Conradical
Smash Cadet
Hello people! This is my first post so forgive me if I do something unusual. While I was testing around with Marth (I want to main him) I came across this awesome combo.
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i noticed these things happen far too often. if i were you mods i'd add some notice to new users, something like "make sure your threads belong to the right sub-forum"Moving to the Marth subforum.
but the OP never said it was a Ken combo………A Ken combo is fair to dair.
Anything before that is just to decorate the cake.
That was just an aesthetically-pleasing, but escapable, Ken combo.
Nice job for pulling it off, but the finishing part wouldn't work.
Exactly, he said it was a CON combo, the new Ken combo.but the OP never said it was a Ken combo………
lol didnt see thatExactly, he said it was a CON combo, the new Ken combo.
Thats the youtube title for the video.
Oh, the trip animation isn't the same as the one used in that video btw xD It was a hard knockdown animation followed by a jab move (thus the jab locks I believe they were called). The trip > hit won't get that kind of result as shown unfortunately. They'll just stand up after being hit once immediately with no stun.While this isn't a true combo, it starts off like one.
Bowser tripped after the first strike. Marth can then "re-trip" three times, and then possibly position himself for a FSmash or Neutral-B Tipper by the end for a true combo.
The Trip -> Retrip mechanic has been used in real combos. You probably can go somewhere with that.
Actually, I did it once on For Glory! I'll try to do it again and save the replay!Welcome to the forum sir xD hope you enjoy your stay.
Unforutately, the setup relies on tripping the opponent from the first swing, which is rather random to get on opponents xD (still investigating the cause of it myself). Though that FAir > DB is something I've wrote on before, so I am in agreement that this works under the right conditions. Either the trip or hard knockdown will get that true combo, but its dependent on your opponent's mistake, which you yourself are committing to DB and banking that they make it.
Once the up swing finish from DB is done, it can be easily escaped as well due to the recovery lag on Marth and the stun time placed on your opponent from doing this. That isn't to say that the followup option isn't there, but know that this part is the setup which is usually avoided if your opponents like to stay in the air or have frame 1 attacks/counters that can outspeed your FAir. The FAir > DAir part as well can be DI'ed, attacked out of/countered, or dodged out of, as the others have stated.
It was cool you pulled this off, but I'm with the others on the probability of pulling this off on a target thats actively moving and attacking back. Marth is setup to setup city, so good job on stringing them together like this (now just gotta pull this off on a human opponent, and you'll probably be given more credit for it xD)
Oh, the trip animation isn't the same as the one used in that video btw xD It was a hard knockdown animation followed by a jab move (thus the jab locks I believe they were called). The trip > hit won't get that kind of result as shown unfortunately. They'll just stand up after being hit once immediately with no stun.