DA>you get the drill
the one combo that has never failed me is the DA-jab-up+b. DA to anything that isn't instantaneous and high hitting (jab or up+b) has failed almost universally. same with after the jab. the only reason i even try anything after the jab is because i think the opponents landing would screw up most of their aerial attacks at low %.
remember that i only play a pit, so what do i know
i don't think that uair-zair works, but at a certain damage range fair-zair does. uair ends by throwing them too high and their lag ends either with or before mine.
i've never really tried DA-nair, but my experience tells me that if they're close enough after the DA for you to nair them safely, then they aren't going anywhere after you nair them. nair lags, easy counter attack. if they are high enough in % to fly away with the nair, then they must be slow not to react with the distance the DA must have thrown them. however, i do agree that it could work as a mind game and that it might even be a useful setup
anything to grab doesn't work except as a mind game. even zair to grab consistently fails me. grab is too slow for combos unless its starting one

you have many mindgames and few combos (combos start at 3 hits). its not a bad idea, its your style. you do alot of things i don't even consider and that's cool. mindgames are my bane anyway. maybe i'll learn something. lol, keep the ideas coming
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
DA>Uair is for when the Dash attack's knockback becomes too high for the jab to land. Also, if you DA>Screw Attack a lot, your foe may start airdodging asap, uair doesn't have end lag, so you can follow up more easily should you miss.

Uair>Zair doesn't work, not in the least, it's just something to follow up with. You could use a h-missile in its stead. I can't tell you when it will work because of knockback angles, DI, fall speed, etc.

You have to do a rising nair. Like how you would do it in melee. This is just something you can do when your foe is expecting you to jab. Rising nair will prevent you from being shield grabbed. Hitting them is just an added bonus.

Grabs are used to continue combos when you predict your foe will shield your next move.

Remember, combos don't really work in Brawl... it's mostly prediction. Note that I said tactics, not combos. My gameplay is pretty centralized, not sure if that's a good thing or bad thing.
 

Mr.Fakeman

Smash Journeyman
Joined
Aug 27, 2008
Messages
382
Wow! These combos might be more consistent than Captain Falcon's combos, also thank you for the combo SaiX. I noticed you could repeat the process again. This makes it resemble a Zig Zag movement pattern, credits go to you mate :)
 

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
now that i'm back to working on my combo vid (she only gets better), i need ideas. ledge combos (DA-jabx3-dtilt), platform combos (can't get away because they landed), stage dependent combos, char dependent combos (even though i only play pit), long combos (zair-DA-jab-dashing usmash-uair *unfinished*-bair), short combos, combos you've recorded, combos my style would never permit me to consider... and so forth. anything you can imagine. i'll reread what you've already written before my next post
thanks ahead of time. i've just got to find new ways to pummel undr...
 

Undrdog

#1 Super Grimer!
BRoomer
Joined
Aug 24, 2004
Messages
5,587
Location
Aberdeen
I've always liked the original combos the best. The new ones out just seem like feeble attempts at reintroducing combos back into the mainstream and even back into pop-culture. But who am I to argue? The concept of cheese paste housed within a tiny pretzel certainly paved the way for the future of the snack industry.

Discuss.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Don't forget that combo videos can include moments of good spacing/gameplay. Don't worry too much if you include a clip where you get beat up a little, as long as you dealt more damage and possibly the KO. Tudor's combo video includes a lot of 2 stock clips. It sorta shows how he is consistent with his skills and that his shining moments don't just occur every now and then. Also, don't make it a spike montage like all the other bootleg combo videos out there. Lastly, don't forget the MIIIINDGAAAMEEZ!! Use youtube annotations if you need to point out what you and your foe are thinking.
 

Orichalcum

Smash Journeyman
Joined
Oct 16, 2006
Messages
444
Location
Europe
I found a backwards throw ad mid % to link pretty awesome into a spike (fulljump dair) or zair gimp. Most of them will fall for it for the first time but they learn quick on that and if they do i ran of do a midair jump and spike them after their airdodge. Not really a combo but i felt like pointing out :)
 

pAce

Smash Cadet
Joined
Sep 25, 2008
Messages
51
Location
UK
If you dair someone in the air (let's just they short-hopped) and they are in front of you, you should be able to follow up with a d-smash. It always works for me when in this situation. Doesn't work if they are behind you as they would most likely have recovered before the second hit of the d-smash. Not sure if this is common knowledge with you guys but it's pretty effective anyways.
 
Top Bottom