FadedImage
Smash Journeyman
So, I just did a lot of testing on grab-release info and I thought I would share. Then I thought, well I have all that info on hitstun combos that I tested a while back, might as well put them together.
NOTICE: If you aren't interested in reading a whole lot of hullabaloo, then skip down to the "Summary" sections for the down and dirty facts.
Hitstun Combos
NOTICE: Combos that cannot be airdodged are bolded.
Format:
<First attack> -> (<explanation of performance of attack, if necessary>)
GROUND
D-Throw ->
AIR
Rising U-Air -> (perform U-Air so that you can double jump at the peak of your first)
B-Air -> (perform the B-Air so that you are moving towards the enemy)
Additional Combos:
F-Tilt Trips ->
Grounded Up-Special ->
Notes:
For some reason a CPU Level 9 won't attempt to airdodge after a N-Air, so the results of the landing N-Air could possibly be non-airdodgeable, but to be on the safe side I'm going to assume you can.
Hitstun Combo Summary:
(Attacks listed in order of most reliable)
Opponent @
Any percent
Grab Release Combos
The following is a summation of what happens to every character when they are released from ZSS's grab, and what ZSS can do thereafter. If you aren't looking for a particular character's information, check the bottom reference lists.
The mechanics of grab breaking is as follows:
Format:
<Character> (<No-Input Break Type>):
Mario (Air):
Special Cases:
The Wario Infinite:
Squirtle: These re-grabs can be done while standing, thus, they are infinite.
Captain Falcon: It's possible for the Captain Falcon to shield a dash attack, but in order to dodge a dashgrab, he must spotdodge precisely as he lands.
Ness / Lucas: When ground released, you can not only Jab, but also U-Tilt (only first hit), D-Tilt, F-Tilt, Dash Attack, and U-Smash.
Reference Lists:
Characters who CANNOT be jabbed after a ground release:
Characters who no-pummel break to the air AND get dash grabbed (Always chaingrab-able):
Characters who get dash grabbed BUT no-input break to the ground (chaingrab-able IF they resist):
Characters who no-pummel break to the air AND can be hit with an aerial (Always guaranteed aerial):
Characters who can be hit with an aerial BUT no-input break to the ground (guaranteed aerial IF they resist):
That's all I've got for now. If you find any mistakes in my "Combos" lemme know, I'll test it out and see if I can fix it.
Also, I'm a total feedback junkie, so if you find these useful, SAY SO! If you have questions, ASK THEM!
NOTICE: If you aren't interested in reading a whole lot of hullabaloo, then skip down to the "Summary" sections for the down and dirty facts.
Hitstun Combos
These all register as consecutive hits in training mode against a level 1 CPU Mario. What does this list tell you? Basically, every attack listed here cannot be escaped by a double jump. Yes, the opponent can escape by DI. The opponent also might be able to escape with an attack or an airdodge. This means that if your opponent fails to DI, all you have to do to score a hit is predict his airdodge or attack.
NOTICE: Combos that cannot be airdodged are bolded.
Format:
<First attack> -> (<explanation of performance of attack, if necessary>)
<List of second attacks, ordered by speed, fastest to slowest> (<Percent they work at>)
GROUND
D-Throw ->
U-Air (0-295)
F-Air (0-175)
B-Air (0-135)
N-Air (0-225)
Dash Attack ->F-Air (0-175)
B-Air (0-135)
N-Air (0-225)
Jab (40-60)
Jab (60-95)
U-Tilt (50-60)
U-Tilt (60-90)
D-Tilt (65-85)
F-Tilt (65-110)
Dash Attack (75-105)
D-Tilt ->Jab (60-95)
U-Tilt (50-60)
U-Tilt (60-90)
D-Tilt (65-85)
F-Tilt (65-110)
Dash Attack (75-105)
U-Air (0-70)
F-Air (5-80)
N-Air (40-85)
U-Smash ->F-Air (5-80)
N-Air (40-85)
Up-Special (0-80)
Landing U-Air -> (perform a U-Air just barely above the ground on your descent)Jab (0-10)
