DungeonMaster
Smash Lord
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Ultimate Samus Combo Guide
Everything in this list is tested vs frame perfect frame 2 air-dodges and frame 1 options.
I'm just one person, and not perfect, and it's a massive list so it's entirely possible I can be wrong, by all means contact me if you think I'm in error or something is missing.
Lingo:
Triple = Up-Air -> Up->Air -> Up-B
Double = Up-Air -> Follow up that ends the combo (almost always try for another Up-air)
Single = Up-Air, N-air or B-air
SH = Short Hop
FJ = Full Jump
DJ = Double Jump
CS = Charge Shot
SM = Super Missile
RAR = Reverse Aerial Rush = Turning around in the air to access B-air while moving forward
Pivot slide = RAR without a jump into a tilt or a smash
Combo = Inescapable damage
Combo chain = Combo #1 guarantees combo #2, it's just useful shorthand
Broken = shorthand for "barely misses or fails to full connect"
String = Tight set of actions that are escapable (airdodge, shield or otherwise frame 1 actions)
Stutter Step Smash = Smash Direction stick then within 7 frames smash C-stick
If a sour spot or soft hit isn't indicated it means it's the sweet spot, for example explosion end of Samus' F-smash, the launching hit of Up-air.
Listed damage is approximate average from training mode, there are differences between SH aerials and FJ aerials, hurtbox, freshness bonus, staleness, floatiness impacting soft hits, etc...
Example: A SM-> SH Triple on DDD can do upwards of 50 damage, whereas on Jiggly it will be 45.
It's merely there to compare between all listed options.
Understanding Samus' combo game in depth:
Landing Doubles and Triples out of grounded starters is THE KEY component to maximizing Samus's damage output.
Although there are a huge number of variables (falling speed, hurtbox size, weight, etc...) if you land doubles and triples out of SM, D-throw and recognize
how tight or how loose the double or triple was, you can know how to best follow up with another combo starter.
The doubles and triples tell you what's next in the combo tree, and allow you to chain combos one after another.
When attempting a double or a triple out of a starter ALWAYS attempt it out of an initial Short Hop - only Full-Jump under specific circumstances (more details in combo chains).
To explain by example: JigglyPuff is the lightest floaty with a small hurtbox. DDD is the heaviest fast faller with a huge hurtbox. D-air is not the basis of the combo game. You can land D-air -> D-tilt with staggered hitstun on JigglyPuff once per stock. But on DDD you can land it twice per stock. Landing D-air->D-tilt does not implicitly tell you what's next. But landing D-throw->Triple on JigglyPuff or DDD, at any % or rage value for Samus will always lead to D-air->Up-smash. D-throw->Triple "chains" into D-air->Up-smash.
Aerial Triples and Doubles general guidelines:
Up-air always sends the opponent along the direction of Samus' spin axis. They have very little DI and SDI control over their direction.
Up-air combos really well into Up-air, quite well into Up-B, poorly into F-air, and quite poorly into N-air and not at all into B-air or D-air.
If there is no other reason to attempt N-air, F-air - say an edge-guard attempt - and all you're searching for is extra damage always go for another Up-Air.
Jump->Up-B combos much better than straight Up-B if you want to terminate the combo early.
Up-air does NOT true combo into aerial CS regardless of what the counter says.
Note from smash4: These sequences have been re-worked considerably. The FAF from Up-air is much longer now. Samus drops quite a bit in the air before being able to follow up with another move. In Smash 4 I suggested always going with Full-Jump, this is completely reversed now, Samus' aerial follow ups are best from Short-Hops now.
The corollary is this though: under some circumstances, with particular characters and stages FJ triples can KILL in Ultimate particularly if the opponent DI is bad.
SM starter:
Super missile is the most important combo tool in Samus' arsenal bar none.
There are several specific ranges to combo out of super-missile: The first is long range into CS and Z-air with forward momentum, the second is to run after the missile and end up either above or below the opponent, the third is at a specific distance and timing within the very first frames of hitstun of the missile.
Although SM combos into grab, and is Samus' essential mixup in this game, the "run after" combos from SM are *much* more reliable then grab as there is no means to effectively DI out of them, the frame advantage in positioning is too large. You can combo into almost any of Samus' moves with "run after" but there are only a few real standouts listed below and these lead to a variety of combo trees.
