The first hit of N-air fast falled in to the ground is good for leading into Down tilt, F-tilt, Up-tilt, Grab which can lead to further combos. The first hit of Nair also leads to Roy's Up- B sometimes, which at later percents is very deadly.
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After Fthrow I would personally go for DED Side Side Up Side because the Down (four hits) has a weid hitbox where some characters can jump out and punish you for it. The Side Side Up Side is more reliable. DED Side Side Down Down is great shield pressure though after a spaced Dtilt.ArikadoX said:I'm trying dthrow > jab on robin in training mode on 0% and it's never a true combo at 0%. It only starts being a true combo at 9% on Robin.
From my time labbing against robin the only true throw combo at 0% is fthrow to DED, which is a really good combo because if you do side, side, side, down with DED the combo overall does 26%.
edit: apparently dthrow > jab is true on Fox who is a fastfaller; so it might be true on other fastfallers but not true on non-fastfallers at 0%.
This is weird lol, Roy's percents are kinda awkward.
Can't get this to work on DK, Jiggly, or Fox. It doesn't register as a true combo.First hit of nair > upb hits everyone at any percent and kills everyone at high percent (have to be close to opponent)
It does on Fox after 60-80% if done with correct timing (I haven't tested on DK or Jiggz yet but I an sure it does too. I tested on Fox/Sheik and Luigi and it works on all of them as true combos). Even N-Air to Up-Smash works later on. Doesn't work at all %sCan't get this to work on DK, Jiggly, or Fox. It doesn't register as a true combo.
On Jiggly you just need to Down throw into Blazer at around 70% - 80% and she'll die instantly. On Fox/DK best to do Jab into Up B at around 120% for a True Combo that'll kill.Can't get this to work on DK, Jiggly, or Fox. It doesn't register as a true combo.
Damn, hadn't thought about Jab to Up-B at those %s. NICE!On Jiggly you just need to Down throw into Blazer at around 70% - 80% and she'll die instantly. On Fox/DK best to do Jab into Up B at around 120% for a True Combo that'll kill.
Approach wise, Roy can full hop fair and jump out before he hits the ground due to its IASA frames. So I approach with a full hop fair into a nair, which autocancels on landing.As far as approach options go i tend to get a lot of nairs into d-tilt
Good.Bowser simply takes less hitstun because of his weight and maybe also his tough guy armor
He can jump out of a short hop fair, everyone can jump out of a full hop fair.Approach wise, Roy can full hop fair and jump out before he hits the ground due to its IASA frames. So I approach with a full hop fair into a nair, which autocancels on landing.
Whoops, my bad lolHe can jump out of a short hop fair, everyone can jump out of a full hop fair.
It's all about timing, position and the sequence. I think the safest sequence to sweetspot is Side -> Side -> Up -> Finisher.speaking of bowser i was wondering in what way could I do the down variant of the last hit of side b on bowser and not sourspot since even in the mid percents his armor is still persisting
I'm thinking the down variants are probably more useful if you find yourself hitting their shield.The "up" swings are in general more reliable, especially if you use the DED as a followup from jab at higher percents etc. (IE jab then jump and start DEDing the enemy in the air). The down variants are less useful imo. Too laggy and not much reward.
Because it's not a comboWhy don't I see DThrow to USpecial?
It isn't at high %s, they can DI and airdodge. And at low %s you can get much more out of U-Air juggles or regrabs.Why? It's a true combo against most characters.
Well roy technically isnt a spacer, more of a space breaker. He only has three or four moves which are useful for spacing, i.e. dtilt, but as he does more damage the closer the opponent is to his body, this is inadvisable anyway.His uAir combos are nice and anything but that they only work without any spacing at all makes them pretty much garbage.
Still, Smash Bros is a spacing game so you have to space most of the time. Roy is one to look for openings and mistakes by the opponent and punish them by going in their faces, but otherwise you should be spacing at all other moments.Well roy technically isnt a spacer, more of a space breaker. He only has three or four moves which are useful for spacing, i.e. dtilt, but as he does more damage the closer the opponent is to his body, this is inadvisable anyway.
I do this a lot, they can escape after the very first jab (some chars can escape after the first D-Throw because they are too floaty or too heavy, for these chars use U-Tilt instead of jab).Also, with minimal testing so i may be wrong, jab to dthrow to jab to dash grab works a lot of the time, however they can escape after the second jab if they spam jump enough. However landing this can bring the opponent to a good percentage to fthrow and follow up with dancing blade.
The same could be said for Captain Falcon who is clearly a space breakerStill, Smash Bros is a spacing game so you have to space most of the time. Roy is one to look for openings and mistakes by the opponent and punish them by going in their faces, but otherwise you should be spacing at all other moments.
Yes, you are right. And that is Falcon's biggest weakness, the only thing he can space with shield advantage is B-Air. N-Air is ok, but the opponent still has the advantage and can sometimes grab your foot.The same could be said for Captain Falcon who is clearly a space breaker
I see. I literally got Roy yesterday so i haven't had much time to put him in the lab but i will definitely try to find follow ups for his moves because he has more strings than he does combos.I do this a lot, they can escape after the very first jab (some chars can escape after the first D-Throw because they are too floaty or too heavy, for these chars use U-Tilt instead of jab).
What I normally do is D-Throw->Jab->Shield (in case they spam an aerial or air dodge which 90% of people do)->Grab on landing->Down-Throw->Up-Tilt->Dash->Shield->Grab on landing.
If my opponent likes to double jump then I punish that on their second stock, when I get the first grab I instantly double jump into U-Air and initiate an U-Air juggle. Anytime he lands I go for a grab and rethrow into U-Air juggles.
I see your point haha. I actually find it very difficult to solely focus on space breaking so I see what you mean by saying the game is a spacing gameYes, you are right. And that is Falcon's biggest weakness, the only thing he can space with shield advantage is B-Air. N-Air is ok, but the opponent still has the advantage and can sometimes grab your foot.
Ill explain, All the green ones (such as Jab>Ftilt) are true combos, so its green, while red are combos that dont work (Such as Dthrow>Dtilt)It would be nice to see the OP updated with a list of various combos/follow-ups so that there's a resource for people. Everything seems to be scattered atm, but I gathered a lot of stuff that people posted here and in other threads, and threw everything in a pastebin. Credit goes to whoever found the combos, but people can do whatever they want with this pastebin.
There's also this combo spreadsheet I came across that could be added: https://docs.google.com/spreadsheets/d/1iWUZOu2QGiuON7UMGFg0XpduGreJyNiXSgyTyWuJ5cQ/edit#gid=0 Really cool, but I'm wondering if someone could explain what the green and red colours mean.
Yeah, you're right. Good to know!Ill explain, All the green ones (such as Jab>Ftilt) are true combos, so its green, while red are combos that dont work (Such as Dthrow>Dtilt)