Fogo
Smash Shinigami
awesome thread, this is super helpful, sadly i can't think of anything to add to the list :-(
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I've had MK's D-tilt trip since I first made the list.Another one for Meta Knight. Dtilt Trip > FSmash/DSmash/Ftilt Combo/Fair/Shuttle Loop. This one is inescapable, and the opponent trips quite often from the Dtilt. FSmash delivers most damage.
For Squirtle, Fair > Jab at low %.
It won't work, sorry.I think this one works for Mario at low percents but I also think you can DI out of it: Bair to Nair.
It's an excellent setup, but they can always double jump away with the right timing.About your comment on my setup which included dair, to FF uair to utilt.
The hitstun on uair isnt good you're right. But it is such a fast aerial fast falled that you get to the Utilt very quickly, which has insane range.
Just a thought.
I already have Lucas's D-throw. I'm sorry, but the rest of your combos don't work properly.Er, okay, ****** is me. Meant D-Throw.
Lucas:
D-Throw, Double Jump(mash the jump button), Dair
D-Throw, Fair
D-Throw, Bair
D-Throw, Nair
Jab x 3, Forward-B
Also, Ivysaur combos:
U-Throw, Neutral-B
D-Throw, Up-B
I might have those mixed up, and in that case, switch the U-Throw and D-throw.
*jaw drops* You have to capture this amazingness on video!Yep. Since three is a combo, everything after that is just vacation, but I'll explain the 5+.
Swarm and get four arrows Swarming;
Have one hit;
Fire an arrow straight;
Second arrow hits, followed by the one you just shot;
Fire an arrow straight;
Third arrow hits, followed by the one you just shot;
Fire an arrow straight;
Fourth arrow hits, followed by the one you just shot;
Fire an arrow straight and it hits
You have eight arrows that hit without any chance of escape. I've only done enough to know it's possible. Six. I've gotten three to swarm in a real match and with the proper spacing. It might not be practical to do during a match, but it certainly is possible.
For the life of me I can't do it. Please make video, I want to see this in action!I tested Sonic's ASC combo further and have found that the 'perfect'/strongest Sonic combo does not rely on DI, just landing placement for the ASC and timing for the roll's jump attack, and possibly enemy %.
For more information, check the side-B/down-B discussion thread in the Sonic section. There's even a diagram on how to do it lol.
F-F-F-F-FIIIIVE HIT COMBO!!!
+40damagechars
Doesn't quite work.with ivysaur Bair to Ftilt at low %'s
It can be airdodged.I dunno if this has been said before, but here's something i noticed. It gives a 2 hit combo in training mode
ZSS:
late dash attack>d-tilt
By late i mean start the dash attack just before you would hit the character
works on ganon around 60% and works on mario around 70%
D-throw can be teched, and the U-tilt can be double jumped.G&W
Dthrow - AAA combo
Yoshi
Utilt - Usmash - Bair
Good setup, but not a combo.How about...
Fox
Dash Attack > Utilt.
Always seems to work at low percents for me and it sets up for a Bair finisher at higher percents (however this I believe can be DIed away from, the Utilt cannot be easily escaped after the Dash Attack as far as I've noticed). Try it... I'm not 100% positive on it. Probably best to be put under Escapable but, give it a try anyway.
That's all I've got for now.
Okay then...this thread is soo inaccurate **runs**
With that logic, anything can be combined with the right timing.how about sonic d-throw to dash attack...
hardly a true combo, but its undodgeable if it is timed right.
All of the throw combos I have were tested against a level 9 computer in stop mode. They are true combos.lol but they can tech it :3
speaking of escapable, all of Sonic's (and probably any other character's) throw combos are air-dodgeable. Try a lvl 9 computer on stop, and they'll airdodge as soon as you throw them.
Counterable, no, airdodgeable, yes.
seems you can airdodge long before you can float or get out of hitstun xD
as far as I am concerned a "Combo" will register multiple hits in training mode, and no throws will combo using that definition. Anything that doesn't register in training mode is a string of attacks
Tomato Kirby is correct, but only 1% of the combos I have, or have tested, were not registered correctly on the training mode counter.Wrong, Adapt. We define the combo as an inescapable string of attacks. So the mere "string of attacks", if the opponent cannot escape, is still a combo.
For example, take an infinite. It does not register in training mode as a combo. Yet, it is still a combo, since the string of attacks cannot be escaped (e.g. Fox's Shine Infinite)
Ah, true. In that case, higher % ==> escapable.All of the throw combos I have were tested against a level 9 computer in stop mode. They are true combos.
I repeat, I have a section called, "How to read the list."TL:
Dash trip > D-smash (0-999%)
How do you do this...?
If you mean Original Poster, I'm not getting any better. There's little technical skill involved, especially since I do these in 1/4 speed.Man, the OP is going to be good after this is over, has to learn all these combos.
A few characters still have an impressive amount of combos.lol brawl has so little comboability that you can list all the combos