TKD
Smash Lord
EDIT: UAIR UAIR IS A COMBO VS FALCON AND SHEIK AT 20%, BUT NOT AT 15, WITH NO RAGE. IT'S SAFE TO ASSUME 20% AS A THRESHOLD IN AT LEAST MOST MATCHUPS (if not all of them). I haven't tested with rage (I know it does affect this since rage gives MK access to 0~death combos (at least from something very close to 0)
I'm pretty confident MK has the "cheapest" combos in the game as long as you possess the required execution. Something interesting about this character is that pretty much anything has a follow-up.
Instead of discussing DI-dependent and low % combos (that you're free to bring up if you wish), I want to begin by talking about:
UAIR > UAIR PERCENTS
The % at which uair comboes into uair is extremely important in every match-up. This is where multi-uair (as long as MK reaches with his next airjump, they continue to combo into each other) into shuttle loop is a combo; dealing an easy 40% damage or KO as a reward for simply landing either dash attack, downthrow or an uair (uair is a follow up from those, hence the huge/easy autocombos).
Can someone make a list, at least vs each top tier char, of the %'s where uair comboes into uair (this means they can't airjump/airdodge/aerial/footstool out; not the training combo counter %'s since they don't validate very tight combos -i think the combo counter stops stacking unless you have like 3 frames leftover, when we only need 1)?
I'd rather at least have no rage %'s, but mid and high rage would be appreciated.
Pleaaaaase keep in mind: if you aren't doing uair strings into upb already, or don't have the ability to buffer uair into airjump uair consistently (and adding fastfalls when necessary), results will be inconsistent or unreliable; so try to test thoroughly.
And just so you don't think I'm too mean or anything, my favorite low % staples:
Dshatk:
into utilt into utilt trap (punish w/grab/dshatk if they airdodge)
into utilt into upb (what doesn't lead into upb lol?)
into usmash into upb
Dthrow:
into dshatk (into utilt>utilttrap / utilt>upb / usmash>upb) VERSUS AWAY DI
into RAR/pivot dair spike (into either tech chase grab/dshgrb/dshatk or dtiltlock>grab/dshatk and proceeding follow-ups)
into usmash into upb
The best follow-up from a grab is probably dash attack; although it can only be executed vs away DI. IDK if anyone wants to confirm if full hop uair > footstool works vs other DI possibilities (at least vs fastfallers like fox/falcon which are the only ones that can probably ever be truly trapped by footstools -i'm pretty sure floaties can drift to the ledge, can't they?-).
So yeah discuss/help out (if you want to, I mean)!
I'm pretty confident MK has the "cheapest" combos in the game as long as you possess the required execution. Something interesting about this character is that pretty much anything has a follow-up.
Instead of discussing DI-dependent and low % combos (that you're free to bring up if you wish), I want to begin by talking about:
UAIR > UAIR PERCENTS
The % at which uair comboes into uair is extremely important in every match-up. This is where multi-uair (as long as MK reaches with his next airjump, they continue to combo into each other) into shuttle loop is a combo; dealing an easy 40% damage or KO as a reward for simply landing either dash attack, downthrow or an uair (uair is a follow up from those, hence the huge/easy autocombos).
Can someone make a list, at least vs each top tier char, of the %'s where uair comboes into uair (this means they can't airjump/airdodge/aerial/footstool out; not the training combo counter %'s since they don't validate very tight combos -i think the combo counter stops stacking unless you have like 3 frames leftover, when we only need 1)?
I'd rather at least have no rage %'s, but mid and high rage would be appreciated.
Pleaaaaase keep in mind: if you aren't doing uair strings into upb already, or don't have the ability to buffer uair into airjump uair consistently (and adding fastfalls when necessary), results will be inconsistent or unreliable; so try to test thoroughly.
And just so you don't think I'm too mean or anything, my favorite low % staples:
Dshatk:
into utilt into utilt trap (punish w/grab/dshatk if they airdodge)
into utilt into upb (what doesn't lead into upb lol?)
into usmash into upb
Dthrow:
into dshatk (into utilt>utilttrap / utilt>upb / usmash>upb) VERSUS AWAY DI
into RAR/pivot dair spike (into either tech chase grab/dshgrb/dshatk or dtiltlock>grab/dshatk and proceeding follow-ups)
into usmash into upb
The best follow-up from a grab is probably dash attack; although it can only be executed vs away DI. IDK if anyone wants to confirm if full hop uair > footstool works vs other DI possibilities (at least vs fastfallers like fox/falcon which are the only ones that can probably ever be truly trapped by footstools -i'm pretty sure floaties can drift to the ledge, can't they?-).
So yeah discuss/help out (if you want to, I mean)!
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