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Help with Ken Combo?

DV8R001

Smash Cadet
Joined
Apr 30, 2015
Messages
37
Location
Gulf Shores, AL
3DS FC
1435-4406-8453
Next weekend, I'm going to a tournament in Mobile, AL & I've decided to pick up Melee again after relentlessly playing 4. I picked up some bad habits from maining Lucina, using 4's over all mechanics & I totally lost my ability to Ken Combo. I've got pretty much everything covered aside from this now, as my friends and I are all going to the tourney and training together.

Also how do you guys alternate from playing different games in the series? (Assuming you play other Smash games)
Thanks:estatic:
 

Wafflesaurus

Smash Cadet
Joined
Sep 23, 2013
Messages
47
NNID
Wafflesaurus
Ken combos are just something that sometimes happen. It depends mostly on the opponent's DI and %. If they give it to you, take it.
 

AirFair

Marth tho
Joined
Jul 1, 2014
Messages
1,972
Location
Houston, Texas
Yeah, it's tipper fair to knock them up and then tipper dair for the spike.

It's mostly situational, and a ground rule is that it will usually happen earlier for floaties and later for fasfallers percent wise.
 

Yung Clap

Smash Cadet
Joined
Dec 6, 2014
Messages
28
Location
Bay Area, California
*(sorry for the spam)*
D. AIR hit box stays our for 4 frames (frames 6-9). With in any of those 4 frames you have the ability to hit your opponent with the tip of your sword to spike them. Hitting them on any other part of the HB will not spike them.

Also, something most people aren't aware of is that the tipper HB is actually slightly past the actual tip of Marth's sword for his Down Air. He has some other moves that are like this on certain frames but his D. AIR is probably one of the most important ones you need to know.

Frame 6


Frame 7


Frame 8


Frame 9
 
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