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Luigi Combos List

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
Well thats right i figured out we should have one divided into this:

Starters:

SH fair+nair
SH non fastfalled dair+ nair
FF nair>dsmash

Linkers:

When engaged in aerial combat fair+ fireball
jab(canceled)
grab+dhtrow
utilt juggle

Finishers:

dtilt+shoryuken
jab(canceled)+shoryuken
fingerbang
hyphen smash
(high percentages) jab(canceled)+uptilt

Breakers:

AAA combo , better known as jab combo.
Fair+Nair
FF nair

Defensive Combos:

nado pop em up , strong bair then di away , and start fireballing.
Sexed nair+ b reversal bair

Useful ATs:

B-reversal, helpful to fireball in opposite direction , executed by pressing the stick to the opposite side, let it return and immediately press B.

RAR reverse aerial rush , when in a dash sh to the opposite side and bair.

Hyphen Smash when in a dash press c-stick or z+up , to execute an upsmash; can be charged.

Fingerbang Also know as sliding fsmash , executed by walking , then cstick forward , can be charged by pressing c-stick forward + Z button.

Jab Cancel simple technique , just jab, and crouch very fast to reset the jab counter.

How NOT TO FASTFALL DAIRS basically just do a dair as if doing a tilt , dont press the stick too hard, btw this doesnt help with C stick , C stick dairs are always fastfalled.

Boosting Technique: Grab Boosting
How to Perform: Initiate a dash attack by pressing the c-stick down, then press Grab during the dash attack's opening frames.
Effect: The added momentum of the cancelled dash attack remains in effect, providing a small boost to the Dash Grab's range.

Speed Hugging (two methods)
How to Perform (method 1): Run toward the edge, then quarter-circle the joystick from Down to Back as soon as you walk off of the edge.
How to Perform: (method 2) Run/walk/roll to the very edge of the stage. Then, very quickly press diagonally down and away from the stage's center on the joystick. Easiest to do while facing into the stage's center, but can also be done easily while running if you press diagonally down-forward just as you reach the edge.
Effect: Character drops immediately off of the platform and sweet-spots the ledge

Notes:

so everyone is welcome to contribute , i clarify this combos are completely situational in brawl you should alwasy predict how your opponent is going to react , im not talking about 100% safe combos , we dont have those. And this is for anyone that thinks he can just post this thread= fail no combos in brawl screw you my definition of combos is a series of linking attacks , there if you do not like it dont post here.

The ATs listed here arent my discovery and most of the things here listed are not originally mine , i do not claim having discovered them just to make things clear.

Combos should be approved by a majority of 2/3 of the active voters in this thread.

Voters should ask to be voters and will be listed here.


Voters:

Pompi
Elheber
Alias
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
I don't think he has any true combos outside of dtilt trips to stuff. I mean like, you can't register nearly anything as a combo in training mode but that.

He has tons of "strings" though. Stuff that apparently aren't combos but link together in such a way that they practically can be.
 

elheber

Smash Lord
Joined
Aug 23, 2008
Messages
1,074
Location
Los Angeles, California
NNID
elheber
B-reversal, helpful to fireball in opposite direction , executed by pressing the stick to the opposite side, let it return and immediately press B.

...

How NOT TO FASTFALL DAIRS basically just do a dair as if doing a tilt , dont press the stick too hard, btw this doesnt help with C stick , C stick dairs are always fastfalled.
FIXED:
B-reversal, helpful to instantly fireball backward, excecuted by tapping B and then immediately pressing the analog backward in the first frames of the animation.

FIXED:
How NOT TO FASTFALL DAIRS basically just do a dair by slowly tilting the analog down (as if doing a tilt) as you press either the A button or C stick down.

Good times Pompi. Me likes. The first correction up there is because even though your way works for both, throwing a Fireball first and then reversing will let you Fireball faster (and the same with the SJP). The second correction is because you CAN do a non-FastFallen dAir with the C-Stick IF you're holding Down on the Analog already.

Anyway, I'll be a voter!
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
I just want to point out that any UpB set up does not have a good chance of landing against many good players. Even the dtilt (tripped) to UpB isn't 100%, and is in fact very easy to avoid. Jab to UpB is easily powershield, so I always Jab-Grab.

The only UpB set that works reliably is something I've been doing for a while, but haven't seen many others doing in vids:

when you enemy is falling towards you are high percents, dtilt right before they hit the ground, and they get knocked up in a pseudo "lock" of sorts. Quickly step in (don't foxtrot) and Nail them immediately after. This works for me 95% of the time but you need to be at high percents. Another point is its much easier to do a uptilted Fsmash instead of UpB, as there is less risk. But it does qualify as a UpB "combo".

