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olimar combos reinvented *updated*

error13

Smash Journeyman
Joined
Sep 15, 2008
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el paso, TX
ok so i did pretty well at WHOBO 13th place out of
like 160 or so entrants and a lot of the best players
were at this tournament so i think its pretty good

i want this thread to be about shared combos all
the olimars have come up with, i myself am trying
to reinvent his playing style to more than just camping
although that is essential to his play style






Some combos by contributing olimar players!
Keep them coming!

LOW PERCENT COMBOS ON UNIVERSAL WEIGHTS
n-air > uptilt > u-air = 25-35%
n-air > uptilt > upsmash > u-air = 40-55%
downtilt > upsmash > u-air = 30-40%
down throw > upsmash > up air = 30-40%
n-air > jab jab > f-air = 25-35%
down throw > f-air > d-tilt > u-air = 40-50%


HEAVY WEIGHT COMBOS
D-throw > D-throw > upsmash > up-air = 40-55%
Upsmash > Upsmash > Up-air = 30-45%
F-throw > dash attack > up smash/ up-air = 30-40%
d-throw > forward smash > regrab > *insert followup* = 25-??%
n-air > jab(x2) > f-smash > grab > *insert follow up* = 30- ??%
d-throw > n-air > jump D-air > upsmash / tech chase grab =40-??%

these are just some lol percent combos to raise their percent quick
than maybe start pikmin spamming for the rest to get to a 100%
than go in with a n-air to up or downsmash if done correctly you
should be able to keep up with your opponents stocks since he wiil
be taking yours out quick with gimps and low percent kills since
our buddy olimar is soooooo light.

*Video representations up soon*





thats all right now be sure to put up what u have and
keep up with olimar in the meta game he can go far!
PIVOT GRAB PIVOT GRAB PIVOT GRAB!!!!!!!!!
 

jog

Smash Journeyman
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i use d-throw > up-smash a lotttt, but before i used up-smash in the combo i would do d-throw > fair

d-throw > up-smash sometimes works into another grab or an u-air depending on where they DI.
 

Cracker1204

Smash Apprentice
Joined
Aug 24, 2008
Messages
108
The fact is, every good oli players trys a different combo of mindgames and followups in every different situation just like other chars.

making combos like: down throw, down throw, up smash, uair, up b is basically useless like I see alot in here. that combo will maybe work once on a decent opponent or on nubs.

this thread may be a bit different cause its about short combos that will usually work but if they dont, just adapt and predict there movement. thats the best combo there is. you can really go far with short combos, pivot grabs and predicting the opponent... just think, I personally think a thread with combos is a tiny bit useless cause a decent player who wants to know short combos can find them out pretty easely themselfs xD thats my opinion.
MINDGAMES!
 

Fino

Smash Master
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nxt to Dphat wit all dem azn biches
Ummm....
On heavy at low% nair-jab(2x)-fsmash-grab *insert dthrow combo*
On light char nair-jab(2x)-fair *try to follow up from here*
jab is good because, it will always be fresh, and hitting with both is 15% and keeps everything else fresh.

IMO, when killing... nair to dsmash is better than nair to usmash, since there are infinite opportunities to usmash them, where dsmash opportunities are less frequent (but still common).

dthrow-fair-dtilt-usmash-uair-pikmin chain is a fun combo that works if you can anticipate your opponents DI.

dtilt-to usmash in general is pretty good considering your dtilt has decent priority and will set up for a usmash at low percents.... or a uair at high percents.

a ranged fsmash (not purple) will combo into a grab

idk what else to put.... I'm in class right now, and those were the first few that came into my mind ^^;


~Fino
 

Dabuz

Fraud at Smash
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Being the most hated
also, i combo i figured out that works against heavies if they di as if they were expecting a dthrow upsmash combo is dthrow->FULLJUMP fair->FASTFALLED dair,

if its onstage the opponent bounces up normally and gives you an oppurtunity to upsmash or w/e

but the real gold in this combo is offstage as long as you have all 6pikmin with you is this will spike and probably kill heavies or let you gimp them right after and still let you recover if done right, please note that the heavies(snake, ddd, bowser, ect. spacies as well) have to have 10%-15% and you should only use it very rarely because its easy to di if predicted and leaves you horribly vulnerable,

it does work against light characters as well but its alot harder and riskier since if you fail offstage its a gone stock and due to small size its really hard to get the spike
 

error13

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i also like to d-throw> forward smash
just for the sake of keeping my up smash as fresh as i can

cause its pretty nice to kill some one at 90 with
a purple up smash.

