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Dr. Mario Combo Thread

Kisatamura

Prescriber of Manami.
Joined
Oct 6, 2014
Messages
246
Location
Las Vegas, Nevada
NNID
Kisatamura
3DS FC
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(WIP, will add more later) He ain't no plumber, but we take what we get.

This is thread for posting Doc combos. Generally speaking, most of these combos will be similar to Mario's due to their shared attacks with the exception of combos involving Doc's Tornado or his UpB. That being said, some of these combos are not true combos: Somebody like Luigi can nair out of these, but somebody like Bowser can't. And also, I'll also include setups for landing attacks such as fair. So without further ado.. (I'll post gifs for some of these combos in the mean time..) Here are some to start. Feel free to post more if you can find some.

Low percent combos (These are done from zero percent if not noted. If done at higher percents like 14, you may need to adjust your utilt string)

This section for utilts is basically like this flowchart here;

Utilts
|
More utilts
|
|---> Tornado
|
|----> UpB
|
|----> Uair ---> Fastfalled nair for reset
|
|----> Cape (This is a mixup option)

A note on utilt: Depending on your opponent's weight, floatiness and current damage you may be only able to get in at least two utilts. My knowledge is that versus Jigglypuff you can only get two utilts from 0 percent, while ZSS can get at least four utilts before any other utilt whiffs.

From Utilt -> Utilts (see below): 14 percent from two utilts, 21 percent from three utilts on characters with tall/wide hitboxes (Tested on Pit), 28 percent from four utilts

Bread and butter setup here. Some characters can escape from it, so I usually limit it to an extra utilt for a respectable 14 percent (We're still not done here though). Adding in more can get risky, but against big or characters with tall hitboxes such as ZSS or Bowser, you can get away with it. Fun fact: if you're caught in this by another Mario or Doc, you can UpB. Be wary of characters with invincible startup moves such as Luigi or Meta Knight.

From Utilts above -> Tornado: 22 percent from two utilts, 29 from three utilts, 36 from four utilts

Dr. Tornado is fast enough to combo into. So, you can use this as a combo finisher. However it's not dealing as much damage as UpB and isn't giving you the mixup pressure like the Uair. At least you can mash B to read your opponent's DI. Still, it sends the opponent reeling away, so it gives you some good advantage.


From Utilts above -> UpB: 27 percent from two utilts, 34 from three utilts

This option is for pure damage. UpB starts quick enough, and gives you the sweetspot. It gives you more damage than the Tornado, but if you connect with the sourspot then you'll get the same damage as if you did the Tornado followup, which is respectable. If you've done too many utilts than this will combo when Tornado won't.


From Utilts above -> Uair: 21 percent from two utilts, 29 from three

I'm not keen on this setup, since your opponent can jump away from this after the uair. Still, if your opponent isn't DIing, you can go into a nair to reset the opponent.

From Utilts above -> Cape: 21 percent from two utilts

This isn't a true combo, but I find it a really funny mixup. It's risky, since you're dropping the combo but if your opponent does a move that doesn't hit both sides, then you can do something else. Cool.

From Down Throw -> Tornado: 12 percent

Respectable, but you have better stuff from Dthrow. You can mash the B to read the DI if needed. At higher percents you can actually jump into Tornado, giving you a good kill option.

From Down Throw -> UpB: 19 percent if sweetspotted, 12 if sourspotted

This is one of my favorite combos (And primarily the reason why I main Doc). This serves as a nice way to deal damage and send the opponent away. While it's mostly character dependent, this also serves as a great move in mid percents (Will need more testing on this for floaties). There is some timing required here: You'll have to jump immediately after the Dthrow ends, and you have to hit UpB before your opponent recovers. Try doing this on the CPU, since they'll immediately airdodge anyway. The sourspot deals respectable damage, but isn't great compared to the sweetspot. The good thing about this move is on certain characters like Little Mac at high percents, it'll still connect.


From Down Throw -> Utilt: 12 percent

Don't get funny, you're not Mario >:(
Doc's copy of Mario's main setup for combos is different: First, this is character dependent, so sometimes your Utilt won't even connect. But on heavies or tall characters, you can get it. At least you can jump into a uair and go from there.

