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"Hammertime" combo (no vid)

Psymon

Smash Sweetheart
Joined
Aug 19, 2007
Messages
502
Location
Wales
Here's a combo that works well on an opponent who's above 30% (sometimes less, depends on character. Better done with both Popo and Nana.

1. Dash attack (lifts opponent into the air)

2. Short-hop or full jump (still facing the same way you were when you dash attacked)

3. B-air, fast-fall, run after opponent

4. Short-hop or full jump and neautral-air

5. Double jump, F-air (if on the sweet-spot it should spike your opponent)

6. As soon as you've performed the F-air, tap left (to turn around) and use up-B to get back onto the stage

This combo may not work all the time if you are aiming to spike/meteor smash your opponent but it's definately a good way of generating damage.

Tip: Be fast - only jump as far as you need to before peforming the aerial attacks, your opponent can DI or jump out of it if you take too long.

Hope this will benefit at least one Ice Climber player other than me :p.

Psy.
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
Why not do a combo that would actually work instead? Like dash attack and bair or uair to nothing cause with proper DI the rest of that would not work at all.

Here is a super good combo, what you do is fair and make sure it meteor spikes, then as soon as they stand do it again, and just repeat until they die off the top, it always works if they stand up in place and choose not to block or roll or anything.
 

Speedsk8er

Smash Champion
Joined
Apr 16, 2006
Messages
2,212
Location
Raleigh, NC
cloudz combo does ;)
Cloudz combo is short, sweet and to-the-point. This combo on the other hand sounds long and convoluted.

Cloudz combo gives you options at the end also. You're able to choose what to do after the Nanapult.
 

Speedsk8er

Smash Champion
Joined
Apr 16, 2006
Messages
2,212
Location
Raleigh, NC
Here is a super good combo, what you do is fair and make sure it meteor spikes, then as soon as they stand do it again, and just repeat until they die off the top, it always works if they stand up in place and choose not to block or roll or anything.
LOL I've done something similiar, just not to the point that I KO them. I managed to to get about 3-4 Fair repetitions in. It was hilarious. XD They were good smashers, I just don't think they expected it.
 

Psymon

Smash Sweetheart
Joined
Aug 19, 2007
Messages
502
Location
Wales
Have any of you actually tried it? It does work, it just requires a bit of practice. Thanks for ripping me apart though......
 

Binx

Smash Master
Joined
Jul 19, 2006
Messages
4,038
Location
Portland, Oregon
I am going to assume you did it to Luigi or Mario since you say 30% and seem to think its a combo. So basically you dash attack, fine, bair, they could probably get away but this is an acceptable move with little risk, now they probably DIed up and towards you which is awesome at higher percents but the wrong choice here, that or they did no DI at all. Then you run at them, here they have plenty of time to hit you before your jump, thus making it NOT a combo, so you nair, there has to be some pretty horrible DI here for you to be able to fair them, also I think they would need to jump into this fair, if they fall at this point they are 100% safe from a fair hit (I am pretty possitive) and at this point should be near an edge to grab for invincability frames thus ending this "combo".

So this sequence of hits is fine but in no way unescapable, also there are so many times in this sequence of hits you are doing an unsafe move and could easilly be attacked out of it, this sequence of hits is the right choice only if your opponent completely plays wrong and doesn't expect it.

LOL I've done something similiar, just not to the point that I KO them. I managed to to get about 3-4 Fair repetitions in. It was hilarious. XD They were good smashers, I just don't think they expected it.
I've done this 3 or 4 times to, the reason I said it that way though was because its ridiculous to think that his combo would work any better than this, it was basically just to show how many holes for escape his combo had and why mine was similar but easier to perform.
 

dj asakura

Smash Ace
Joined
May 13, 2006
Messages
840
Location
Peoria, IL
besides, the best combo's are improvised, not preplanned. otherwise you'll be to focused on landing that combo to think about the other options
 

N1c2k3

Smash Lord
Joined
Jan 21, 2005
Messages
1,193
Location
Lynchburg, Va
It's not a combo dude. A true combo is a series of moves that are gauarnteed to connect, meaning the oppoenent doesn't have time to jump/atk/wiggle out of it, excluding DI. What you described is a string, which means none of that after the 1st two hits are gauranteed to hit whatsoever, unless you get lucky/the opponent DI's in the right direction/you guess or read them correctly. Like the others said, you shouldn't go about planning on a series of atk's to do if you connect something. I did that for a long time, and it's still affected my gameplay to this day. What you do is just play matches and figure out what happens to diff char's @ diff %'s w/diff moves. Smash is all about improvisation, not pre-planning. This isn't Street Fighter, LoL. I normally wouldn't even take the time to respond to something like this, but I see you struggling w/the exact same thing I did, and I want to realize where that kind of thinking will get you. Hope this helped...
 

cloudz

Smash Journeyman
Joined
Jul 5, 2007
Messages
372
Location
Hopewell Junction!
It's not a combo dude. A true combo is a series of moves that are gauarnteed to connect, meaning the oppoenent doesn't have time to jump/atk/wiggle out of it, excluding DI. What you described is a string, which means none of that after the 1st two hits are gauranteed to hit whatsoever, unless you get lucky/the opponent DI's in the right direction/you guess or read them correctly. Like the others said, you shouldn't go about planning on a series of atk's to do if you connect something. I did that for a long time, and it's still affected my gameplay to this day. What you do is just play matches and figure out what happens to diff char's @ diff %'s w/diff moves. Smash is all about improvisation, not pre-planning. This isn't Street Fighter, LoL. I normally wouldn't even take the time to respond to something like this, but I see you struggling w/the exact same thing I did, and I want to realize where that kind of thinking will get you. Hope this helped...

wow<3


great advice!!!
 

cloudz

Smash Journeyman
Joined
Jul 5, 2007
Messages
372
Location
Hopewell Junction!
It takes a little while but its a crazy sneak attackk move and gets your opponent to think...wtf just happened? lool
 

Genuine

Smash Apprentice
Joined
Nov 26, 2006
Messages
186
Location
New Orleans
lol this hammertime combo seems like an improb combo. Also I would recommend a waveland after any connected bairs. It makes chasing them so much easier.
 
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