U-Tilt (0-20)
F-Tilt (0-10)
Dash Attack (0-10)
U-Smash (0-15)
U-Smash (15-45)
U-Air (0-15)
U-Air (15-100)
F-Air (0-15)
F-Air (15-85)
B-Air (0-15)
B-Air (15-85)
N-Air (0-15)
N-Air (15-95)
Up-Special (0-15)
Up-Special (15-135)
Landing F-Air -> (Cancel the 2nd hit by landing)U-Tilt (0-20)
F-Tilt (0-10)
Dash Attack (0-10)
U-Smash (0-15)
U-Smash (15-45)
U-Air (0-15)
U-Air (15-100)
F-Air (0-15)
F-Air (15-85)
B-Air (0-15)
B-Air (15-85)
N-Air (0-15)
N-Air (15-95)
Up-Special (0-15)
Up-Special (15-135)
Jab (0-65)
Landing B-Air ->F-Tilt (0-10)
Dash Attack (0-25)
Landing BF-Air -> (perform a B-Air while facing your opponent)Dash Attack (0-25)
Jab (0-25)
D-Tilt (0-20)
F-Tilt (0-25)
Dash Attack (0-20)
Dash Attack (20-40)
Landing N-Air ->D-Tilt (0-20)
F-Tilt (0-25)
Dash Attack (0-20)
Dash Attack (20-40)
Jab (0-25)
U-Tilt (0-20)
D-Tilt (0-20)
F-Tilt (0-35)
Dash Attack (0-45)
U-Air (10-105)
F-Air (15-90)
N-Air (20-95)
U-Tilt (0-20)
D-Tilt (0-20)
F-Tilt (0-35)
Dash Attack (0-45)
U-Air (10-105)
F-Air (15-90)
N-Air (20-95)
AIR
Rising U-Air -> (perform U-Air so that you can double jump at the peak of your first)
U-Air (25-100)
F-Air (35-90)
B-Air (40-90)
N-Air (50-95)
Up-Special (50-130)
F-Air (35-90)
B-Air (40-90)
N-Air (50-95)
Up-Special (50-130)
B-Air -> (perform the B-Air so that you are moving towards the enemy)
U-Air (30-35)
B-Air (30-45)
B-Air (30-45)
Additional Combos:
F-Tilt Trips ->
If an F-Tilt trips, you have a guaranteed Jab, U-Tilt, D-Tilt, F-Tilt, or Dash Attack depending on location. A normal F-Tilt will trip until ~55%, a downward facing F-Tilt (FD-Tilt) will trip until ~30%.
Grounded Up-Special ->
The top of an Up-Special will not ground (allow for tech) an opponent until above ~50%. If the opponent cannot tech, you have a guaranteed Jab, U-Tilt, D-Tilt, F-Tilt, Dash Attack, U-Smash or Up-Special depending on location.
Notes:
For some reason a CPU Level 9 won't attempt to airdodge after a N-Air, so the results of the landing N-Air could possibly be non-airdodgeable, but to be on the safe side I'm going to assume you can.
Hitstun Combo Summary:
(Attacks listed in order of most reliable)
Opponent @
Any percent
D-Throw -> U-Air, F-Air, N-Air, B-Air
Below 70%U-Smash -> Up-Special
D-Tilt -> U-Air, F-Air, N-Air
Below 100%D-Tilt -> U-Air, F-Air, N-Air
U-Air on Grounded Opponent -> U-Air, F-Air, N-Air, B-Air, Up-Special
Above 20%N-Air on Grounded Opponent -> U-Air, F-Air, N-Air
Above 50%Dash Attack -> Jab, U-Tilt, D-Tilt, F-Tilt, Dash Attack
U-Air on Aerial Opponent -> U-Air, F-Air, B-Air, N-Air, Up-Special
U-Air on Aerial Opponent -> U-Air, F-Air, B-Air, N-Air, Up-Special
Grab Release Combos
The following is a summation of what happens to every character when they are released from ZSS's grab, and what ZSS can do thereafter. If you aren't looking for a particular character's information, check the bottom reference lists.
The mechanics of grab breaking is as follows:
If you are currently in the process of pummeling, your opponent will break to the ground.
If your opponent breaks the grab with a jump input and you are not in the process of pummeling, your opponent will break to the air. (Note: Joystick Up counts as jump input even if Tap Jump is set to Off)
If your opponent breaks the grab with non-jump input or no-input, they will break to ground if and only if they are tall enough, otherwise they will break to the air.
If your opponent breaks the grab with a jump input and you are not in the process of pummeling, your opponent will break to the air. (Note: Joystick Up counts as jump input even if Tap Jump is set to Off)
If your opponent breaks the grab with non-jump input or no-input, they will break to ground if and only if they are tall enough, otherwise they will break to the air.