From Down Throw -> Uair: 13 percent

See above. At least this'll connect guaranteed, since it's a true combo :)

From Down Throw -> Fastfalled Uair -> Dthrow/anything else

Somewhat like the Utilt string, not a true combo but something that can be hard for certain characters to get out of. To my knowledge this is somewhat like a Mario combo, so when you after the fastfalled Uair you can go into a throw or something quick like UpB.

From Down Throw -> USmash: 21 percent

Character dependent, and usually it'll only work before you hit 20 percent. It'll connect on characters that have tall hitboxes and/or fast falling speeds usually.

From Nair -> Jab combo: 14 percent on a early nair, 17-18 on late nairs

Quite wonky to get this to work, but it's decent damage. At high percents, it's easier to land the jabs afterwards though on the late nair you'll have to be quick. Just make sure this connects or else you'll get thrown.

Dash Attack into Uair: 16 percent if the dash attack doesn't hit late, 14 percent if the dash attack is late

This combo has been around since Melee. Either way, it's easier to hit the Uair on a late slide attack though at higher percents you can easily hit the initial hitboxes and combo from there (As shown in the gif). Since you're ending the string with a Uair, you can fast fall into a Nair mixup or do something else. Mario can also do this, though the timing is different since his dash attack doesn't send the opponent straight up and he can go into a Mario Tornado string.


Dash Attack into Dair: 17 percent on a late dash attack

Amusingly, both Marios can go into dair after a slide attack though for Doc, it'll need to be a late dash attack. I'm pretty sure he can get this off a clean hit on his Dash attack, though you'll just need to be at a high percent.

Dash Attack into Tornado: Depends (See note)

This is a stylish combo, but the amount of hits depends on how much you mash during the Tornado. Essentially, you hit the dash attack (Any part is fine, though the late one is much easier to time) and jump, then perform the Tornado as you jump. If you mash correctly, you should be able to get 5-6 hits (If you get 5, the initial hitbox of the Tornado missed but still comboed). Usually, it's around 15 percent to 17 percent.

Dash Attack into UpB: 20 percent on the late dash attack with sweetspot

Like the above, you'll need to jump and hit UpB as soon as you get near your opponent. The sourspot will connect if you miss the sweetspot, but you've essentially given up damage then.

Midpercent to Highpercent Combos (From around 20 percent onwards)

Some of the combos from low percents (Such as the various Dthrow followups) can be done at midpercents as well, like the Dthrow to UpB. Just experiment and see what connects or fails to connect.

A word on Bair

When you land bair at mid percents near the ground, you can get either a USmash, a reversed UpB, a jab combo, etc.. Timing is somewhat required since not getting the autocancel frames on bair will result in a somewhat slower endlag for Doc, while getting the autocancel requires you hit your bair high instead of meaty. (Basically, close to the ground)

Dtilt into UpB: 21 percent at midpercents

Dtilt will pop the opponent into the air with enough hitstun to hit with the sweetspot of UpB. However, if your opponent is too floaty or too damaged enough you'll just end up comboing with the sourspot of UpB. It's a good setup for mindgames or techchases. (Or what I would call it, Okizeme)

Bair into Bair: 26 percent at midpercents

At relatively high percents like 35 percent, bair can Wall of Pain into itself. Sometimes you'll need to double jump the 2nd bair. Useful offstage.

Dthrow to Bair: 19 percent at midpercents

A weird thing about dthrow is if your opponent DIs opposite from you (So towards you), you can go into a bair. Good for people trying to avoid UpBs or or any other combo you have from Dthrow.

Dthrow to Fair: 21 percent at high percents

Doc's main kill option (Barring Uairs into UpB near the edge). There is some timing required here to get the combo, because if you're too late your opponent can airdodge. This is also somewhat character dependent, but the general rule of thumb is that around 70-ish, you can get a single full jump into fair. Near 100 you might want to double jump and fair as soon as you double jump if your opponent is either damaged at near 100 or is floaty. You can use a full single jump if your opponent is heavy or falls fast. Hitting too early with the fair will result in getting the sourspot. You can check Dobbston's posts on fair percentages on what optimal damage range you should be in before you Dthrow them.