A regular shielded fresh SM into SH aerial options, particularly Up-air can shield poke on almost the entire cast and continue straight along its combo path.
SM are incredible compared to their Smash4 counterpart, while still being a reactable projectile the rewards and traps are very real.
SM (standing, SH, FJ or DJ)->CS 48% + KILL - Essential gameplay
SM (SH or FJ)->Z-air 20% - Getting double hit of Z-air tip takes some practice you have to be quite far
SM->Run->Triple 47% - Key combo
SM->Run->Double 37%
SM->Run->Single 27% - RAR B-air can kill but it combos rather poorly at actual kill percents
SM->Run->D-air 31% + KILL - Essential gameplay, can kill over the edge
SM->Run->SH FF D-air->Up-B 43% - Excellent combo to avoid being predictable, the D-air must be fast-falled, and your Up-B can happen within staggered hitstun, cross up potential
SM->Run->SH FF D-air->D-tilt 43% - More tight that previous for no benefit, disconsider
SM->Run->SH FF D-air->D-smash 41% + Tech Chase - Not as crazy as it sounds, tech chase is good
SM->Run->SH FF D-air->F-smash 43% - Disconsider compared to Up-smash
SM->Run->SH FF D-air->F-tilt 38% - Disconsider
SM->Run->SH FF D-air->Up-smash 50% - Better then attempting a triple in my opinion
SM->Run->SH FF D-air->Triple 60% - Most staggered hitstun landing hurtboxes squash down, this does not work well and is only for a few characters, specific circumstances
SM->Run->SH FF D-air->Double 51% - Same as above FJ is better here
SM->Run->SH FF D-air->Single 42% - N-air is best here because of Tech Chase
SM->Run->SH FF N-air->D-tilt 39% - Inputs can be trickier then D-air tree but combo timing is not so strict
SM->Run->SH FF N-air->F-tilt 36% - Disconsider compared to previous
SM->Run->SH FF N-air->F-smash 43% (tight) - Terrible combo, F-smash range and distances work out very poorly even on largest targets
SM->Run->SH FF N-air->CS - Not a combo, opponent is too far, but will catch the tech chase opportunity really well
SM->Run->SH FF N-air->Grab - Not a combo, tight string at very low %
SM->Run->FJ D-air + KILL - Key Combo with follow ups, can kill over the ledge, the "go to" mid-percent combo
SM->Run->FJ D-air->Up-B 46% - Easiest to land of all variants
SM->Run->FJ D-air->FF (drag down) F-air -> Up-B 51% - Good at catching regardless of bounce height
SM->Run->FJ D-air->FF Up-Air->Up-B 51% - Is a true combo vs. certain characters, use F-air though irrespective
SM->Run->FJ D-air->F-air 46% - 2nd Easiest to land of all variants
SM->Run->FJ D-air->N-air 43% - More tight to land then F-air or Up-B variants but send outward for edge-guard
SM->Run->FJ D-air->B-air 45% - More tight to land then F-air, depends on opponent DI
SM->Run->N-air1+2 48% - Hip hitbox of N-air sends backwards to true combo into back hit, character specific, hurtbox, fall-speed, weight (Try DDD).
SM->Run->N-air1+2-->B-air 64% (tight string!) - This is the Ultimate equivalent of the RC string from smash4
SM->Run->Grab - Essential gameplay option, at tightest grab lands one frame after initial hitstun at close range, can even confuse training mode counter
SM->Run->D-throw->Triple 56% - Note again: DI is always possible on the SM->D-throw
SM->Run->D-throw->Double 48%
SM->Run->D-throw->Single 35%
SM->Run->D-throw->Up-smash 45% - On Jiggly you will only ever get a Single follow up, this combo does connect for more damage, character specific uses
SM->Run->D-throw->DA 36% - Not terrible vs. hard DI out fast-fallers
SM->Run->DA 22% + KILL - Essential gameplay kill combo
SM->Run->Up-smash 36% - Lazy easy good
SM->Run->Up-B 29% - Sadly no shinesparking kills, tested at high rage and with floaties, just doesn't happen in Ultimate
SM->Run->Up-tilt 29% - Will always connect Up-tilt aerial version with no follow up possible, almost but not a kill combo
SM->Run->F-smash 31% - Don't do this F-smash will often miss depending on hurtbox
SM->Run->F-tilt 26% - Same as above
SM->Run->D-tilt 29% - Yes it's real but don't do this
SM->Run->D-smash 27% - Definitely don't do this
SM->Run->Jab1 18% - Even worse
SM->Run->SH or FJ HM 24% - Looks cute but no follow ups and you can get massacred
SM (initial hitstun)-> stutter step F-smash 32% (very specific range - Opponent near missile tip)
SM (initial hitstun)-> RAR B-air 31% (very specific range - Opponent near missile tip)
D-throw starter:
To use this starter effectively you *must* master the timing of the short dash to line up follow up attacks.
