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"Starfish Combos" NAir Combos.

Whould you rather taste Koo-Pah or Starfish?

  • I want to eat Starfishes!

    Votes: 0 0.0%

  • Total voters
    4

Event43

Smash Rookie
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Jan 4, 2016
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Somewhere on planet Tellus, where? You tell us...
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Event43
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You want something that deals 2% more than your usual U-Throw NAir combo!? Wait you actually do? Well there is no such combo... Only combos who deals 1% or 3% more... And 6%

Note: These combos were made on Mario, I checked if the combos was a true combo. I'm pretty sure just having to DI away is the simple solution to avoid the combos.

First, you might want to practice hitting the enemy with either the 1limb, 2limb or 3limb hitboxes; Why don't we call these hitboxes 1L, 2L and 3L. These combos are all made from landing with a nair, using the 20 frames of landing land instad of the more laggy endlag. There is also the Back 1L hitbox, it will be known as BL.

Also note that 3L has 2 variations, it can either be a 18% 1 hit, or a 12+6% hit. However a 6%+12% hit will end up in a 2L combo. A 24% ends up in a 1L combo most of the time.

Another thing, the 2L is very difficult to hit with, so I recomend not attempting to rely on it.

Early% Combos - 0-20%

3L, At 0-18% you can do a 3L to Uptilt combo, dealing 27%, which is more than the 15-16% from your usual Koo-klaw combo.

2L, Very much alike the 3L, but combos around 5%-20%, this one has the potential to deal 27% too, although ends up in 21% instead. Still better than the Koo-Klaw combo.

1L, It has no bigger use than setting up for a RPS (Rock- Paper Scissors). Although a Bowserbomb usually beats Shield, attack and spotdodge/airdodge (Mostly not jump, since most can jump out of it in time). Only quick enough fast fallers with good enough dodgerolls will be able to get out of it. It can damage up to 48%, if you hit with the 24% variation...
48% is a lot... It works good with rage at 0%, but it becomes more difficult to get out of as the % increases. It becomes easier to get out of later on, when Bowser Bombs horns misses, depending on their DI.

BL, it works as a weaker version of 1L, replaces 1L around 60% percent. Although at lower percents it can still make grounded RPS moments.

Border early/mid combos -30-40% Works earlier if you have rage.

3L, here is where 3L does the most damage. Following up the 18% damage with another Nair ends up on average an 18% extra damage. Making up for a quick 36%. This also put you at a very good position against the enemy (being directly under them is a great advantage for Bowser, with is head being intangible during his UAir and his USmash being intangible too)
A short hop Fair, UAir and BAir usually works too.

2L, The N-N combo only works at slightly later %s. But not know, unless you have tons of rage.

1L, Still sets up the RPS moment.

BL, No greater use until much later on.

Early Mid Combos - 40%-60% Remember to Full hop.

3L, this is where you want to follow up with a FAir or UAir (Or a BAir for the unfair ones ;) ) The damage output will be 31% which is FAir, 33% more fair but looks more up at the percents, and 36% for the twisted ones. It starts working at around 50-60%, depending on rage. I recomend not using UAir, since you want to use it to please the Bow-Wows, and not stale it like it it was Sheiks FAir.

2L, It is the same, but usually deals either the same, 6% less or 6% more (Because the 3L 24% variation only works it the opponent is above you). But you might want to short hop at 40% and full hop later on, it works until around 15% later I hope.

1L, This is where it is both the most difficult time getting out of and the easiest, at 40%-50% a B-Bomb will be really difficult to get out of. But later on make sure not DI towards Bowser to get out of this. Although I whould recomend using Jab to not stale B-Bomb once agains, if you did the True Starfish combo (the 48% one). Fire Breath might be a interesting choice.

BL, this is where BL takes over 1Ls place, it will stay like that until the 120s begins (in about 4 years). Just remember to B-reverse the B-Bomb (You might need to practice this, the timing is pretty strict)

Mid Combos - 60-90% Rember, only 1 legged starfishes allowed this late.

3L, this is no longer a combo, but it deals 18% and puts your opponent above you.

2L, works as 3L in late Early Mid Combos, but stops to work around 15% later than 3L.

1L, sometimes, only sometimes due to the low hitstun at this certain knockback range, will a short hop FAir/UAir work. Go for Fair to not stale The UPUA finisher.

BL, BL starts to make it more difficult to get out of RB-Bomb. But usually a Flying Slam is better, to catch those jumps. You can also kill with RB-Bomb now.

Early Kill Percents - 90 - 120% - Just pivot grab Koo-Pah.

3L, ... No use ...
2L, ... Still no use ...
1L, you can combo UAir to kill, you can also combo FAir at around 110% at the ledge to kill, This is only a more stylish way to finish the opponent of than with the Shell-Shock.
BL, a simple Flying Slam will do it.

Late Kill Percents - 120 - 150% - Now even BFThrow will kill, just pivot grab, please. And maybe jab.

3L
2L
1L, The new late % 2L. A FAir maybe might work.
BL, stops working around now.

Too Late Kill Percents - 150% - 200% Even Whirling fortress kills now, and all other moves.

3L, now it kills.
2L, might kill.
1L, No use anymore.
BL, Ftilt and UTilt will work, DTilt to cover Airdodges. You can connect BAir, but it wont True Combo.

Only DDD will survive this Percents - 200%+ - Now even Dash attack and UThrow kills! Shame on you.

Just Jab.

That's it, time to know when to use this.

This is a way to punish opponents, but also a good way to get punished, with that 20 landing lag... Yum yum.
It can be used to catch landings to, just make sure to condition them to not trade with you.
With this combo, people should fear more of getting hit by a NAir than getting Grabbed, until it's SHOW-TIME!


Another way to get the 48% combo - If you hit the first 3 limbs below you then hit the last one on the back, it will have the knockback of a 1L hit, just make sure to Reverse the Bowser Bomb.

Remember that you also have pre-patch Diddy Up Throw too.

Edit: Oh right, i forgot that this is a good way to punish aridodges from uthrow on early percentages. Getting 48% for just airdodging seems not so fun for the opponent.
 
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