Format:
<Character> (<No-Input Break Type>):
<Slowest Guaranteed Aerial for Air Break> - <Guaranteed Dash Grab/Attack for Air Break?> - <Guaranteed Jab for Ground Break?>
Mario (Air):
U-Air - N - Y
Luigi (Air): None - N - Y
Peach (Ground): None - N - Y
Bowser (Ground): None - Y - Y
Donkey Kong (Ground):F-Air - N - N
Diddy Kong (Ground): None - Y - Y
Yoshi (Air): None - N - N
Wario (Air): N-Air - Y - Y
Link (Ground): None - Y - Y
Zelda (Ground): None - N - N
Sheik (Ground): None - N - Y
Ganondorf (Ground): None - Y - Y
Toon Link (Air): F-Air - N - Y
Samus (Ground):None - N - Y
Zero Suit Samus (Ground): None - Y - Y
Pit (Ground):None - N - N
Ice Climber (Air): F-Air - N - Y
R.O.B. (Ground): None - N - Y
Kirby (Air): U-Air - N - Y
Metaknight (Air): None - Y - Y
King Dedede (Ground): None - N - N
Olimar (Air): U-Air - N - Y
Fox (Ground): None - N - Y
Falco (Ground): None - Y - Y
Wolf (Ground): None - N - Y
Captain Falcon (Ground): None - Y - Y
Pikachu (Air): None - Y - N
Charizard (Ground): U-Air - Y - Y
Squirtle (Air): None - Y - Y
Ivysaur (Air): U-Air - N - Y
Lucario (Ground): None - N - Y
Jigglypuff (Air): U-Air - N - N
Marth (Ground): None - N - Y
Ike (Ground):U-Air - Y - N
Ness (Air): F-Air - N - Y
Lucas (Air): U-Air - Y - Y
Game and Watch (Air):F-Air - N - Y
Snake (Ground): None - N - Y
Sonic (Ground): None - Y - Y
Special Cases:
The Wario Infinite:
Wario can be infinited by air-releasing him and then re-grabbing him as he comes down. This process can be amplified greatly by performing a D-Smash to stun Wario, and then re-grabbing him. However, a D-Smash is not guaranteed to hit Wario after an air-release. As such, the only true infinite on Wario is pummeling -> air-release -> re-grab.
I highly recommend simply D-Smash -> F-Air if the Wario doesn't know how to escape the D-Smash and just a F-Air if they do. The re-grab on Wario requires extremely strict timing (probably 1-2 frame window). Not only that, but you will be hard pressed to grab a Wario in the first place and even if you do, if it's under a platform, it's all for naught.
I highly recommend simply D-Smash -> F-Air if the Wario doesn't know how to escape the D-Smash and just a F-Air if they do. The re-grab on Wario requires extremely strict timing (probably 1-2 frame window). Not only that, but you will be hard pressed to grab a Wario in the first place and even if you do, if it's under a platform, it's all for naught.
Squirtle: These re-grabs can be done while standing, thus, they are infinite.
Captain Falcon: It's possible for the Captain Falcon to shield a dash attack, but in order to dodge a dashgrab, he must spotdodge precisely as he lands.
Ness / Lucas: When ground released, you can not only Jab, but also U-Tilt (only first hit), D-Tilt, F-Tilt, Dash Attack, and U-Smash.
Reference Lists:
Characters who CANNOT be jabbed after a ground release:
Donkey Kong, Yoshi, Zelda, Pit, King Dedede, Pikachu, Jigglypuff, Ike.
Characters who no-pummel break to the air AND get dash grabbed (Always chaingrab-able):
Metaknight, Pikachu, Squirtle, Lucas.
Characters who get dash grabbed BUT no-input break to the ground (chaingrab-able IF they resist):
Bowser, Diddy Kong, Link, Ganondorf, Zero Suit Samus, Falco, Charizard, Ike, Sonic.
Characters who no-pummel break to the air AND can be hit with an aerial (Always guaranteed aerial):
Mario, Wario, Toon Link, Ice Climber, Kirby, Olimar, Ivysaur, Jigglypuff, Ness, Lucas, Game and Watch.
Characters who can be hit with an aerial BUT no-input break to the ground (guaranteed aerial IF they resist):
Donkey Kong, Charizard, Ike.
That's all I've got for now. If you find any mistakes in my "Combos" lemme know, I'll test it out and see if I can fix it.
Also, I'm a total feedback junkie, so if you find these useful, SAY SO! If you have questions, ASK THEM!