Either way, if you anticipate your opponent airdodging and your timing isn't up to speed, you can read their airdodge and Dunk em either way.

MISC notes:

Megavitamins if used on an opponent that's missed their tech will force them into a standard getup. This can be used after certain moves like bair or DSmash to follow into a different combo, most preferably FSmash for killing/damage, another DSmash for the horizontal angle, USmash for the kill, Sweetspotted UpB for damage/kill, another DThrow to start ANOTHER combo, basically anything if you want to style or kill the opponent.
 
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Dobbston

Smash Apprentice
Joined
Oct 6, 2014
Messages
109
Here's all the stuff I've done in training mode with Dthrow to Fair so far:


Dthrow to Fair (22 dmg):


ZSS: 95,94,93,92,91,90,89,88,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68

96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114

120

115,116,117,118,119

121,122,123,124,125,126,127,128,129,130,131,132

68-132


Marth: 90,89,88,87,86,85,84,83,82

91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116

117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141

142,143

144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164

82-164


Lucina: 82-164


Meta Knight: 75,76,77,78

74,73,72,71,70,69,68

79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115

116,117,118,119,120,121,122,123,124,125,126,127,128,129

68-129


Rosalina: 76,77,78,79

76-79


Ike: 130,129,128,127,126,125,124,123,122

131

122-131


Robin: 110,109,108,107,106,105,104,103,102,101,100,99,98,97,96,95,94

111,112,113,114,115,116,117,118,119,120,121,122,123

94-123


Lucario: 110,109,108,107

111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135

107-135



Falco: 100,99,98,97,96,95,94,93,92,91,90,89,88,87,86,85,84,83,82,81,80,79,78

101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121

78-121


Sheik: 90,89

91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116

88,87,86,85,84,83,82,81,80

80-116


Captain Falcon: 120,119,118,117,116,115,114,113,112,111,110

121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151

152,153,154,155,156,157,158,159,160

110-160


Shulk: 110,109,108

111,112,113,114,115

108-115


Link: 110

111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129

110-129


Fox: 90,89,88,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67

91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129

67-129


Greninja: 95,94

96,97,98,99,100

105,104

101

94-101, 104-105


Pikachu: 90,89,88,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67

91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112

67-112


Pit: 105

106,107,108,109,110

111

105-111


Duck Hunt: 95,94,93,92

96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127

128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147

92-147


Diddy: 93

94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126

127,128,129,130,131,132,133,134,135,136,137,138,139,140,141

93-141


Little Mac: 80,79,78

81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116

117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135

136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166

167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186

187,188,189,190

78-190


Mega Man: 110,109,108

111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141

142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159

160,161,162,163,164,165

108-165


Olimar: 69,68,67

70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108

109,110,111,112

67-112


Pac-Man: 97


Sonic: 94

95

94-95


R.O.B.: 125,124,123,122,121

126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156

157,158

121-158


Mr. Game & Watch: 70,69,68,67,66

71,72,73

66-73


Zelda: 80

81,82,83,84,85,86

80-86


Mewtwo: 80,79,78,77,76,75,74,73,72,71

81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99

67,68,69,70

66,65,64,63,62,61,60,59,58,57,56

100,101,102,103,104,105,106

56-106



Notes:

-Vectoring not considered

-Double jump to Fair is possible on Marth, Lucina, Robin, Lucario, Falco, Sheik, Captain Falcon, Link, Fox, Pikachu, Duck Hunt, Greninja, Diddy, Little Mac, Mega Man, ZSS, Olimar, Pac-Man, Sonic, R.O.B., Meta Knight, and Mewtwo

-All results were performed on level 9 computer opponents in training mode

-DI not considered

-Dthrow to Fair is a 2 hit combo according to training mode



Update: Updated Sheik
 
Last edited:

RawKnee

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This is one thing I like doing with Doc at 0%

Grab -> Down throw -> Uair -> Nair -> Dtilt -> Forward Smash

The opponent can probably DI out of it but sometimes they won't and you can pull it off.
 