There is NO opponent DI possible at the lowest percents (<8%) as the opponent does not enter into tumble.
DI away from D-throw often defeats its combo potential, but at the very start of every stock, it's a strong combo option.
D-throw->Triple 42% - Key combo. Works on entire cast at 0%.
D-throw->Double 32%
D-throw->N-air1 20% - Because N-air must be rising no true follow ups but decent strings
D-throw->N-air1+2 44% - Hip hitbox of N-air sends backwards to true combo into back hit, character specific, hurtbox, fall-speed, weight (Try DDD).
D-throw->N-air1+2-->B-air 60% (tight string!) - This is the Ultimate equivalent of the RC string from smash4
D-throw->RAR B-air 26% - The best single out of D-throw, works best against skilled DI
D-throw->F-air 25% - F-air finisher does good damage, you should pull quarter circle backwards to line up F-air hits better and avoid them falling out
D-throw->Up-Air-> FF land -> Triple 54% - This isn't real, combo counter says it is, I'm leaving this here in case there are landing lag changes in patches
D-throw->Up-smash 31 % - small/thin hurtboxes can fall out
D-throw-> (no initial dash) Up-tilt 24% - straightforward, 0% only, no-skill (or really bad online lag...)
D-throw->DA 21% - look elsewhere
D-throw->Stutter-step F-smash 26% - some targets, hurtbox dependent, look elsewhere
D-throw-> (up angled) F-tilt 23% - same as above
Homing Missile starter:
HM produces sliding hitstun. Even on Jigglypuff at +200%. This can produce knockdowns and tech chases on airborn opponents and occasionally cause the opponent to trip.
Always jump forward with them to access pressure and combo potential. The combo range is universally 3/4 to full stage, but decreases slightly with increasing opponent percentage.
Linear/multi-jump recoveries can be aerial edge-guard combo kill confirmed.
HM are massively improved relative to Smash4.
FJ HM (3/4 stage)->Run->Anything except bomb, including other starters and all kill options
Standing or SH HM (Full stage)->Run->Anything except bomb, including other starters and all kill options, offstage aerial kill confirms, particularly F-air
FJ HM (3/4 stage)->HM 19% (3/4 stage) - At the very highest percents (>150%) sliding hitstun can push too far back for combo
FJ HM (3/4 stage)->HM->CS 53%
FJ HM (3/4 stage)->HM->Run->Grab
FJ HM (3/4 stage)->Baby CS->Run->Up-Throw + KILL - Sliding hitstun of HM->HM gets too high before Up-throw kills, replace with baby CS to get this kill confirm
FJ HM (3/4 stage)->HM->Run->D-throw->Triple 61%
FJ HM (3/4 stage)->HM->Run->D-throw->Double 51%
FJ HM (3/4 stage)->HM->Run->D-throw->Single 41%
FJ HM (3/4 stage)->HM->Run-> DA 27% + KILL - Poor combo at low percents, better at higher percents
FJ or SH HM-> SM 24% (near full stage)
FJ or SH HM -> SM -> SH or FJ CS 58% (near full stage) - Combo window does not extend to standing CS, you must jump
Up-tilt starter:
Up-tilt is an excellent starter but it's important to realize the combo counter lies a LOT with it, the combos and the ranges you see in training mode do
not represent reality. Up-tilt-> SH or FJ CS is NOT a true combo at any percent or rage value, the 2 frame jump squat ruins it, idem Up-tilt->D-air.
