da K.I.D.
Smash Hero
This is gonna be a thread where i document the things i figure out about sonic while in training mode trying to practice certain things. Mostly i figure this will just be a reference point for me to have useful thins to go back to when i play for too long and certain things phase out of my game unintentionally. But you guys can feel free to add you own little tidbits if you want to as well.
1. Espy showed me that the less charges you have on down b, the easier it is to hit combos and set ups with consistently. Max charge down b is pretty much only good for frame tight punishes and the over 100 offstage down b to fair combo.
2. Spindash footstool spring dair jab lock still works in this game up to roughly 25 on mid weight characters.
3. Mid weights can be hit by up throw to instant double jump bair as a combo counter combo (as in the combo counter in training mode counts it) on mario, you essentially have to be frame perfect from 0 %
4. On heavy weights, up throw full jump back air is really easy and consistent. I need to look into the possibility of up throw full jump bair, fast fall, double jump up air. If that doesnt work, fast fall the first bair and set land traps
5. Spindash consistency. If you do any form of spindash up air, hold backwards on the control stick while hitting with the up air to make double jumping into another guaranteed aerial much easier and more consistent. At low percents double jump up air is best, but will only be a TMC combo if you hit with the first hit while rising.
At mid percents, you can combo into double jump bair. This one might be easier if you dont hold back duringnthe first up air, since youll have to jump backwards to bair them.
At mid high percents, go back to holding back during up air and get double jump nair
6. Magic percents. There are certain big combos that are inescapable at certain percents.
A. Rising bair to falling bair. Works on mario from 34%- about 50.
B. Using the method in point 5, spindash up air, spring up air is a TMC combo that kills ike at 85%
C. At roughly 105 against most characters, you can hit with flame spindash roll, delay the jump so it misses, into full charge homing attack for a kill confirm off the top.
D. Up throw to back air is a TMC combo on mario from 55 to 95. However rage and Di make this very hard to hit with consistenly. Doing a turnaround up b in reaction to their di is possible and can confirm into bair, but its very hard to see everything and respond accordingly in such a small period of time.
7. Up throw nair should be used in the 20s to max damage without getting punished and having enough time to set up another land trap. Credit to Seagull Joe for pointing this out. Need to test percent parameters on different characters
8. The weakest hit of nair can confirm into bair for kills if you are facing away from them. Needs more testing to determine spacing, percent range, weight classes and other factors
9. Spin dash footstool lock.
10. Regular spring jab locks until roughly 25.
Stomp jab locks until about 80-105 depending on character (see: espys thread)
Double spring jab locks until about 10% later than stomp (need to retest and confirm)
11. Buffered spindash shield drops. Side b above a platform, hold side and shield because you cant airdodgewhile charging, right before touching platform slide from side to side-down. Much easier than initially thought to be, but still requires practice, thanks to bam and espy for teaching me.
12. Footstool dair set ups wor at essentially all percents after 15 or so. This combo pretty much requires minimally charged down b at early percents.
Down b dair set ups have a much smaller threshold and work much more consistently with high and full charge down b, since you need to be ahead of them so they can reach you during the dair start up time. Again thanks to espy for giving me the spark to rearch this
1. Espy showed me that the less charges you have on down b, the easier it is to hit combos and set ups with consistently. Max charge down b is pretty much only good for frame tight punishes and the over 100 offstage down b to fair combo.
2. Spindash footstool spring dair jab lock still works in this game up to roughly 25 on mid weight characters.
3. Mid weights can be hit by up throw to instant double jump bair as a combo counter combo (as in the combo counter in training mode counts it) on mario, you essentially have to be frame perfect from 0 %
4. On heavy weights, up throw full jump back air is really easy and consistent. I need to look into the possibility of up throw full jump bair, fast fall, double jump up air. If that doesnt work, fast fall the first bair and set land traps
5. Spindash consistency. If you do any form of spindash up air, hold backwards on the control stick while hitting with the up air to make double jumping into another guaranteed aerial much easier and more consistent. At low percents double jump up air is best, but will only be a TMC combo if you hit with the first hit while rising.
At mid percents, you can combo into double jump bair. This one might be easier if you dont hold back duringnthe first up air, since youll have to jump backwards to bair them.
At mid high percents, go back to holding back during up air and get double jump nair
6. Magic percents. There are certain big combos that are inescapable at certain percents.
A. Rising bair to falling bair. Works on mario from 34%- about 50.
B. Using the method in point 5, spindash up air, spring up air is a TMC combo that kills ike at 85%
C. At roughly 105 against most characters, you can hit with flame spindash roll, delay the jump so it misses, into full charge homing attack for a kill confirm off the top.
D. Up throw to back air is a TMC combo on mario from 55 to 95. However rage and Di make this very hard to hit with consistenly. Doing a turnaround up b in reaction to their di is possible and can confirm into bair, but its very hard to see everything and respond accordingly in such a small period of time.
7. Up throw nair should be used in the 20s to max damage without getting punished and having enough time to set up another land trap. Credit to Seagull Joe for pointing this out. Need to test percent parameters on different characters
8. The weakest hit of nair can confirm into bair for kills if you are facing away from them. Needs more testing to determine spacing, percent range, weight classes and other factors
9. Spin dash footstool lock.
10. Regular spring jab locks until roughly 25.
Stomp jab locks until about 80-105 depending on character (see: espys thread)
Double spring jab locks until about 10% later than stomp (need to retest and confirm)
11. Buffered spindash shield drops. Side b above a platform, hold side and shield because you cant airdodgewhile charging, right before touching platform slide from side to side-down. Much easier than initially thought to be, but still requires practice, thanks to bam and espy for teaching me.
12. Footstool dair set ups wor at essentially all percents after 15 or so. This combo pretty much requires minimally charged down b at early percents.
Down b dair set ups have a much smaller threshold and work much more consistently with high and full charge down b, since you need to be ahead of them so they can reach you during the dair start up time. Again thanks to espy for giving me the spark to rearch this
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