• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

How to study combos.

Felth

Smash Apprentice
Joined
Dec 6, 2011
Messages
79
Location
Chile
Hello everyone, I know some combos of my character and I want to know how they work against the roster. I saw some videos that divides the combos in classes of characters (fastfallers and others). I don't know if that rules applies in general to any kind of combo of they are separating the characters for only a particular combo.

I'm not sure if I'm being clear. My question is this:

Is there a way to study the intervals that a combo works without testing on all characters? For example: separating the roster in different classes, if work for one of the class, then works for the whole class.

Thanks =)
 

MarioManTAW

Smash Ace
Joined
Jun 10, 2016
Messages
843
Hello everyone, I know some combos of my character and I want to know how they work against the roster. I saw some videos that divides the combos in classes of characters (fastfallers and others). I don't know if that rules applies in general to any kind of combo of they are separating the characters for only a particular combo.

I'm not sure if I'm being clear. My question is this:

Is there a way to study the intervals that a combo works without testing on all characters? For example: separating the roster in different classes, if work for one of the class, then works for the whole class.

Thanks =)
I think if you're testing yourself or would like very specific combo % ranges, you should test on all the characters, because they all have slightly different physics. However, if you're looking at someone else's research or only want approximate % ranges, classes might work fine, but you need to be mindful of what characters are in each class, as well as which exceptions there might be.
 

DungeonMaster

Smash Lord
Joined
Nov 22, 2014
Messages
1,055
Location
Ottawa
NNID
Dalaeck
Watch the following video:
https://www.youtube.com/watch?v=QUrANmnrXwA

Smash 4's combo system works off of chains. In essence if you land combo A, then combo B is available.

As an example with Samus if you land up-tilt -> d-tilt and the character is staggered on the ground in hit-stun then your opponent is at the exact percents to land up-tilt -> Charge Shot or d-air -> d-tilt.
All combo based characters have a primary starter. In Samus' case it's dash attack. Once you land a combo out of dash attack and you're able to accurately judge the DI then you can know all other possible follow ups.
This is how you access the narrow window combos in the game. Once you figure out the primary starter you can build the combo tree for the character, floatiness and fastfalling etc... doesn't matter, it all gets factored into
the effects of the primary starter.
Watch the whole video though, because the training mode counter lies and it can be a lot of work to figure out what's a "real" combo and what isn't.

For Mario for instance his primary starter is d-throw. For Ryu it's d-air.
 
Last edited:
Top Bottom