It lies even for staggered hitstun for instance Up-tilt->F-smash appears to be true with staggered hitstun but it *actually* only true combos after bounce.
Up-tilt->Triple 47% - Only in very close, I much prefer grounded options for combo chain reasons
Up-tilt->Double 37% - Only in very close
Up-tilt->Single 27% - Only in very close
Up-tilt->FJ Up-B - Is a kill combo on platforms only, never double jump, and they need to screw up DI (sometimes B-reverse the Up-B)
Up-tilt->D-tilt 30% - Essential combo, no-fail even in online lag
Up-tilt->D-smash 27% + Tech chase - Only works with slight bounce, never in staggered hitstun, the combo counter lies, very good tech chase
Up-tilt->F-smash 32% + Tech chase - See above, essential combo at max range, both sweet and sour spots can produce tech chase scenarios
Up-tilt->Up-smash 37% - Great combo but because of the need to slide in the opponent can sometimes fall out
Up-tilt->Up-Tilt 30% - *much* more finicky then the counter indicates, only works with quite a bit of bounce, but very useful for combo chains
Up-tilt->CS - *Goldilocks* combo. Character specific, many characters are immune, don't trust counter at all.
Up-tilt->Grab - even worse then Up-tilt->CS, very specific characters, very narrow range, don't bother.
Up-tilt->(standing) Up-B 28% (opponent on platform) - Better to go for aerial follow up
Up-tilt->Jab1 19% - Don't do this
Up-tilt-> (bounce) Jab1+2 29% + Tech chase - The combo here is real in close and the tech chase is quite ok but there's better
D-air starter:
D-air is a difficult move to land in neutral but a much better starter than Up-tilt. With extremely low landing lag all sorts of combos are possible if it is
fast-falled into the ground - and you should always FF into the ground because the landing lag is much better then auto-cancel.
Getting the hit as low as possible on the target is important to achieve tight combos.
Unlike Up-tilt aerial CS does combo and is a major kill combo in this game.
Because of the extremely low landing lag it is possible to land even D-air->Up-tilt and D-air->CS (standing) with opponents in staggered hitstun, +15 frame advantage.
The combo counter would indicate this range is broad, but really it's only a few % right before bounce occurs when tested accurately. However if CS is attempted
close to the bounce %, there is a chance the opponent can land and tech if your timing isn't perfect or D-air does not land deep. For this reason in combo chains I only include
the D-air-> (standing) CS option when there's considerable bounce, but it really is much easier to land this combo now then ever in smash4.
D-air->Up-smash is a very powerful, simple, broad percent range of applicability combo that so long as your opponent does not fall out or have some shortened
hitstun animation should be used liberally.
In combo chains when I list D-air->F-smash it means no angling to the F-smash but it obviously can be angled at percents where Up-smash is possible.
D-air->Triple 50% - Can work within staggered hitstun with SH, character animation dependent. Good kill chance at % where FJ is possible.
D-air->Double 40%
D-air->Single 30%
D-air->FJ Up-B + KILL - Never double jump, it will kill from the ground on FD but they need to screw up DI (sometimes B-reverse the Up-B) combo counter lies a lot at kill percents, tight.
D-air-> CS 52% + KILL - Essential kill and damage combo, generous timings with a FJ height bounce.
D-air->D-air 33% + KILL - Aerial character model collision can push opponent over the edge.
D-air->SH FF D-air-> Up-B 46% - Rising SH D-air must be rapidly fast-falled into the ground, waiting for autocancel window = no combo
D-air->SH FF D-air->F-smash 46% + KILL - Can kill with angled F-smash near ledge. Would make for a nice combo video highlight.
D-air->SH FF D-air->F-tilt 41% - It's real but not useful
D-air->SH FF D-air->Up-smash 53% - Flaky, will always lose to 1 frame options. Cute though.
D-air->SH FF D-air->Single
D-air->FJ D-air->DJ Up-Air 43% (tight)
D-air->FJ D-air->DJ Up-B 44% (tight)
D-air->Up-B (grounded) 27% - Essential gameplay, versatile, no fail, cross up.
D-air->D-tilt 29% - Overshadowed now not only by multi-purpose Up-B but all other variants, don't bother.
