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I'm not sure these two are really z2d combos

Wenbobular

Smash Hero
Joined
May 26, 2006
Messages
5,744
If it's yours then whatever, who cares, they're pretty good combos...if not, well. Who cares anyways.
Good job if they're yours.
 

Xelgand

Smash Apprentice
Joined
Jul 21, 2007
Messages
90
Location
Madrid
already tried them with real players?

did they work every time?

if the answer is yes, they may be considered z2d combos i think
 

AvengerAngel

Smash Journeyman
Joined
Jun 13, 2008
Messages
449
Location
Italy
Yeah, they're mine, thanks :D

Xelgand: I can't try them on human players because 1) DI would screw them up, 2) I have no one to play with on console, and I can't play well online because of the delay x(
 

AvengerAngel

Smash Journeyman
Joined
Jun 13, 2008
Messages
449
Location
Italy
I can do basic combos but I always make mistakes on more technical things like Mario's ADA + AUA or Fox' SHDL. Not to mention Yoshi's and Ness' DJC, lol >_<
 

AvengerAngel

Smash Journeyman
Joined
Jun 13, 2008
Messages
449
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Yeah, but it gets boring when all that you and your opponent can do is throw + AUA Falcon combos or utilt x 10 + bthrow + fsmash edgeguard with Pikachu :x
I prefer the fancy combos :D
 

Surri-Sama

Smash Hero
Joined
Apr 6, 2005
Messages
5,454
Location
Newfoundland, Canada!
First one : grabs to slow...you should be able to alter it though to make it work
Second one: Lots of areas where FFing can escape

these are both training mode combos though, they dont have to work, they just have to look good...which these do

Yeah, but it gets boring when all that you and your opponent can do is throw + AUA Falcon combos or utilt x 10 + bthrow + fsmash edgeguard with Pikachu :x
I prefer the fancy combos :D
read Sirlin's "play to win"

mmm, aren't all the combos (besides chaingrabs) DI'able?
not even close

my general view on 0-Deaths are, the lower the ammount of hits required to do it, the better chance it will work in game...

Ex..

Basic Ness combo: Dair-->Utilt x2-->Nair-->Dair...this combo is very hard to escape

Complex falcon combo (the one Avenger posted): far to many wall hits, plus simple di Downwards the whole time would screw it up..to many hits!
 

Xelgand

Smash Apprentice
Joined
Jul 21, 2007
Messages
90
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Madrid
I think real z2d combos should be considered those that you can't (or are really hard) to get out from with DI in a real match.
 

Surri-Sama

Smash Hero
Joined
Apr 6, 2005
Messages
5,454
Location
Newfoundland, Canada!
Frozen fire
Same difference
Completely unfinished
Factual opinion
Wrong opinion

Basically when an adjective contradicts the noun it is used with.
when you say "wrong opinion" the two words contrast each other because its impractical to call someones opinion (which is allowed to be based and formed on bias things) wrong (something that is either incorrect based on fact or common sense)
 

Surri-Sama

Smash Hero
Joined
Apr 6, 2005
Messages
5,454
Location
Newfoundland, Canada!
once you get into the **** tent area you lose it i think,

as for the second one, in order to escape DI up when your around the platforms to get a tech roll out.

still great though keep it up ^^
 

AvengerAngel

Smash Journeyman
Joined
Jun 13, 2008
Messages
449
Location
Italy
Heh, I know they can be easily avoided with good DI, but that's fine. Combos are good even if they're easy to DI out of.
The point is I'm not sure if they're even combos because I don't know if the stun is enough to keep them going on, lol x)

btw thanks, I'm glad you appreciate them :D
 

Fireblaster

Smash Lord
Joined
Sep 17, 2003
Messages
1,859
Location
Storrs, Connecticut
Heh, I know they can be easily avoided with good DI, but that's fine. Combos are good even if they're easy to DI out of.
The point is I'm not sure if they're even combos because I don't know if the stun is enough to keep them going on, lol x)

btw thanks, I'm glad you appreciate them :D
In the first combo Yoshi can escape after the 3rd fair.
 

AlanCiTuAndPope20

Smash Journeyman
Joined
Jul 9, 2007
Messages
327
both of your new combos are avoidable and a bit incorrect.

0:09 ----- the first 7 hits shouldn't have reseted to 1 because Falcon bounces to the wall after the 8 hits(it should have reseted after the first 8 hits). Combos just reset after your opponent hits the wall,or you mess up. That's simple.

0:31 ----- the same case.
 

AvengerAngel

Smash Journeyman
Joined
Jun 13, 2008
Messages
449
Location
Italy
Omg, you're right, I didn't notice that. I guess I'll have to rerecord them, lol >_>

But then again, would the combo be a z2d with Yoshi bouncing to the wall before the Fair hit? I'll ask antd. Hope he can check it out :x


Thanks for noticing btw :D
 

AvengerAngel

Smash Journeyman
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Jun 13, 2008
Messages
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Lol, I meant we could not escape it JUMPING AWAY, not trying to DI out of it :D

BTW I just uploaded 2 vids and this time I'm sure they're real z2d, lol
 

AvengerAngel

Smash Journeyman
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Messages
449
Location
Italy
Yeah, I know, but can Yoshi's aerials allow him to get out of a combo faster than his djc? :O

But then again, seeing as it is not a combo, that doesn't matter anymore x(
 

NixxxoN

Smash Master
Joined
Jun 16, 2008
Messages
3,726
Location
Barcelona
jumping away is not all that matters you can attack back as well to get out of a combo
I always use nair to try to break a combo, besides DI.

Does anyone know if the hitstun is the same if you wanna jump out or do an attack?
 

ant-d

Smash Lord
Joined
Jun 3, 2005
Messages
1,314
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London, England
Yeah, I know, but can Yoshi's aerials allow him to get out of a combo faster than his djc? :O

But then again, seeing as it is not a combo, that doesn't matter anymore x(
it depends which part of yoshi the attack hits, and also how long you have to act

1. ANA is 2 frames
2. fast fall (+ABA if needed) is 2 frames
3. jump is slow

1 is good if ANA can reach the attacker
2 is good if ANA can't reach the attacker, and if the attack is trying to hit the top part of yoshi
(fast fall>1f>ABA is sometimes the only way to avoid such a combo, it's impossible for a human to do on N64 though. ABA makes yoshi's head go downwards so the attack misses.)
3 is good if you have a lot of time (generally more than 8 frames) to escape the combo

this is just from playing frame by frame, i don't know if it's useful in a real match
 
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