also ive notice nair combos into pretty much every move except
for maybe the b moves. but those arent for combos
 

Dabuz

Fraud at Smash
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Being the most hated
i also like to d-throw> forward smash
just for the sake of keeping my up smash as fresh as i can

i use it at low percents alot

cause its pretty nice to kill some one at 90 with
a purple up smash.

also ive notice nair combos into pretty much every move except
for maybe the b moves. but those arent for combos

you can di down during nair and then sheild the smash the combos with it at low percents and di up at high percents making it not to reliable against knowledgeable people
added my green:D
 

error13

Smash Journeyman
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i use the nair alot but mostly against
MK because it gets him out of tornado
i know he is not that heavy but he does not
far fly like light characters so you can combo him with
it is what im mainly getting at with the nair to smashes
 

Dabuz

Fraud at Smash
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Being the most hated
true, im not saying they are unreliable, i still use them, especcially against people who don't know how to di it but im saying against the truly top level players who know how to di and punish you out of it i find it risky if not a last second surprise thing, its a great combo, just keep in mind that it can be died and punished by most characters, also, nair->purple upsmash is the best thing ever
 

Excellence

Smash Champion
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I only know of early combos.

On Snake: DThrow, Up Smash, Pivot Grabbed DThrow, UAir and if you're lucky Up Special. If Snake looks like he's going to DI away from the Pivot Grab just FSmash him. Should be used while Snake has 0 -> 10%.

Fox: DThrow > 20% [Cannot use Purple Pikmin at all] > USmash > UAir => This combo is inescapable until the UAir, but requires decent DI to escape the UAir. Guarenteed 40% damage.

Personal favor: DThrow > NAir > Full jump > Buffered DAir > NAir > Up Smash >U Air - This works best on heavy and fast falling characters. Can only be used at the start of each stock with Yellow and White Pikmin performing the DAir. Good for 50%+

DTilt > DTilt > DTilt > UTilt > UAir.
 

Dyyne

Smash Ace
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Just sayin, none of the combos said yet are new haha :p Uhhh I just go with the flow haha. Dthrow->usmash is the most reliable combo at low percents, and then you just base your next move on whatever they do.
 

Jadedlink

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Austin, TX
I'm currently working on my grab follow ups. Fthrow->dash attack is my favorites. Dash attack can lead to some decent follow ups if not di'ed correctly.

Still working on my upthrow->footstool->dair combo at 0% on the edge for a chance at an early gimp. It works but its ridiculously hard to do and the spike is weak at early %'s anyway.
 

DanGR

BRoomer
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Still working on my upthrow->footstool->dair combo at 0% on the edge for a chance at an early gimp. It works but its ridiculously hard to do and the spike is weak at early %'s anyway.
It shouldn't work with DI.
 

DerpDaBerp

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@error
To help make this thread a good reference, you should take the ones suggested and organize them in some way into your original post
 

Fino

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@error
To help make this thread a good reference, you should take the ones suggested and organize them in some way into your original post
I've written part of this section in my guide... but it's impossible to generalize due to percents, falling speeds, character weights.... ect. anyways it's definitely a good idea to ask what other people do.

also... don't forget purple pikmin toss to fair (fino combo ;D)


~Fino
 

error13

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@error
To help make this thread a good reference, you should take the ones suggested and organize them in some way into your original post
really good idea i think i will
im also working on getting video
of these combos so they will be much
more easy to comprehend
 

Cracker1204

Smash Apprentice
Joined
Aug 24, 2008
Messages
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some true combos:

dair (opponent on the ground) to up smash is a combo at low% (or up tilt)

when the opponent has tumbled on the floor, 2nd hit dair (ff) to fsmash/ d tilt/ fair/ f tilt/ down smash/ up smash....most of these things at relatively low percent though, I would go with the f smash.

also purple throw to fair is sometimes a true one...or fairing people into your purple throw (you threw it with above them and fairing your opponent into that purples ***)

I'm sure there are some other true followups with purple throw with the right spacing and% like up b (opponents in the air when purple hits), up smash etc.

just posting some unusual combos.
 

RichBrown

Smash Master
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I like to grab my opponents after an incomplete nair if they know to shield the upsmash.

Also, Dthrowing people, then dash dancing right in front of them is cool, or even just standing right in front of them while they airdodge is also cool. Then when you condition them to jump away, you can just run at them and attack them.
 
S

smash brawl player 99021

Guest
unsure but try like Tink's bair combo. Maybe works maybe not.
 
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