How to not combo...?
Have you ever played a game of smash, did an amazing string of attacks, and then have some ******* come out of nowhere and scream “that’s not a combo?” Neither have I, but it is popular here on smashboards and on youtube. These idiotic trolls aren’t what you need to worry about. What this focuses on is recreating these strings of attacks to perform at a level above everyone else.
Step 1: Don’t get hit. Isai ©
This is a lot more than not receiving damage. Don’t get hit refers to getting as close to the opponent as you possibly can without getting hit and without limiting your options (attacking is limiting your options.) Small changes in aerial and ground movements are very tricky to follow. It is possible to run through people if you know what you’re doing. This step is probably one of the harder steps to understand because of the automatic reactionary responses most people have. It is also because people are too literal as to how this game is supposed to be played. Most people think they need to be doing something all of the time (Attacking, Shielding, Running.) This is opposite from being true. Try playing a skilled friend of yours without attacking, shielding, or dodging. The longer you last, the better.
Step 2: Attacking. They have that in Brawl?
From noob level to pro status, attacking is all anyone wants to do. Gaining damage on the opponent is one of the main goals in smash, only topped by control and knock-out/gimps. AFTER you feel comfortable with Step 1, you can start throwing out attacks when you see the openings. Openings can be in places you’ve never seen before, examples include in between fast attacks, early air dodges, or even simply the wrong aerial movements. These openings should be punished only if you have the proper aerial movements to punish them.
Over time, you should be focusing on what attacks work best in every situation with the proper movements, not which one can hit first. Aerial movement before a punishment effects what move you should use. You need to position yourself accordingly using aerial movement after the first hit to be able to link the next hits in the sequence.
Step 3: Follow-ups, Get ‘em Snarky.
Ok, so you think you’ve got step 1 and 2 down? Well, then, put it to the test. Essentially, step 3 is step one and two repeated over and over again. After you hit them once, you need to be moving to position yourself for the next hit. Once you get the first hit and are moving in the right directions, all of the other hits should link together. You should not get eager and you should avoid forcing the links. Don’t move directly into them after an attack (you will get punished.) Each attack should flow pretty smoothly and will hit them into positioning for the next hit. Hits after the first hit should be easier to land because their options are limited, so pick your options wisely.
[Highlight]Step 4: Finish with a Bang. That’s what she said.[/highlight]
This step is probably the least significant, but it will inflict a lot of fear in your opponent. Link the attacks into a strong move by pressuring them to air dodge and punish it hard when you expect it with one of your character’s strongest attacks. This is how characters like Snake and Ike are somehow able to hit people with forward smashes. Of course, this varies from character to character as well as with preference. See which attacks you enjoy to finish links off with and use what you wish.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Hopefully this guide will help you all improve. Take it or leave it as being a good or bad guide. It’s really up to you if you get better or not. Next time, when you see someone actually say “that’s not a combo,” you will get the pleasure of laughing at his scrubby ignorance….and then you can punch him in the face.
That ****’s annoying.
Have you ever played a game of smash, did an amazing string of attacks, and then have some ******* come out of nowhere and scream “that’s not a combo?” Neither have I, but it is popular here on smashboards and on youtube. These idiotic trolls aren’t what you need to worry about. What this focuses on is recreating these strings of attacks to perform at a level above everyone else.
Step 1: Don’t get hit. Isai ©
This is a lot more than not receiving damage. Don’t get hit refers to getting as close to the opponent as you possibly can without getting hit and without limiting your options (attacking is limiting your options.) Small changes in aerial and ground movements are very tricky to follow. It is possible to run through people if you know what you’re doing. This step is probably one of the harder steps to understand because of the automatic reactionary responses most people have. It is also because people are too literal as to how this game is supposed to be played. Most people think they need to be doing something all of the time (Attacking, Shielding, Running.) This is opposite from being true. Try playing a skilled friend of yours without attacking, shielding, or dodging. The longer you last, the better.
Step 2: Attacking. They have that in Brawl?
From noob level to pro status, attacking is all anyone wants to do. Gaining damage on the opponent is one of the main goals in smash, only topped by control and knock-out/gimps. AFTER you feel comfortable with Step 1, you can start throwing out attacks when you see the openings. Openings can be in places you’ve never seen before, examples include in between fast attacks, early air dodges, or even simply the wrong aerial movements. These openings should be punished only if you have the proper aerial movements to punish them.
Over time, you should be focusing on what attacks work best in every situation with the proper movements, not which one can hit first. Aerial movement before a punishment effects what move you should use. You need to position yourself accordingly using aerial movement after the first hit to be able to link the next hits in the sequence.
Step 3: Follow-ups, Get ‘em Snarky.
Ok, so you think you’ve got step 1 and 2 down? Well, then, put it to the test. Essentially, step 3 is step one and two repeated over and over again. After you hit them once, you need to be moving to position yourself for the next hit. Once you get the first hit and are moving in the right directions, all of the other hits should link together. You should not get eager and you should avoid forcing the links. Don’t move directly into them after an attack (you will get punished.) Each attack should flow pretty smoothly and will hit them into positioning for the next hit. Hits after the first hit should be easier to land because their options are limited, so pick your options wisely.
[Highlight]Step 4: Finish with a Bang. That’s what she said.[/highlight]
This step is probably the least significant, but it will inflict a lot of fear in your opponent. Link the attacks into a strong move by pressuring them to air dodge and punish it hard when you expect it with one of your character’s strongest attacks. This is how characters like Snake and Ike are somehow able to hit people with forward smashes. Of course, this varies from character to character as well as with preference. See which attacks you enjoy to finish links off with and use what you wish.
Hopefully this guide will help you all improve. Take it or leave it as being a good or bad guide. It’s really up to you if you get better or not. Next time, when you see someone actually say “that’s not a combo,” you will get the pleasure of laughing at his scrubby ignorance….and then you can punch him in the face.
That ****’s annoying.