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Down throw to flare blitz is not a true combo, the opponent can just jump it or airdodge it. Despite looking like a single hit flare blitz hits twice, so its easy to get confused while looking at the combo counter.For Zard down throw into flareblitz works at almost any percent. 0 - 45 no hop 45 to 85 short hop 85+ full hop
For dthrow > double uptilt to work at 0% more consistently, you need to walk slightly forward after the dthrow, then do an uptilt, go slightly forward again, then uptilt again. And by "walk slightly" I mean walking for so little time so quickly that it's hard to even see it between the attacks.The most important squirtle combos come from down throw or dash. You basically need to sit in training mode and reset practice long squirtle strings to play him effectively.
Down throw looks something like this, but can change with weight and size: D-throw-> up tilt-> up tilt (sometimes) -> up air -> up air -> fair -> read their defense. down throw fair works on basically everybody, but gets you the least.
You can true combo that in training and in game against most medium to large characters. The key is getting at least 1 up tilt which sets up the up airs. Up airs don't send as far as fair which allows the string to continue. You also land right in front of them and get another read on their tech or lack of tech. Start with a beefy boy like king K to learn the string.
Dash attack can also lead into the double up air fair string, but it varies a bit. If you hit them right after you use dash attack, you will go behind them, so the most natural follow up is a bair that sometimes combos into itself. If you hit them with the later part of dash, you'll be right under them and you can do a up tilt uair uair fair.
Theres a pretty good squirtle combo video by JoeK on youtube. Its 27 min long so you can kinda get a feel for the bread and butters that he uses over and over out of various initial hits.
Right, i use the same technique with tilt stick. The timing is really nuanced and kind of annoying in a way. Its really easy to mess up. Sometimes i feel like its easier just to go right for an up air for the floatier ones and small fast fallers seem to be the hardest to true combo an up tilt. Might make sense just to down throw fair them and cash in on some damage and possible tech chase etc.For dthrow > double uptilt to work at 0% more consistently, you need to walk slightly forward after the dthrow, then do an uptilt, go slightly forward again, then uptilt again. And by "walk slightly" I mean walking for so little time so quickly that it's hard to even see it between the attacks.
Thanks to buffer you can just be holding forward while doing dthrow and uptilt to stutter forward in between the hits, then uptilt out of the walk immediately. This also allows for the first uptilt to hit on a wider range of characters.
Generally, if you can get the first uptilt, then you can get the second one too by doing this. For characters like Fox whom you can't even get a single uptilt out of dthrow on, this obviously won't help. And against the lightest of floaties like Jiggs, if you can even get the first uptilt, then it'll launch them too high for the second one.
Note: this only works with c-stick set to attack because you can't uptilt while holding another direction without it.
For clarification in case my explaination isn't good: with c-stick set to attack, try using uptilt repeatedly while holding forward. So long as you don't too fast that you perfectly buffer one uptilt into the next, Squirtle will move slightly forward between each uptilt. This is what you're doing out of the dthrow.
You might even actually be able to do this in order to get three or more uptilts on certain characters.