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If you can Perfect Pivot consistently, set it to tilts, but if you can`t, I reccomend setting the C-stick to smashes which allows you to perform pivot Fsmash, running Usmash and smash attacks in general more reliably.I have a question. I use the gamepad so i have c stick, should i put my c stick on smash attack or tilts?
DACUS actually isn`t possible ever since the 1.0.4. patch, what you probably mean is Jump cancelled Usmash. I wouldn`t reccomend using it as an approach because with the horrible end lag on Usmash it is easily punishable if you miss or hit a shield. Use this only when you`re sure that you will hit or force the opponent into a position from which he cannot punish you.Also any tips on approaching opponents. When I play with my brother he says that I am too predictable. I just wanted to know another option other than DACUS, dash grab and dash attack. Also does shff nair seem like a viable option?
I would say get used to titls. I was against it at first, but seeing the amount of combo potential by being able to perfect pivot into utilts is insane. If you don't plan on playing too seriously then it's no biggy.I have a question. I use the gamepad so i have c stick, should i put my c stick on smash attack or tilts?
It works but its not a true combo. They can punish out of it.This just came into mind and I can't really test it, but would N-Air -> Up-tilt -> Up-Air spike -> D-Smash work at low percentages? It sounds like it could be a good of dealing some damage, even more if you can loop the Up-tilt -> Up-Air Spike part.
Dsmash never truly comboes from an Uair spike, because once it starts to be displayed as a true combo on the combo counter, it becomes techable.This just came into mind and I can't really test it, but would N-Air -> Up-tilt -> Up-Air spike -> D-Smash work at low percentages? It sounds like it could be a good of dealing some damage, even more if you can loop the Up-tilt -> Up-Air Spike part.
Yeah, we`ve known that combo for some time now. But I don`t see it being very useful in practice because of how hard it is to perform while being very easy to escape if you mistime your Uair spike even by a few frames.Here's a video of a nice flashy combo, but it's hard to land in a real fight, because you can DI the dtilt/uptilt and tech the meteor dair :
youtube.com/watch?v=BsC4Gt9-zkc (to see the link, just add a "www.". I can't post a link, since i'm new here)
There's a lot variation of this kind of combo, you can see some of them here : vine.co/u/1135825187007569920 and vine.co/u/1128742237132709888/grid
These kind of combos show you the deadly combo potential of the uair-spike and the meteor dair.
So even, if the uair-spike to dsmash seems to be the safest and easiest combo to land out of a uair-spike (like aMSa showed during his Apex's matchs), I don't think it's the best, because of the low kill power of the dsmash, one smart deadly combo to pull out of an spiked uair is : spike-uair -> meteor-dair -> (footstool or not, it's optional, both works) nair -> running usmash. It's funky, it deals like 40% damage and it's deadly. It's easy to do and it's quiet safe, the only thing that can break the combo is a tech on the meteor dair, but it's kinda hard to tech because it's a very surprising option.
So I noticed in general, I need to train the uair-spike, cause it's hard to land in a fight but that's a crazy combo starter. The easiest way to land it is : while the opponent is in the air, if I get some good reads, make the opponent believe that i'll uair him, wait for the airdodge, then quickly jump and uair-spike, and there's your combo. You can also try to directly land a shdair, it's risky, but unexpected so even if you miss it, your opponent will be surprised and may not be able to react in time to punish you. Finally a last way to land that combo is to uair-spike out of a utilt or dtilt, but it can be DIed easily. Ah and keep in mind that the dairspike start workin around 55%.
So I think this combo : meteor-dair -> nair -> running usmash is one of our best kill option, and it can easily connect at around 60% and more, and even kill some character that early if they're not too heavy.
Got it, thanks. I never really tried using up-tilt much so I'll make sure to try it more often.Dsmash never truly comboes from an Uair spike, because once it starts to be displayed as a true combo on the combo counter, it becomes techable.
Fsmash is a better Uair spike follow-up in every way since it deals more damage, has faster start-up, longer range and truly comboes against Sheik at 35-65%. And just like Dsmash, it continues to combo from 65-999% if the opponent misses the tech.
Though at low percents (6-24%), sweetspot Nair -> Utilt -> sweetspot Usmash deals the same amount of damage as the combo you listed while being much easier to perform and you can often follow up the Usmash with an Uair for 9 more damage.
So I`d only consider going for an Uair spike -> Fsmash after the Utilt if the opponent is at mid percents and gets sent out of range of an Usmash follow-up.
OK, I see what you mean now. If you happen to land an Uair spike and the opponent is at the right percent, doing Dair -> Nair -> Usmash deals a lot more damage than the Fsmash follow-up and allows you to choose whether you want to kill off the top with Usmash or off the side with Fsmash depending on your stage position.Yeah, i'm totally aware of the nair -> running Usmash, which the easiest, safest, best kill option we have.
But the point of my last message was to point out the best action out of an Uair-spike. The Uair-spike to Dsmash is safe and a good option. Uair-Spike to Utilt to Aerial deals a little more damage but less kill power. But the Uair-spike to meteor dair (to nair to Usmash) is imo the best action out an Uair-spike, because the tech will be quiet rare (the opponent rarely expect it). This little combo deals by far the most damage (40%) and has by far the strongest kill power (Usmash is way better than an aeriel or a Dsmash to kill). So yeah IMO, that combo is the most useful (plus, it's so flashy, i love it).