D-air->D-smash 29% + Tech chase - Very good combo now in staggered hitstun, tech chase at low % is very respectable, you can get lots more damage out of a follow up grab.
D-air->Up-tilt 31% - Almost kill combo at extreme edge but good DI will defeat it.
D-air->F-smash 31% + Tech chase - Great combo, good cross up, both sour and strong hits can lead to tech chase.
D-air->Up-smash 39% - Great combo, big damage, can work even with staggered hitstun on tall opponents.
D-air->Jab1+2 30% + Tech chase - Against fast fallers this is not a terrible combo, the jabs do connect fully and the tech chase can lead to full CS kill.
D-air->F-tilt 24% - Don't do this. F-tilt (sour) doesn't even jab reset now.
D-air->SM - It's real, and pointless? Just too close
D-air->HM - See above
D-air-> (no bounce) Up-tilt 32% - Within a few % of when a bounce would happen this true combos on staggered hitstun.
D-air-> (no bounce) Up-tilt -> Triple, Double, Single - Triple actually real only on DDD, totally impractical but cute 60% twitter kill combo.
D-air->Mid CS -> Grab-> D-throw -> FJ Single 57% - Getting fancy for ~4% more than Up-smash. Combo video stuff.
D-air->Weak CS->D-tilt 46% - Opponents get more momentum from aerial CS impact then grounded, these are not practical, Up-smash is simply better then all of them.
D-air->Weak CS->F-tilt 38%
D-air->Weak CS->F-smash 53%
D-air->Weak CS->DA 43%
Charge Shot starter:
This is now the centralizing aspect of Samus, and it is *complex*.
To get the most out of CS you *must* learn combo chains and how to pivot slide. Pivot slide is like a RAR on the ground, without jump, with a tilt or smash.
Charge shot increases in damage, and hitstun, and knockback, in 0.2% increments, over 125 frames.
For combos there is also another effect - the recoil and the FAF also increases with greater the charge.
To complicate things further, if CS completes in the air, the FAF is lower. So CS can be used a jump-in similar to the way you would use n-air and gain some frame advantage.
Recoil is important for combos initiated with the CS firing off in the air primarily, the aerial drift can reduce the combo potential, with higher charges being impossible to follow up on.
Charge shot produces 2 kinds of hitstun: Sliding and regular (liftoff).
Because CS is now analog, it's impossible to write a list of every scenario for every tiny increment of charge.
The pro controller rumbles 12 times, for those of you with a pro-controller here are the approximate ranges:
1st 6% (uncharged) 2nd ~9% 3rd ~13% 4th ~15% 5th ~16.8% 6th ~19.8% 7th ~22.2% 8th ~24% 9th ~27.5% 10th ~30% 11th ~32% 12th 33.6% (full charge)
Instead we can only use an approximate labelling that most people will intuitively understand:
Baby = uncharged = 1 rumble
Weak = anything slightly more than baby = 2 rumbles
Mid = half way = 6 rumbles
Strong = almost full = 11 rumbles.
Full Charge shot does not combo into anything, on any character, even at 0%. It can lead to a rather poor tech chase scenario on super-heavyweights (they have plenty of time to react).
Baby CS will never produce regular knockback at reasonable percents, and will never cause a tech chase, even on an aerial opponent.
Combos can be structured into 3 classes: Point blank, jump-in and run-after.
Baby CS (point blank or jump-in)->D-tilt 20% + KILL - Essential basic damage option that at very high % will kill, note as well that it doesn't combo well at most % unless spaced
Baby CS (point blank or jump-in)->F-tilt 18% + KILL - Sweet-spot f-tilt is a good kill option, note as well that it doesn't combo well at most % unless spaced
Baby CS (point blank or jump-in)->Jab1 10% - Never do this
Baby CS (point blank or jump-in)->DA 18% + KILL - Only use this to kill and space it properly to get the strong DA hitbox, always use grab for raw damage
Baby CS (jump in)->F-smash (tight) - 23% + KILL - At reasonable % it's not real point blank, only jump in, the problem with this is at the percents it works you might as well n-air
Baby CS (jump in)->D-smash 18% - It's real but never do this
Baby CS (run after)-> (pivot-slide) F-smash 23% + KILL - Excellent combo, great range of applicability, kills early, just fantastic combo
Baby CS (run after)-> (pivot-slide) F-tilt 23% (any range) + KILL - Excellent combo - angled for kills
Baby CS (run after)-> DA 18% + KILL - Essential gameplay, space DA properly to get KILL sweetspot
Baby CS (run after)-> grab + KILL - Essential gameplay, Up-throw kills at v.high % (80%+ pokemon trainer can no longer frame 1 Down-B avoid, entire cast can spot-dodge below 50%)
Baby CS (run after)->Z-air1+2 11% (Z-air range) - Maybe offstage uses? Doubtful.
