xoxokev
Smash Lord
THIS WEEK WE WILL BE DISCUSSING:
NAIR COMBOS
NESS COMBO DISCUSSION
Things you can do to help this list be as comprehensive as possible:
In this thread we will be posting and discussing "combos", or strings of consecutive attacks; followups; and % ranges and circumstances at which the combos will work. Max damage = moves are fresh and sweetspotted.
Feasibility
capability of being done or carried out
Reliability
yielding the same or similar results
KEY:
Prefix u- = up
Prefix d- = down
Prefix f- = forward
DAS = double aerial shuffle
SH = short hop
DJ = double jump
FS = footstool
FF = fast fall
Utilt Combos
Utilt combos work best when initiated below 10%. After 10%, utilt will no longer combo into itself. When used at higher %’s, the opponent will be hit upwards into the air.
Dtilt Combos
Most dtilt combos require the opponent to trip in order for the combo to follow through, and can work at any % due to the move’s low knockback. There is a sweetspot which allows Ness to always make the opponent trip; however, the sweetspot is very small. It is around Ness’ ankle.
Nair Combos
for the first nair to combo into anything, it must be initiated at low %; however, the second part of the nair combos can be done at any % if the first nair is sheilded
Dair Combos
Bair Combos
PK Fire Combos
only work when opponents are stuck in pk fire
PK Thunder Combos
PK Flash Combos
Please feel free to discuss any followups and include at which % range the followup is possible
NAIR COMBOS







NESS COMBO DISCUSSION
Things you can do to help this list be as comprehensive as possible:
- Rate the combos on how feasible and reliable they are
- Please use the 1-5 rating system
- Discuss the circumstances under which the combos will work
- Discuss possible followups
- Discuss the % range at which the combos will work
In this thread we will be posting and discussing "combos", or strings of consecutive attacks; followups; and % ranges and circumstances at which the combos will work. Max damage = moves are fresh and sweetspotted.
Feasibility

Reliability

KEY:
Prefix u- = up
Prefix d- = down
Prefix f- = forward
DAS = double aerial shuffle
SH = short hop
DJ = double jump
FS = footstool
FF = fast fall
Utilt Combos

Utilt combos work best when initiated below 10%. After 10%, utilt will no longer combo into itself. When used at higher %’s, the opponent will be hit upwards into the air.
- utilt > utilt
- Max Damage: 14%
- utilt > utilt > pivot pk fire
- Max Damage:
- utilt > upward-angled ftilt
- Max Damage:
- utilt > (shield)grab
- Max Damage:
- utilt > SH nair
- Max Damage: 18%
- utilt > SH bair
- Max Damage:
- utilt > SH fair
- Max Damage:
- utilt > SH fair > ftilt
- Max Damage:
- utilt > pk thunder
- Max Damage:
Dtilt Combos

Most dtilt combos require the opponent to trip in order for the combo to follow through, and can work at any % due to the move’s low knockback. There is a sweetspot which allows Ness to always make the opponent trip; however, the sweetspot is very small. It is around Ness’ ankle.
- dtilt > dtilt
- Max Damage: 8%
- Notes:
- can lock when opponent is against wall
- can "steal" recovering opponent's second jump
- dtilt > trip > fsmash
- Max Damage: 26%
- dtilt > trip > usmash
- Max Damage: 21%
- dtilt > ftilt
- Max Damage:
- dtilt > utilt
- Max Damage:
- dtilt > jab combo
- Max Damage: 13%
- dtilt > SH nair
- Max Damage:
- dtilt > SH fair
- Max Damage:
- dtilt > dash grab
- Max Damage:
Nair Combos

for the first nair to combo into anything, it must be initiated at low %; however, the second part of the nair combos can be done at any % if the first nair is sheilded
- DAS nair-nair
- Max Damage: 22%
- DAS nair-uair > utilt
- Max Damage: 31%
- DAS nair-fair
- Max Damage: 13%
- SH nair > DJ/FS nair
- Max Damage: 22%
Dair Combos

- SH dair > utilt*
- Max Damage: 19%
- FF dair > jab lock*
- Max Damage: 90% (across FD)
- SH dair > SH nair
- Max Damage: 23%
- SH dair > SH dair
- Max Damage: 24%
Bair Combos

- SH bair > DJ bair
- Max Damage: 30%
- SH bair > DJ nair
- Max Damage: 26%
- DAS bair-uair
- Max Damage: 28%
- DAS bair-nair
- Max Damage: 26%
- DAS bair-fair
- Max Damage: 17%
PK Fire Combos

only work when opponents are stuck in pk fire
- pk fire > dash > pk fire
- Max Damage: ~44%
- pk fire > fsmash
- Max Damage: ~42%
- pk fire > SH dair
- Max Damage: ~30%
- pk fire > hyphen smash
- Max Damage: ~33%
- pk fire > grab
- fthrow
- Max Damage: ~25%
- dthrow
- Max Damage: ~23%
- uthrow
- bthrow
- fthrow
- CAZCOMBO aerial pk fire > DJ dair
- Max Damage: death
PK Thunder Combos

- tail whip > pkt head
- Max Damage: ~12%
- tail whip > pkt2
- Max Damage: death
PK Flash Combos

- pk flash > utilt
- pk flash > uair
Please feel free to discuss any followups and include at which % range the followup is possible