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Some Megaman combos and follow ups (From 0% to 50%)

Sneak Sneaks

Smash Ace
Joined
Oct 27, 2014
Messages
575
This was already posted on another thread but I thought it deserve its own thread
0%
-Uthrow>uair or short hopped nair>usmash(it seems that after they airdodge the uair (or baited nair) you can punish landing lag with usmash)
-Uthrow>nair (not sure if true combo, it seems that you can keep your opponent in the air by looking where theyll land)
-Dthrow>Fair 13% (can follow up with a Dtilt or Uair)
-Ftilt>Nair>Lemon lock>Utilt about 30% (not sure if your opponent cant tech after the nair)
20%
-uthrow>nair (same as above)
-Dthrow>Fair (can follow up with pellets
-upthrow>uair>pellets(if they avoid the uair theyll get hit by pellets)
30%
-uthrow>nair(same as above)
-dthrow>fair>nair
-dtilt>usmash(seems to work if opponent airdodges,may follow up with an nair)
40%
-dthrow>fair
-uthrow>if sh uair is dodged then you may be able to follow their DI and grab and repeat if they fall straight down after airdodging you may use usmash
-uthrow>nair
-dtilt>uair(if dodged you can go for a grab but I think it can be doublejumped)
-dthrow>doublejump nair (seems to be a combo)
50%
Dthrow>doublejump fair or nair
Sticking MB Down hiting ur opponent with it>Fthrow>Taking and throwing the mb forward(seems to be a combo)
Fair>dtilt(if fair connects)
Uthrow>uair(if dodged)>usmash (seems to connect)
****skipped from 50% to 100%****
100%
Dthrow>Double Jump Nair
Uthrow>Rush Coil>Follow DI and throw Uair
!!!All this was tested on my 3ds in practice against Mario, it seems uthrow>nair is very constant; the extra knockback is useful.
 
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