Weak CS follows the exact same pattern as baby but note: even a little bit of extra charge dramatically lowers the percents at which true combo follow ups occur.
It also increases the FAF recoil, and the target slide, which means reduced distance on pivot slide combos. Weak CS is very useful for early kills.
Weak CS (point blank)->F-smash - 28% + KILL - Key combo, this is a very important combo for early kills
Weak CS (jump in)->F-smash - 28% + KILL - Is a significantly better option then N-air jump in as it kills earlir in its percent range of applicability
Mid CS follows a similar pattern but now grab has follow up potential and so it becomes better than all other options.
Mid CS->Grab is never a true combo vs frame 1 invincible. Against all other options it starts to true combo at 20% for the entire cast as a rule of thumb.
Even with that fact, unless you're fighting pokemon trainer you should always attempt (ideally standing) grab.
The recoil FAF however of Mid CS heavily limits follow ups at a distance, disconsider pivot slides and use grab or DA.
Mid CS->DA 31% - Range is shorter than counter indicates
Mid CS (point blank or jump in)->D-tilt 32%
Mid CS (point blank or jump in)->F-tilt 27%
Mid CS (point blank or jump in)->F-smash 36%
Strong CS recoil FAF does not allow run-after combo options of any type. It's important to note that if you and your opponent are both at zero % literally any combo from a Strong CS
will do more damage than a full CS blast which has no follow up. Even if all you do is DA, and the DA is guaranteed even on Jiggs at zero. So no full CS at zero zero, please.
Strong CS->grab - NOT a true combo vs frame 1 invincible at any percent. It is a true combo against all other options.
Strong CS->D-throw Triple 70% - Only heaviest opponents at 0%
Strong CS->D-throw Double 58% - Almost all of the cast at 0%
Strong CS->D-throw Single 46% - All you will get against light and floaty at 0%
Strong CS->DA 42% - Short range, about f-tilt spacing only
CS jab locks:
Weak CS transitions from sliding to normal knockback and leads to tech chases at very high percents. 150% on Jiggly. 200% on D3.
Mid CS similarly at mid percents. 50% on Jiggly. 65% on D3.
Strong CS similarly at 0% on Jiggs and a mere 3% on D3.
So what does this mean? If your goal is to get a kill jab lock, a charged F-smash for instance, you are necessarily playing in the mid to low CS range.
If your goal is to get a low % combo jab lock, say jab1 -> Up-tilt, you need to be close to zero and have nearly full CS.
The analog nature of CS is such that you can get quite difficult tech situations out of it, with enough finely tuned matchup and combo knowledge and skill.
Z-air starter:
Z-air is unwieldy and requires practice to use. It has 2 hitboxes at its tip, one hitbox between the tip and Samus and a final *tiny* hitbox near the arm cannon.
Z-air1 = 1.8%
Z-air2 = 3.6%
Z-air2 (arm cannon) = 3.6% and identical knockback to the tip. Spacing takes some getting used to, push towards opponent.
Z-air1+2 5.4%
Z-air2 + Tech chase -> CS KILL - rule of thumb above 100% entire cast (you can chain into it precisely as well). Primary use vs. reflectors.
Z-air1->D-tilt 16% + KILL - Essential gameplay combo, starts at zero % on entire cast, primary use is not to kill but to tack on % however will kill at v.high %
Z-air1->F-tilt 13% + Tech chase + KILL - Essential gameplay combo, stricter timing then above, starts at zero % on entire cast, F-tilt can cause tech chases or outright kill
Z-air1->F-smash + KILL 19% (tight) - High percent kill combo, often better to use angled F-tilt
Z-air1->D-smash 14% - Don't do this.
