Life
Smash Hero
I posted this in general discussion, but it's big enough that I thought it deserved its own post.
This is all I've got. Suggestions? Comments?
tl;dr most combos are best ended by mashing A. X, Y, and anything that leads into them (jump X, backA) are your goals while doing neutral, assuming you're not just gonna do a single hit into burst or something.Notation should be self-evident. If I'm not making myself understood, let me know. All tests were run against another Weavile; certain other combos might be available on larger characters, which I might test at a later point. Shrug.
This also doesn't include combos into burst (yet) or combos involving assists. When in doubt, mashing A is usually not an awful idea, though it doesn't confirm from some things.
For Field Phase, you should be aware that AAAAA does more damage than XXXX and enters Duel Phase, basically making it a higher damage version of the same function. sideY ice traps into Ax5 are ultimately a bit less damage than raw Ax5 due to scaling. JumpY projectile combos into things if you can land it; might be worth learning to aim it at someone caught in sideY. JumpY into backY is a combo for 83 damage and Phase Shift, which isn't too bad, but jumpY into all A hits is 112. JumpY into wait into forwardY combos for 70, making it both hard and minimally useful, although there may be situations where backY or Ax5 cannot reach.
As for Duel Phase:
Confirms from X: The best confirm I have off X is XX YXforwardA, which deals 158 damage. XAx5 is a much less technical option which deals 154. Using YYYX instead of YX deals 155 and is a little easier; mashing Y gets 153, meaning it's generally inferior to XAx5. However, XAx5 is the only one of these combos that keeps your opponent in front of you, while the rest will send them behind you, so it may be a better option if you want to keep good stage positioning.
tl;dr for X: XX YXforwardA, unless you want to keep them in front of you, in which case use XAx5, which is also easier to execute and does almost as much damage.
Confirms from Y: Mashing Y alone does 108 damage. At no point in that sequence can you mash A to extend the combo, unless you think the opponent won't hold block. YX does not confirm. YYX forwardA deals 113; YYXAx5 connects and deals 131, making it significantly better than all previous options. YYYXAx5 does not confirm.
tl;dr for Y: Use YYXAx5. Don't touch the control stick.
Confirms from forwardX: forwardXforwardA does 108. forwardXAx5 does 130, making it superior. You're probably better off trying to confirm a Y in these situations, as forwardY has similar reach and identical combo properties AFAICT.
Confirms from downX: None. Opponent hits the ground before you can act.
Confirms from downY: None, although it can be used to condition them into shielding, whereupon you cancel into backX, cancel that with R, and go into the grab mixup.
Confirms from upX: downX confirms off this for 90 and a crossup. upX into mashing Y does 138. upX into YYYXforwardA also does 138; upX into YYYXAx5 does 160 and is likely to push them into a wall (it carries nearly all the way across Magikarp Festival's longer axis).
Confirms from upY: There's that one tutorial combo that goes upY into icicle into forwardA, but that only deals a measly 82.
I can't get upY into icicle jump forward into Y/X to work, but that would be really neat if it did. Maybe on a bigger character? :/ It's certainly scary looking, though. You get plenty of frame advantage doing it if you go for X, but not enough to reach them while still in hitstun.
Confirms from A: None that I know of. Mashing A raw is 122 damage.
Confirms from upA: Only mashing A, which deals 120. Can't really do much else. You can charge A for mixups if you think they won't hold block.
Confirms from forwardA: Nope. Although come to think of it, I wonder if some of these combos ending in forwardA could be extended with a cancel... doesn't look like it, though.
Confirms from backA: See confirms from X, since this is the second move that comes out when you hit XX.
Confirms from jumpX: Any X or Y combo, downX, downY, upY. Looks like it.
Confirms from jumpY: Y, but due to the multihit nature of jumpY, it's a bit unreliable. downX also works.
Confirms from jumpA: Ooh, the famous icicle. I can't get enough frame advantage to hit anything off this.
Can't find anything for throw, charge attack, or for after a burst. Plenty of things confirm into burst, though.
This is all I've got. Suggestions? Comments?
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