PhoenixAlpha
Smash Journeyman
Hey, Lucas users! Lately I've been experimenting w/ the combo
that appears in the topic title:
Full Hop, Fast Fall Down Air > D Tilt > Fsmash
It originally appeared within a Lucas guide here and was quoted
by pianodude700 as something he used in Houston. He, in turn,
said that he found the combo on another old thread.
I don't know who came up with the combo because I couldn't
follow that trail. If anyone knows who or is the person
that came up with this, I'll credit you here as soon as I know.
That's beside the point, though. The combo relies on a very
small window of opportunity to "tech" off of the ground
after hits 3 and 4 of the down air. This opportunity to tech
only shows itself when the opposing character is
"slammed" into the ground. This "slam" only happens
at mid-to-high percents and those percentages are different
depending on who the victim is.
I have researched the percentages at which this combo
is able to be executed and on what chars. Being able to
slam the character (w/out their tech) is the key
requirement for this combo. I have listed every member
of the cast and with it the EARLIEST possible % at
which they can be slammed into the ground
and beat up w/ the rest of the combo.
Tests are done in training (so no diminishing returns)
on FD. For the testing, all 4 hits of dair connect,
and no DI is used, blah blah blah.
Jiggs: 59
Squirtle: 62
GAW: 62
Kirby: 63
Pika: 64
Meta Knight: 64
Fox: 64
Olimar: 65
Falco: 65
Zamus: 65
Zelda and Shiek: 67
Marth: 68
Peach: 69
Diddy: 70
Toon Link: 70
ICs: 70
Ness: 71
Lucas: 71
Sonic: 71
Luigi: 72
Pit: 72
Mario: 73
Ivy: 74
Lucario: 75
Link: 75
Wolf: 75
Falcon: 75
Ike: 76
Rob: 76
Yoshi: 77
Wario: 77
Samus: 77
Ganon: 78
Charizard: 78
DeDeDe: 79
Snake: 79
DK: 81
Bowser: 83
Characters that are written in yellow were especially
difficult to send downwards w/ the dair. My guess is
that said chars are too small/tall. Whatever the case,
I wasn't hitting them downward with dair, so I
footstool'd off of said chars and then did a dair right
afterwards to get the numbers. I confirmed w/ a
handful of chars that this shouldn't affect the earliest percent.
This means that if you approach an opponent with a fresh dair
at the following percentages and connect with all four hits,
the slam will take place, and the combo can be finished.
The exception is the group of characters written in yellow
who really like to be sent upwards at 45 degrees, probably
because of their shape.
One last note: most characters on Final were killed
from these percentages when the combo was used.
Since extra down tilts can be added if you are good
with the jab lock, this can be a potential kill combo
if done correctly.
that appears in the topic title:
Full Hop, Fast Fall Down Air > D Tilt > Fsmash
It originally appeared within a Lucas guide here and was quoted
by pianodude700 as something he used in Houston. He, in turn,
said that he found the combo on another old thread.
I don't know who came up with the combo because I couldn't
follow that trail. If anyone knows who or is the person
that came up with this, I'll credit you here as soon as I know.
That's beside the point, though. The combo relies on a very
small window of opportunity to "tech" off of the ground
after hits 3 and 4 of the down air. This opportunity to tech
only shows itself when the opposing character is
"slammed" into the ground. This "slam" only happens
at mid-to-high percents and those percentages are different
depending on who the victim is.
I have researched the percentages at which this combo
is able to be executed and on what chars. Being able to
slam the character (w/out their tech) is the key
requirement for this combo. I have listed every member
of the cast and with it the EARLIEST possible % at
which they can be slammed into the ground
and beat up w/ the rest of the combo.
Tests are done in training (so no diminishing returns)
on FD. For the testing, all 4 hits of dair connect,
and no DI is used, blah blah blah.
Jiggs: 59
Squirtle: 62
GAW: 62
Kirby: 63
Pika: 64
Meta Knight: 64
Fox: 64
Olimar: 65
Falco: 65
Zamus: 65
Zelda and Shiek: 67
Marth: 68
Peach: 69
Diddy: 70
Toon Link: 70
ICs: 70
Ness: 71
Lucas: 71
Sonic: 71
Luigi: 72
Pit: 72
Mario: 73
Ivy: 74
Lucario: 75
Link: 75
Wolf: 75
Falcon: 75
Ike: 76
Rob: 76
Yoshi: 77
Wario: 77
Samus: 77
Ganon: 78
Charizard: 78
DeDeDe: 79
Snake: 79
DK: 81
Bowser: 83
Characters that are written in yellow were especially
difficult to send downwards w/ the dair. My guess is
that said chars are too small/tall. Whatever the case,
I wasn't hitting them downward with dair, so I
footstool'd off of said chars and then did a dair right
afterwards to get the numbers. I confirmed w/ a
handful of chars that this shouldn't affect the earliest percent.
This means that if you approach an opponent with a fresh dair
at the following percentages and connect with all four hits,
the slam will take place, and the combo can be finished.
The exception is the group of characters written in yellow
who really like to be sent upwards at 45 degrees, probably
because of their shape.
One last note: most characters on Final were killed
from these percentages when the combo was used.
Since extra down tilts can be added if you are good
with the jab lock, this can be a potential kill combo
if done correctly.