Z-air1->Up-B 16% + KILL - V. High percent kill combo, safe for mis-spaced
Z-air1->Jab1 - And... run away
Z-air1+2 (arm cannon)->D-tilt 20% - same advice as above, only works at low percents
Z-air1+2 (arm cannon)->F-tilt 17% + Tech chase - same advice as above will never combo at kill percents
Z-air1+2 (arm cannon)->F-smash 23% - This will combo easily but in the percent range it occurs does not really kill vs good DI
Z-air1+2 (arm cannon)->DA 17% + KILL - Only real purpose I can see for this hitbox? no one is ever realistically using this in a match.
Up-Air starter:
Up-air doesn't even need a starter on a level surface with some opponents, running up to them and SH Up-air will clip their hurtboxes and lift them up.
Up-air as a jump-in should land the last hit immediately before Samus lands at ground level, ideally simultaneously as a frame cancel.
Generally speaking if you land Up-Air at any point, you immediately want to try for another Up-air, Samus 101.
Up-air (landing soft hits)->Up-B - True on any character with 4 frames or worse air-dodge startup.
List of guaranteed: Jiggly Puff, DK, Ike, Snake, K.Rool, Bowser, DDD.
Up-air (jump in)->Up-B 18% - This is guaranteed even if the counter doesn't indicate it is, even vs frame 1 at 0%
Up-air (jump in)->Up-smash 30% - Finicky combo, only use at 0%
Up-air (jump in)->Up-tilt 21% - Generally useful for hard-to-combo characters
Up-air (jump in)->F-tilt (angled up) 20% - Terrible combo, never do this
Up-air (jump in)->F-smash (angled up) 24% - Terrible combo, never do this
Up-air (jump in)->CS 40% - This is real, tested many times, but it's finicky, like a smash4 frame cancel
SH Up-air (anything that isn't very short)->Triples, Doubles, Singles - Up-air does not need a starter against the vast majority of the cast, it just combos into itself
N-air starter:
N-air landing lag is so incredibly low it has many follow ups. You can begin a FF then input N-air to get the best possible combo potential.
N-air has multiple hitboxes and the hip hitbox sends the opponent backwards, allowing N-air to combo into itself.
It is possible to land this consistently, using a RAR N-air aimed at the opponent's head level and working only with the auto-cancel SH. I don't suggest learning this, but style points.
The second hit of N-air alone otherwise works the exact same as the first, with less hitstun.
N-air->D-tilt 24% - Very forgiving timing combo, essential kit
N-air->Dash-attack 19% - Very forgiving timing combo, essential
N-air->Up-tilt 26% - Excellent deep jump in with follow ups
N-air->Up-tilt->F-smash 43% - Excellent deep jump in, better then D-throw because cannot be evaded with DI
N-air->D-throw->Triple 53%
N-air->D-throw->Double 42%
N-air->D-throw->Single 32%
N-air->CS 44% - There are no true follow ups with partial CS, because N-air pushes them too far away. Always go for a grab as a string or full CS.
N-air->Jab1 (never do this)
N-air->D-smash 23% + Tech chase
N-air->F-smash 27% + Tech chase - better than d-smash, d-smash sends farther
N-air->F-tilt 22% - not as good as smash 4 due to f-tilt range nerf, overshadowed by new combos
N-air1+2->19%
N-air1+2->F-tilt 30%
N-air1+2->F-smash 37%
N-air1+2->DA 32%
B-air starter:
B-air has greater landing lag then N-air and so not as varied follow ups. B-air has 3 hitboxes, strong 14.2, sour 12.2% and late 9.8%.
B-air sour spot produces an excellent tech chase and so while there's no true combo into CS grab or up-tilt this is still a great move and regular part of the haze of combat.
B-air (sour)->D-tilt 27% - I can do this easily on smashbox, you may have trouble with a stick
B-air (sour)->F-smash + Tech chase - 29%
B-air (sour)->F-tilt 23% - not as good as smash4 due to f-tilt range nerf but still good
B-air (sour)->DA 24% - Very forgiving timing BnB combo
F-air starter:
F-air last hit should be as close to ground as possible ideally at the back foot of the opponent's model. Landing lag is good, but not exceptional. There's a timing to it out of a short hop. F-air last hit can lead to sliding hitstun, and the combo counter will properly register the combo. F-air before last hit + last hit with regular hitstun also leads to the same combos as last hit alone, the counter simply doesn't register it, but these are true combos so long as the last hit is very close to the ground. F-air can lead to a tech chase around similar percents as F-tilt tech chase but because of angle it's easily reactable.
