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Punching With Fox

evan rules

Smash Cadet
Joined
Dec 3, 2008
Messages
44
Ohkay, I've learned how to combo with Fox at a minimal (yet consistent) level. I'm having trouble finishing my combo with an usmash. So I was watching some of Isai's 2006 videos and I noticed he punches once or twice after his dair to "set them up" for his usmash. Not only that, he also dair, punch, dair, punch combos. I tried it out and failed miserably.

Is there any tips any of you have for...

Both finishing with punch, usmash and dair, punch, dair comboing?

How do you know whether to do 1 or 2 punches? How close should you be to your opponent? How can I avoid going into that spam of kicks? If I'm in practice and my combo resets to 1, does it mean in a real match they could have gotten out of the combo?

Thanks.

P.s. By 'punch' I'm referring to Fox's ntilt.
 

Daedatheus

Smash Lord
Joined
Jun 10, 2008
Messages
1,137
Location
Toronto & Kingston, Ontario
Is there any tips any of you have for...

Both finishing with punch, usmash and dair, punch, dair comboing?
All I can say is practice. Get your training dummy to high enough percentage that a punch(known as a jab) will knock him into enough hitstun for you to shorthop dair him, and repeat.

Watch videos of these combos being performed and try mimicking the timing, spacing etc. if you find you can't get it. At some point something you were doing wrong might make itself apparent to you and the proper way to do the combo will click... but not necessarily be instantly possible! :psycho:

How do you know whether to do 1 or 2 punches? How close should you be to your opponent? How can I avoid going into that spam of kicks? If I'm in practice and my combo resets to 1, does it mean in a real match they could have gotten out of the combo?
1 or 2 punches depends on what you follow up with or your opponent's damage. To do a jab combo, on say Kirby who is lightweight, you usually want to open up the combo with 2 jabs so he'll be high enough for you to continue hitting him without an escape. To avoid going into a spam of kicks, don't rapidly tap A, press it once, then again, with controlled timing to get the first 2 jabs out, then wait, and tap A, wait, tap A, etc.

If your combo metre resets to 1, it means one of three things:

1.) Your combo failed, IE they got out of hitstun before your next hit and could potentially escape it, or they hit the ground and could tech the fall.
2.) They bounced off the wall. This doesn't necessarily mean your combo failed, because bouncing off a wall doesn't stop hitstun. But, in any case, training mode resets the combo metre back to 1 whenever this happens.
3.) You used a grab or grab-like move. Once again this doesn't necessarily mean your combo failed, it just happens when you grab your opponent, or when you get them in a grab-like move(e.g., Capt. Falcon's up+B). Grabs can be at the beginning, middle, or end of many combos so don't rely on the combo metre to be perfect when practicing combos with grabs in them. Unless there's only one grab right at the beginning (e.g. some Jigglypuff and Falcon combos), as anything after a grab will count the grab as a hit in the combo.

P.s. By 'punch' I'm referring to Fox's ntilt.
There is no neutral tilt, because no tilting is going on. Neutral A or Jab are the terms used.

Cheers, hope this all helps.
 

evan rules

Smash Cadet
Joined
Dec 3, 2008
Messages
44
All I can say is practice. Get your training dummy to high enough percentage that a punch(known as a jab) will knock him into enough hitstun for you to shorthop dair him, and repeat.

Watch videos of these combos being performed and try mimicking the timing, spacing etc. if you find you can't get it. At some point something you were doing wrong might make itself apparent to you and the proper way to do the combo will click... but not necessarily be instantly possible! :psycho:



1 or 2 punches depends on what you follow up with or your opponent's damage. To do a jab combo, on say Kirby who is lightweight, you usually want to open up the combo with 2 jabs so he'll be high enough for you to continue hitting him without an escape. To avoid going into a spam of kicks, don't rapidly tap A, press it once, then again, with controlled timing to get the first 2 jabs out, then wait, and tap A, wait, tap A, etc.

If your combo metre resets to 1, it means one of three things:

1.) Your combo failed, IE they got out of hitstun before your next hit and could potentially escape it, or they hit the ground and could tech the fall.
2.) They bounced off the wall. This doesn't necessarily mean your combo failed, because bouncing off a wall doesn't stop hitstun. But, in any case, training mode resets the combo metre back to 1 whenever this happens.
3.) You used a grab or grab-like move. Once again this doesn't necessarily mean your combo failed, it just happens when you grab your opponent, or when you get them in a grab-like move(e.g., Capt. Falcon's up+B). Grabs can be at the beginning, middle, or end of many combos so don't rely on the combo metre to be perfect when practicing combos with grabs in them. Unless there's only one grab right at the beginning (e.g. some Jigglypuff and Falcon combos), as anything after a grab will count the grab as a hit in the combo.



There is no neutral tilt, because no tilting is going on. Neutral A or Jab are the terms used.

Cheers, hope this all helps.
Thanks for the tips. I know there isn't such a thing as a ntilt but I knew if I said ntilt people would know what I was referring to :p
 

Mikhas

Smash Apprentice
Joined
Jul 11, 2008
Messages
77
Location
Port Coquitlam, BC
The jab->dair combo isn't very useful unless you're just trying messing around with your opponent. By the time the jab has enough hitstun to allow the combo to be possible, their percentage is already high enough that an upsmash would kill them. A more useful combo is uptilt->dair or at very low percentages, downtilt->dair. Jab->upsmash, however, is very useful. I noticed you didn't mention short hops or Z-cancels in your post, so if you don't know what those are or if you can't do them consistently, you should learn, as they are absolutely necessary for Fox's dair combos.

Also Daedatheus is right about the combo meter resets, but I'll add one thing: just because the combo meter doesn't reset, doesn't mean that the opponent can't escape. If they use DI, they can escape a lot of combos, Fox's dair combos in particular being quite easy to get out of.
 

evan rules

Smash Cadet
Joined
Dec 3, 2008
Messages
44
The jab->dair combo isn't very useful unless you're just trying messing around with your opponent. By the time the jab has enough hitstun to allow the combo to be possible, their percentage is already high enough that an upsmash would kill them. A more useful combo is uptilt->dair or at very low percentages, downtilt->dair. Jab->upsmash, however, is very useful. I noticed you didn't mention short hops or Z-cancels in your post, so if you don't know what those are or if you can't do them consistently, you should learn, as they are absolutely necessary for Fox's dair combos.

Also Daedatheus is right about the combo meter resets, but I'll add one thing: just because the combo meter doesn't reset, doesn't mean that the opponent can't escape. If they use DI, they can escape a lot of combos, Fox's dair combos in particular being quite easy to get out of.
Yeah, I'm shorthopping and z-cancelling. And interesting fact about the combo meter. Thanks.
 
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