In general, I really love the combos out of an Uair-spike, because they can be so flashy, surprise your opponent, and deal a nice amount of damage.
Thanks for the video, I`ll add it to the OP in the notes section. Most of those combos are already in the list, but the meteor Dair -> Uair spike -> Smash attack is new. Though I remember having the meteor Dair -> Uair spike -> Smash attack combos in the list (they`re still in the v 1.0.3 version), but for some reason I removed them in v. 1.0.4. Maybe the timing changed after the nerfs to Uair which made me think it didn`t truly combo anymore or made it combo at different percents than before. I`ll retest it against Sheik and add it to the list if it works.Video examples from me:
https://www.youtube.com/watch?v=i0cs4dh8CS8
My write up is on this page here: http://smashboards.com/threads/myst...ted-12-12-14-ats.368764/page-12#post-18550739
I took note of the post patch u-air spike changes.Thanks for the video, I`ll add it to the OP in the notes section. Most of those combos are already in the list, but the meteor Dair -> Uair spike -> Smash attack is new. Though I remember having the meteor Dair -> Uair spike -> Smash attack combos in the list (they`re still in the v 1.0.3 version), but for some reason I removed them in v. 1.0.4. Maybe the timing changed after the nerfs to Uair which made me think it didn`t truly combo anymore or made it combo at different percents than before. I`ll retest it against Sheik and add it to the list if it works.
The percentage ranges are affected by weight, rage, move staling and the opponent`s DI. So they will almost never match exactly the % ranges listed here, but they should give you a rough idea when to use which combo.Hey, I just picked up Smash 4 (just got it a week ago) and hoping to main Greninja. Does weight variance effect the combo percentage windows at all, i.e. is the dtilt to upsmash from 60% to 120% for everyone or is it spanning the lightest to heaviest characters?
If you can Perfect Pivot consistently, set it to tilts, but if you can`t, I reccomend setting the C-stick to smashes which allows you to perform pivot Fsmash, running Usmash and smash attacks in general more reliably.
I hope this isn't off-topic, but I also have a question on the C-stick and A button, related to setting them to Smash/tilts. I'm a Greninja main as well and I have my C-stick set to Smash and my A button for tilts, but I've had them the other way around before and they do the exact same thing. Is there something I'm missing? I know C-stick smash attacks come out faster (or so I've heard) so I try to use it for smash attacks instead of the A button, but accidental smash attacks do happen with my A button occasionally. I use a GCC for Smash 4 btw.I would say get used to titls. I was against it at first, but seeing the amount of combo potential by being able to perfect pivot into utilts is insane. If you don't plan on playing too seriously then it's no biggy.
And about being predictable, it means your bro knows what you're about to do because you are using the same patterns. If you just did a dash attack from full screen 3 times in a row, he's gonna expect you to do it again. You have to mix things up and you can use the predictability to condition him into thinking you will do the move again.
Are you the Greninja playing in Nakat's tournament? If so, nice job. Will be looking out for you.I've actually played Ookami a few times (if you see this, you know me as Garlien) and the combos are real. In my first game against him, he pulled off OoS SS Dair > Falling uair > utilt > falling uair > dsmash to KO me starting at around 70%. Greninja definitely has a lot of potential in his dair spike. However, in later games I was aware of these combos and was able to escape a few of them by mixing up DI teching the dair spike, or teching the ground after the falling uair. It's not a true combo unless performed perfectly, but it's a relatively reliable option and is at least guaranteed to get some good percentage.
You do not need to change the A button, leave it as is. You can use the A button for jabs, tilts and smash attacks. AC Stick is not faster than manually inputting a smash, it is just easier because you can flick it. Sometimes when you input a smash you will charge it by accident (you'll hear a noise when you charge it and see a little spark). If you are fast enough you can do it without the charge frames.I hope this isn't off-topic, but I also have a question on the C-stick and A button, related to setting them to Smash/tilts. I'm a Greninja main as well and I have my C-stick set to Smash and my A button for tilts, but I've had them the other way around before and they do the exact same thing. Is there something I'm missing? I know C-stick smash attacks come out faster (or so I've heard) so I try to use it for smash attacks instead of the A button, but accidental smash attacks do happen with my A button occasionally. I use a GCC for Smash 4 btw.
I was trying this out as well its easy to perform, just need practice to get the timing.The footstool is not difficult; this combo is relatively easy to execute after you get the timing down. The more difficult part of getting it done in an actual match revolves more around quickly reacting to the hit confirm in the heat of a match, rather than the actual execution
edit: tried it. The second foot stool is the hardest part of the combos, but outside of that, we can definitely pull this off if it's in our mind at the moment we land a n-air
Only thing I can imagine is that you're either timing it incorrectly, it is character dependent, or something with the percentages.i'm trying to master that nair > footstool > dair > water shuriken loop, but when i do the footstool, sometimes the character just flies up after dair instead of doing a stand in place. does anyone have any idea what causes this? it seems kinda random honestly.
I believe past a certain percentage they'll always fly up after d-air instead of remaining on the ground. Other meteors do that as well if you hit someone with the sweetspot when they're at a low percentage. It varies from character to character based on weight as well. You also need to be careful because you need to strike them with d-air just as they are touching the ground or else you might make them bounce off the ground I think.i'm trying to master that nair > footstool > dair > water shuriken loop, but when i do the footstool, sometimes the character just flies up after dair instead of doing a stand in place. does anyone have any idea what causes this? it seems kinda random honestly.