Crizthakidd
Smash Champion
2 hit combos ftwwwwwwwwwwww
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The "true combos" can't be airdodged... Unlinke the Falcon thing :/but like most other combos here, can be airdodged in between...
Submitted that already, and he said it's a no go.have you tried the kirby throw hammer combo?
f-throw and then the hammer gets em from 0-23% and it works up t around 30% and after that it's DI escapable. i'm pretty sure.
Did it by accident and i use it alot now.
You can tech the d-throw and escape.What about G&W's d-throw to d-tilt?
thoughts? made me think twice about "combos"Falcon's dair to fair registers as two consecutive hits. A Level 9 CPU can air-dodge between the dair and the fair, and it will still register as two consecutive hits. So in reality, you have to perform a "true combo" wrong to make it hit, a lot of the time, just so you can bait an air-dodge and punish with an attack, since most people won't air-dodge immediately, but rather when they see you going for a hit.
ROB
% low. (not sure of percentages 0-60 I guess)
Dash
> u tilt
> utilt or uair
% 0-15 light
0-35 heavy
Up throw
> fair
> usually another fair
D-tilttrip > Jab(x2) > F-tilt > Dash > U-Smash
D-tilttrip > Jab(x2) > F-tilt > Dash > U-tilt > U-Air
Peach
Dtilt+ Forward Smash (Two strong attacks in one combo. A lot of damage.)
Down throw+ Ftilt+ Up tilt (Best at low percents.)
Down throw+ Back Air (Better at higher percents.)
Glide toss+ Almost any ground move
Bowser
Jab x 1 (0% - Low%)
> Side-B
SH F-air (0% - Low%)
> Jab x 2
Osman said:I discovered a bunch of true combos for Ganondorf, and all but one have been verified by the hit counter in training mode, so they're legit. I'll separate each one just because some have special notes.
Here we go:
Legend:
FH - Full hop
SH - Short hop
DJ - Double jump
(A) - Auto-cancel
> + - Continues the combo into multiple hits.
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D-air (A) - Low %s
> D-air (A)
Would you like to rack up 42% in two hits? Now you can.
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D-air (A) - Around 7% (you just need one jab to get to this percentage).
> D-tilt
You have to auto-cancel your d-airs the way it shows you in this video.
After you hit them with the d-air, as you're dropping back to the stage, ease off on the control stick. So now, instead of HOLDING down, you're just TILTING down; keep tilting and as soon as you land, flick the C-stick downwards and you have yourself a 2 hit combo.
This is the easiest way to do a standing d-tilt, crouching ones don't work. It takes practice, but it's worth it.
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D-air (A)
> D-smash
His only true, hit counter verified, 3 hit combo!
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D-air (A)
> SH Down + B
This does 37%. I haven't been able to sweet spot the Wizard's Foot so that it hits both in the air and on the ground, so it's not a 3 hit combo. Remember, you want to see the flames for this one, so don't do it directly out of a short hop.
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Full-Hop D-air (A) - Optimal at around 25 - 30%
> Double-Jump D-air
> + D-tilt
That is all one combo, so three different hits! :O. It's not hit counter verified, but I'll explain that later. It also does 56% damage, so learn it.
This one is probably the most difficult to do, as it's the most situational; it also only works on taller characters, so Game & Watch is out of the question. But top tier Snake gets murdered by it.
Let's break it down; basically just use the same technique you would for auto-canceled d-airs, except do a full hop instead of a short hop. You kind of have to jump at them at an angle so that the d-air actually connects.
At this point, you're both conveniently at the same height, and this is where the second part comes in. Simply double jump and d-air them again. 2 hits according to the counter.
Since you're that high, you can fast fall the second d-air with no lag. As you're falling back to the stage, prepare a standing d-tilt, using the same instructions I've supplied further above.
It's a legitimate 3 hit combo, though the counter doesn't say so. Even nailing a jab out of a Side + B isn't considered a true combo by the game, though it will never miss. The properties of that combo and my combo are the same, so it works.
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More combos coming, and this one involves some 'advanced techniques.' It's called edge canceling. As well, for this one to work, your opponent must be standing near the edge.
Down + B (EC)
> U-air
> F-air (GUARANTEED F-AIR COMBO, and off the edge too...*drool*).
> N-air
You have to space your down + B so that it ends right as you pass the edge. It will cancel the cool down lag for the move, so you can go right into an aerial with absolutely no delay.
I knew about this for a while, but I'm pretty sure Sliq discovered it first, so the credit goes to him. You can see him do it here.
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Don't forget that down throw combos into Down + B. That's right, do the math. That's a whole lot of ownage, not to mention giving us a grand total of THREE 3-hit combos for Ganondorf. This has to make to Smashboards and this BETTER put Ganondorf in AT LEAST middle tier. Ugh.
Anyway, here, in full notation:
Grab
> Grab hit x however many you want
> + Down throw
> + Down + B (EC)
> + F-air, n-air or u-air
I'm going to be cheap and include grab hits for this one, purely because the game considers multiple grab hits a true combo.
So for all intents and purposes, this one is a 4 hit combo!