Dobbston

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Oct 6, 2014
Messages
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I've never been able to combo Dtilt to Fsmash. The only non-trip combo I've ever gotten with Fsmash is Bair to sourspot Fsmash (29 dmg); easy to do on R.O.B. at 45 percent.
 

Astronut

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Messages
136
Just out of curiosity, do you guys full hop fair the dthrow -> fair combo? Or double jump fair? I myself go for the full hop, because that way I can start the fair on the way up, and by the time I reach the apex of my jump, the hitbox will be active. On the other hand, I think if you double jump, you'll reach the opponent faster. So I'm not too sure what the optimal method is.
 

Dobbston

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Oct 6, 2014
Messages
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Just out of curiosity, do you guys full hop fair the dthrow -> fair combo? Or double jump fair? I myself go for the full hop, because that way I can start the fair on the way up, and by the time I reach the apex of my jump, the hitbox will be active. On the other hand, I think if you double jump, you'll reach the opponent faster. So I'm not too sure what the optimal method is.
I do both but full hopping is a lot easier to do. I think at higher percents you have to double jump to reach the opponent.
 

Xinc

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On fast fallers, at low percents, Down throw to up air to down throw chain grab works (around the third or fourth down throw depending on DI)
 

Dobbston

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Oct 6, 2014
Messages
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On fast fallers, at low percents, Down throw to up air to down throw chain grab works (around the third or fourth down throw depending on DI)
I don't have any frame data to confirm that but I do know that Dthrow to Uair to Up B (26 dmg) combos on Fox at 45 percent. Also, Bair to Usmash (29 dmg) combos on Fox at 32 percent which means there's a good chance that Bair to Grab is hit confirmable; Bair to Dthrow to Uair to Up B (40 dmg) may be hit confirmable on Fox at 32 percent.
 

Astronut

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Even though Doc doesn't have a set up into utilt from a throw, you can try the following (works better on fast fallers at lower percents): dthrow -> short hop uair -> fast fall utilt -> utilt -> short hop uair. Another variation is: dthrow -> short hop uair -> fast fall dtilt -> utilt -> short hop uair. You can get pretty creative after the first uair. I find Doc's utilts trap your opponent in them better than Mario's do actually.
 
Last edited:

Dobbston

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So far the most damage I've gotten off a grab is Dthrow to Dair to Up B (30 dmg); I've been able to combo Dthrow to Dair to Up B (30 dmg) on Fox from 11-41 percent.
 

Astronut

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Messages
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Dthrow -> jump tornado seems to be a viable kill option at around the 130% range (depends on your rage). It's not guaranteed normally, but it is if they airdodge, which I find amazing.

You may be wondering, if they airdodge, why don't I just wait and throw out a fair or up-b? The one advantage of Doc's tornado is that it sends out constant hitboxes, so it's pretty safe, and it'll just hit them as soon as their airdodge ends (no timing necessary).
 
Last edited:

Dobbston

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One thing I've found is that Dr. Mario can combo in the air with Uair and Bair; at higher percents Uair can combo into Up B and at lower percents Bair can combo into Up B. Also, Dthrow to Bair to Up B (32 dmg) combos on Pikachu at 26 percent.
 

Kisatamura

Prescriber of Manami.
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Kisatamura
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Dthrow -> jump tornado seems to be a viable kill option at around the 130% range (depends on your rage). It's not guaranteed normally, but it is if they airdodge, which I find amazing.

You may be wondering, if they airdodge, why don't I just wait and throw out a fair or up-b? The one advantage of Doc's tornado is that it sends out constant hitboxes, so it's pretty safe, and it'll just hit them as soon as their airdodge ends (no timing necessary).
Tornado after dthrow on airdodge happy opponents works wonders, cause even if it doesn't combo Tornado is likely to outprioritize any aerials they may have.
 

KenMeister

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One thing I can confirm is that in a similar fashion to PM Mario, Doc can Dthrow into UpSmash at low percent, somewhere within the 0-20% range. Of course, this is usually dependent on the falling speed of said character. I've been able to do it against people like Link and Captain Falcon, but I have no such luck against floaties like Samus or Luigi, regardless of percent.
 