On a side note, I'll be one of the voters for proposed combos or strings or w.e.
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
Well if we're dealing with just strings, it would be a little silly to vote because you'd be saying that at best all of these things sorta work but none of them are ever guaranteed. So what would you be voting on?
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
Well if we're dealing with just strings, it would be a little silly to vote because you'd be saying that at best all of these things sorta work but none of them are ever guaranteed. So what would you be voting on?
I suppose the voting is based on whenever or not a string can be considered a combo, or vice versa.
 

chic

Smash Ace
Joined
Mar 9, 2008
Messages
995
Location
toad town, mushroom kingdom
I just want to point out that any UpB set up does not have a good chance of landing against many good players. .

yea this is true. i RARELY land this anymore. i test my opponite with some jabs and see how they react to it and if they are slow or something i MIGHT try it... but if i do that i will do it near a edge just in case ;)
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
exaclty , not only that BUT the fact that since most combos are situational , ppl have to fall for them , if the string proposed happens rarely or is not reliable enoughed as defined by the criteria of the voters then it should not be considered a combo.

thnx guys ill update

i have edited the thread and color coded the sections do you like it ?
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
I got a lot of stuff on damage strings. Stuff that flows together, even if it doesn't count as a combo.

(starts a combo)Starters: Dsmash, weak-hit nair, dthrow, uptilt

(in the middle of the combo)Linkers: Uptilt, uair, weak hit uair

(as in these moves end your combos but are good)Finishers: Bair, upsmash

The examples I'm thinking of are things like
Standing Dsmash->Upsmash(lulz worthy)
dthrow->Uair->Uair->Bair (full jump it w/ strong hit uairs at low %)
dthrow->(weak hit)Uair->(weak hit)Uair->follow up on the ground
Lots of varying strong/weak Uair->aerial chase stuff actually
Weak-hit Nair->uptilt juggle->Upsmash. This one is good old reliable.
Falling Bair->ftilt(ftilt is slow but I like this one because ftilt is the farthest ground range move, bair causes enemy to slide and character like Ike like to AAA combo you out of the hitstun of the bair and you take a crappy trade of damage, ftilt pokes them away just a bit further to keep you safe.)
Some combination of Fair+Dair short hop double aerial autocancelled -> AAA

The 'nair stealer', predicts airdodge/aerial looking to break the uptilt and shieldgrabs it.
Weak hit nair->uptilt->shield opponent's falling nair combo breaker->dthrow->uair followup
Also up-B out of shield this way if they're at high enough % for a KO.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
eten nice strings can you classify them please? , do you think i should make a string section? or should i just add the strings as starter combo : example standing dsmash>upsmash? linker combo: strong uair>weak uair>strong uair
 

ALiAsVee

Smash Ace
Joined
Apr 13, 2008
Messages
739
exaclty , not only that BUT the fact that since most combos are situational , ppl have to fall for them , if the string proposed happens rarely or is not reliable enoughed as defined by the criteria of the voters then it should not be considered a combo.

thnx guys ill update

i have edited the thread and color coded the sections do you like it ?
The color coding is smexy :3. I'll pay more attention to some of my strings tommorow and add some to the list, I tend to do things without realizing it.
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
thnx guys im hoping you can all help me improve this
 

Eten

Smash Ace
Joined
Aug 29, 2006
Messages
580
eten nice strings can you classify them please? , do you think i should make a string section? or should i just add the strings as starter combo : example standing dsmash>upsmash? linker combo: strong uair>weak uair>strong uair
Well see I don't really know. It's just what fits together when you read your opponent. If they DI one way out of a Dthrow you probably uair->fair, if they DI the other you can uair->bair or Uair->nair, etc. Sometimes you can fit a long string together where most of it is nudging the opponent back up into the air with intermittent weak-hit nairs so you can bat them around some more with "linkers". If I knew how to classify them and make up a text book of what to do, I would, but sometimes they aren't even close to being almost a combo.

Combos are easy to describe because they're much more reliable than that. You can say what you open up with, what moves you do while you go through the motions and what you end with, and classify them out of that. But Brawl doesn't have those. I think if you get lucky against the right target at the right % weak hit Uair->weak hit Uair->Bair is a legit 3 hit combo.

Btw, something fascinating, is that dtilt to jab almost always works as a two-hit combo up to 70%, sometimes more. If there was just a *tiny* bit more hitstun to combo the jab back into the dtilt, Luigi would probably have a 0 to Death combo out of jab->dtilt->jab->dtilt etc. to firejumppunch at ~50%. You can pull it off on slow people, but pretty much everybody can shield the dtilt after the jab if they're expecting it.

dtilt->jab->grab is probably near-guaranteed "combo"
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
ok eten ill help you , it really goes like this turn on your wii, go play a lvl 3 cpu and actually take a look at what youre doing , its something we dont do often,watch closely which moves do you open with for example , linkers are usually "strings" , finishers are moves you use to ko , or end , and starters , well moves used to approach
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
hippie you are a cool guy and i consider you my friend , read the notes please ....
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
cmon dude dont be like that. .. guys can you help me out??
 

Pompi

Smash Journeyman
Joined
Aug 13, 2008
Messages
360
whenever someone posts a string, combo , call it however you want , but ppl dont seem to have much interest in this :(
 
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