TechnoMonster
Smash Ace
- Joined
- Mar 9, 2008
- Messages
- 836
Actual combos and good setups go here. Before you get all antsy and say that there's no combos in brawl, much of what I've posted registers in training mode as a 2-hit combo.
Throw Combos
Down-throw to N-air (or F-Air if they DI in front) combos effectively from 0% to slightly below 20%.
Down-throw to U-air combos on and off into the 50% range with no DI.
Down-throw to U-tilt combos at low percents. (thanks __Crazy__)
Down-throw to U-air, fastfall onto a platform to F-smash or F-tilt at 5-20% approx. (tested on Wolf, semi-combo).
Grounded Opponent Combos
If you land with your U-air and cancel it during the hit-box you can combo into an immediate F-air as low as 20% or so (tested on Sonic) and a N-air as well. U-air, N-air, Stutter-Step Stick or F-tilt for a gimp, though this doesn't combo 100%, it will hit almost every time. I'd like to do more testing with u-air combos to see what cool stuff we can do and if it can lead to solid KOs, but for now this is just a lil flashy something.
F-air to F-tilt or AAA combo at very low percents. (Semi-combo only, but a good safe setup)
N-air to any Tilt (or AAA combo ~Techno) is effective on grounded opponents. (Thanks Jihnsus)
Tech Chases
Back-Air Spike to Tech-Chased PK Fire before you land. Credit: Jihnsus
Up-Smash is an extremely effective tech-chase on platforms, because it hits almost all of a battlefield-sized platform. (tested vs. Wolf, you have to pick a side, but it will hit 2/3 spots depending on which direction you're facing. If you are actually standing on the platform, it's inescapable)
Post em up and I'll edit the first post.
PK Fire can tech-chase itself if opponents don't jump or dodge in time to avoid teching.
vs. Slow People
These combos can be effective vs. characters like Ganondorf, Bowser, DeDeDe, Captain Falcon, and Ike, because they don't have a quick retaliatory aerial attack to break out of them. Keep in mind that in many cases they can still be dodged through and jumped out of effectively, but that's only if they know what's coming
. Of course you can pull these off against unsuspecting faster characters as well.
U-Tilt to U-Smash (thanks HRP)
U-Tilt to N-air to Tilt (thanks Leviatas)
U-Tilt to U-Tilt, and if they dodge just u-tilt again, haha!
U-Tilt to U-air or F-air if you like
U-air can semi-juggle characters with a low priority or very slow down-air; just pop them up, chase them and interrupt their fall with a well-placed U-air. I've gotten 5 in a row on a scrubby Ike
If they start to pull it out early, you can just wait for them to land.
Glossary
Throw Combos
Down-throw to N-air (or F-Air if they DI in front) combos effectively from 0% to slightly below 20%.
Down-throw to U-air combos on and off into the 50% range with no DI.
Down-throw to U-tilt combos at low percents. (thanks __Crazy__)
Down-throw to U-air, fastfall onto a platform to F-smash or F-tilt at 5-20% approx. (tested on Wolf, semi-combo).
Grounded Opponent Combos
If you land with your U-air and cancel it during the hit-box you can combo into an immediate F-air as low as 20% or so (tested on Sonic) and a N-air as well. U-air, N-air, Stutter-Step Stick or F-tilt for a gimp, though this doesn't combo 100%, it will hit almost every time. I'd like to do more testing with u-air combos to see what cool stuff we can do and if it can lead to solid KOs, but for now this is just a lil flashy something.
F-air to F-tilt or AAA combo at very low percents. (Semi-combo only, but a good safe setup)
N-air to any Tilt (or AAA combo ~Techno) is effective on grounded opponents. (Thanks Jihnsus)
Tech Chases
Back-Air Spike to Tech-Chased PK Fire before you land. Credit: Jihnsus
Up-Smash is an extremely effective tech-chase on platforms, because it hits almost all of a battlefield-sized platform. (tested vs. Wolf, you have to pick a side, but it will hit 2/3 spots depending on which direction you're facing. If you are actually standing on the platform, it's inescapable)
Post em up and I'll edit the first post.
PK Fire can tech-chase itself if opponents don't jump or dodge in time to avoid teching.
vs. Slow People
These combos can be effective vs. characters like Ganondorf, Bowser, DeDeDe, Captain Falcon, and Ike, because they don't have a quick retaliatory aerial attack to break out of them. Keep in mind that in many cases they can still be dodged through and jumped out of effectively, but that's only if they know what's coming
U-Tilt to U-Smash (thanks HRP)
U-Tilt to N-air to Tilt (thanks Leviatas)
U-Tilt to U-Tilt, and if they dodge just u-tilt again, haha!
U-Tilt to U-air or F-air if you like
U-air can semi-juggle characters with a low priority or very slow down-air; just pop them up, chase them and interrupt their fall with a well-placed U-air. I've gotten 5 in a row on a scrubby Ike
Glossary
Code:
[B]Stutter-Step[/B] - You can step forward slightly before f-smashing by smashing forward a moment before you press A. Also possible with the C-stick and out of a dash-dance.
[COLOR="Orange"]Ground attacks in Orange[/COLOR]
[COLOR="Plum"]Specials in Plum[/COLOR]
[COLOR="DeepSkyBlue"]Aerials in Deep Sky Blue[/COLOR]
[COLOR="LemonChiffon"]Throws in Lemon[/COLOR]