Dobbston

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Oct 6, 2014
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One thing I can confirm is that in a similar fashion to PM Mario, Doc can Dthrow into UpSmash at low percent...but I have no such luck against floaties like Samus or Luigi, regardless of percent.
Dthrow to Usmash (21 dmg) combos on Samus at 4 percent but I haven't been able to combo it on Luigi.
 

Kisatamura

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Dthrow to Usmash is character dependent, but I've had more success on characters with tall hitboxes regardless of their floatiness/fall speed as I've had this whiff on Bowser :(
 

Kisatamura

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Updated. I gave a few notes on bair because of it's high hitstun compared to Mario's, so it'll work good as a wall of pain or to start weird combos onstage.

I promise to put up some gifs, as I'm working on getting frame data for Doc. :)

EDIT: Look at this guide for some more Dthrow combos. I'm sorry that I didn't notice this, but it has some good followups to Dthrow!
 
Last edited:

Dobbston

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Oct 6, 2014
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Here's all the stuff I've done in training mode with Dthrow to Bair to Up B so far:


Dthrow to Bair to Up B (32 dmg):


Pikachu: 27,26,25,24

34,35

28,29,30,31,32,33

36,37,38,39,40,41

24-41


Meta Knight: 32,31,30,29,28

33,34,35,36,37,38,39,40,41,42,43

28-43


Captain Falcon: 36,35,34,33,32

37,38,39,40,41,42,43,44,45,46,47,48,49,50

32-50


Little Mac: 34,33,32,31,30,29,28,27,26

35,36,37,38,39,40,41,42,43

26-43


Marth: 35,34,33,32,31,30,29,28

36,37,38,39,40,41,42,43,44,45

28-45


Pit: 37,36,35,34

34-37


Sheik: 32,31,30,29,28,27

33,34,35

27-35


Link: 35,34,33,32

36,37,38,39,40,41

32-41


Lucario: 37,36,35,34,33

38,39,40,41,42,43,44,45

33-45


Ike: 35

36,37,38,39,40,41,42,43,44,45

35-45


Robin: 33,32,31,30,29

34,35,36,37,38,39

29-39


Greninja: 33


Duck Hunt: 34,33,32,31,30,29,28

35,36,37,38

28-38


ZSS: 32,31,30,29,28

33,34,35,36,37,38,39,40,41,42

28-42


Shulk: 32

33,34

32-34


Diddy: 32,31

33,34,35,36,37,38,39

31-39


Mega Man: 34,33

35,36,37,38,39,40,41,42,43,44,45,46,47

33-47


Fox: 28

29,30,31,32,33,34,35,36,37,38,39,40,41

28-41


Falco: 31,30,29,28,27,26

32,33,34,35,36,37,38,39,40,41

26-41


Olimar: 29,28

30,31,32,33,34,35,36

28-36



Notes:

-Vectoring not considered

-Double jump to Bair and then Up B possible on Sheik, Pikachu, Robin, Greninja, ZSS, Fox, and Olimar

-All results were performed on level 9 computer opponents in training mode

-DI not considered

-Dthrow to Bair to Up B is a 3 hit combo according to training mode
 

Kisatamura

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Kisatamura
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Here's all the stuff I've done in training mode with Dthrow to Bair to Up B so far:


Dthrow to Bair to Up B (32 dmg):


