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How to test escapable combos

ERR0RMACR0

Smash Rookie
Joined
Dec 31, 2014
Messages
3
Hi, everyone,

I'm very new to smash and was hoping to get some guidance about using practice mode. I've noticed a lot of combos that start from grabs and seem to be true combos (cannot be escaped by the opponent). It seems that some of these combos do not actually maintain a continuous string in terms of the combo counter on the screen. With that said, I was hoping to set the CPU action to like air dodge or something of the sort to see if it can be escaped.

Are there any settings in practice mode that can test this sort of thing? Or do I just need to have a second person test this sort of thing? Thank you very much for any feedback and I apologize if this is a well known bit of info.
 

Asdioh

Not Asidoh
Joined
Jun 23, 2008
Messages
16,200
Location
OH
Generally you need a second person to test this kind of stuff. And the combo counter in training mode isn't always relible. It often says something is a combo, when it's actually escapable by airdodging or DI. And other things it doesn't register as a true combo, when they actually are.
 

ParanoidDrone

Smash Master
Joined
Jan 26, 2008
Messages
4,335
Location
Baton Rouge, LA
Generally you need a second person to test this kind of stuff. And the combo counter in training mode isn't always relible. It often says something is a combo, when it's actually escapable by airdodging or DI. And other things it doesn't register as a true combo, when they actually are.
I think this is because it simply considers combos to be followup hits on a target still in hitstun. The problem is that DI influences trajectory but not hitstun. So if you somehow managed to get to them in time, it would still be a combo. (Bunny Hood new meta? I kid.)
 
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