Pikachu: 27,26,25,24

34,35

28,29,30,31,32,33

36,37,38,39,40,41

24-41


Meta Knight: 32,31,30,29,28

33,34,35,36,37,38,39,40,41,42,43

28-43


Captain Falcon: 36,35,34,33,32

37,38,39,40,41,42,43,44,45,46,47,48,49,50

32-50


Little Mac: 34,33,32,31,30,29,28,27,26

35,36,37,38,39,40,41,42,43

26-43


Marth: 35,34,33,32,31,30,29,28

36,37,38,39,40,41,42,43,44,45

28-45


Pit: 37,36,35,34

34-37


Sheik: 32,31,30,29,28,27

33,34,35

27-35


Link: 35,34,33,32

36,37,38,39,40,41

32-41


Lucario: 37,36,35,34,33

38,39,40,41,42,43,44,45

33-45


Ike: 35

36,37,38,39,40,41,42,43,44,45

35-45


Robin: 33,32,31,30,29

34,35,36,37,38,39

29-39


Greninja: 33


Duck Hunt: 34,33,32,31,30,29,28

35,36,37,38

28-38


ZSS: 32,31,30,29,28

33,34,35,36,37,38,39,40,41,42

28-42


Shulk: 32

33,34

32-34


Diddy: 32,31

33,34,35,36,37,38,39

31-39


Mega Man: 34,33

35,36,37,38,39,40,41,42,43,44,45,46,47

33-47


Fox: 28

29,30,31,32,33,34,35,36,37,38,39,40,41

28-41


Falco: 31,30,29,28,27,26

32,33,34,35,36,37,38,39,40,41

26-41


Olimar: 29,28

30,31,32,33,34,35,36

28-36



Notes:

-Vectoring not considered

-Double jump to Bair and then Up B possible on Sheik, Pikachu, Robin, Greninja, ZSS, Fox, and Olimar

-All results were performed on level 9 computer opponents in training mode

-DI not considered

-Dthrow to Bair to Up B is a 3 hit combo according to training mode
Are you hitting with the later part of bair to combo into UpB?
 

Dobbston

Smash Apprentice
Joined
Oct 6, 2014
Messages
109
Are you hitting with the later part of bair to combo into UpB?
For Dthrow to Bair to Up B (32 dmg) I've been full hopping the Bair for the most part but for some characters I think you have to double jump. I would mess around with it at some of the percents I listed until you find a percent you can easily land it. Also, you can try setting the CPU to Jump and try out Bair to Up B (26 dmg); full hop a Bair and combo into Up B in the air.
 
Last edited:

Dobbston

Smash Apprentice
Joined
Oct 6, 2014
Messages
109
Here's all the stuff I've done in training mode with Uthrow to Bair to Up B so far:


Uthrow to Bair to Up B (34 dmg):


Captain Falcon: 33,32,31,30,29,28,27

34,35,36,37

27-37


ZSS: 30,29,28,27,26,25,24,23,22

31,32,33

22-33


Marth: 28,27,26

29

26-29


Fox: 27,26,25,24,23,22,21

28,29,30,31,32,33,34,35,36,37

21-37


Meta Knight: 25,24,23

26,27,28,29,30,31

23-31


Little Mac: 28,27,26,25,24,23

29,30,31,32,33,34,35,36,37

23-37


Falco: 26,25,24

27,28,29,30,31

24-31



Notes:

-Vectoring not considered

-All results were performed on level 9 computer opponents in training mode

-DI not considered

-Uthrow to Bair to Up B is a 3 hit combo according to training mode
 

kro_

Smash Apprentice
Joined
Aug 23, 2014
Messages
128
D-throw, run a little forward, up-air, back-air then tornado works really well for me
 

Dobbston

Smash Apprentice
Joined
Oct 6, 2014
Messages
109
D-throw, run a little forward, up-air, back-air then tornado works really well for me
With the exception of comboing into a grab, training mode needs to at least say that it combos in order for it to be a combo.
 
Last edited:

BlueTier

Smash Apprentice
Joined
Jun 29, 2014
Messages
87
Location
Southern California
NNID
unknown123
3DS FC
0018-0940-3707
Is this useful at all? Dthrow to cape? It can push the opponents inwards so they can get more comboed or it can push them far outwards which is useful when used near the ledge so you can put them in a bad position and maybe go for spikes. Heres a crappy youtube vid i took. I only showed it pushing them to the right and couldn't get it going inwards.
 

Dobbston

Smash Apprentice
Joined
Oct 6, 2014
Messages
109
There might be some glitchy stuff you can do with the cape but I don't think the cape itself has hitstun. I do think Dthrow to Cape is a combo on some characters though, since Dthrow to Fair (22 dmg) is. It would be cool if there was enough hitstun from Dthrow to be able to cape and Up B and have it combo, but I've never had that happen.
 
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