Soft hits of F-air can combo into Up-B, but there is often a 1 frame gap unless you land the very specific 4th hit. Against the majority of the cast the other hits are a true confirm, but a few standouts can punish you hard such as JigglyPuff Rest and Mac Up-B.
F-air->D-tilt 21%
F-air->Up-B 21%
F-air->F-tilt 19%
F-air->F-smash 24%
F-air->DA 19%
F-air->Jab1 - Don't do this
F-air (soft hit #4)->Up-B 17.6% - Essential gameplay combo, only true combos on the 4th before-last hit, best accessed from FJ FF
F-air (soft hit #4)->Jab1 - Don't do this
Up-throw starter:
Sadly the combo counter lies quite a bit here. At first glance it would be a good combo throw vs some important matchups such as fox, bayo, zero suit, even mewtwo but it's not real.
Air-dodge beats it. It is a true combo on large hurtbox, slow air-dodge characters such as Ridley and even then it's very very tight, often 1 frame confirm. It's clear that if this changes in future patch by a few frames it'll be a major combo throw. This is still a very relevant combo throw because on platforms it can kill particulars at 0%.
U-throw->Triple 51% + KILL - 0% on platform kill combo
U-throw->Double 40%
U-throw->Single 27%
U-Throw->Up-B (grounded) - it's real but don't do this
Jab starter:
Ignore the combo counter.
Jab 1 + 2 is NOT a true combo on STANDING opponents. EVER. Any rage % any opponent %.
There is a very very specific range where it does true combo depending on opponent hitstun hurtbox shifting, this is not practical.
Jab 1 + 2 IS a true combo on *aerial* opponents slightly above Samus or with momentum towards Samus. Anything where the arm cannon swing connects just a bit above grounded.
Jab 2 should be considered a mixup only, and it leads to respectable tech chases.
Note from smash4: All crouch cancelling combos out of jab1 and the innermost hitbox are gone.
Do NOT despair over Jab1+2. Jab1 is *fantastic* and Samus' jab lock game is likely the best in the game given the analog nature of CS.
Dash Attack starter:
Fooled you! No, there's nothing but strings and mixup. Point blank DA->Up-B 22% registers on heavy large hurtbox characters in training mode, and late hit into Z-air, but the counter lies.
It interacts surprisingly well with Z-air, almost like the angle was chosen for that, but again, no combo.
Against human opponents though, point blank range, if you get a parry, this may not be a terrible idea.
Because it's just a few frames off of real combos at low percents. Something to consider.
The weird stuff:
Up-Smash can true combo into Up-air, Double and Triples, if you hit a standing opponent with the last launching hit.
Charge shot has a hitbox slightly behind it, which can clip hurtboxes (particularly in a wavebounce) and cause model collisions leading to combos, but these weird synthetic scenarios are not worth exploring. (You can for instance hit DDD with a full CS and then D-tilt).
Happy hunting!
Some useful tables:
ANY % combos:
F-air (soft hit 4)->Up-B
FJ HM->any charge CS (3/4 or full stage)
Z-air1 -> D-tilt
Z-air1 -> F-tilt
Bomb into *anything*, including SM and other starters and all kill options - Bomb hitstun grows slightly in this game
0% combos - start of every match ANY opponent:
SM->SH CS (anywhere on stage)
SM->Run->SH Triple
SM->Run->Anything including SH D-air and Up-tilt, grab and in particular the following
SM->Run->SH FF D-air->Up-B
SM->Run->Up-smash
D-throw->SH Triple
N-air->D-tilt
N-air->D-smash (tighter) + tech chase
N-air->F-smash (still tighter) + tech chase
N-air->Up-tilt->F-smash (deep jump in, tight, worth it) + tech chase
N-air->CS
B-air->D-tilt
B-air->F-tilt
Up-air (jump in)->Up-B
D-air->D-tilt
D-air->Up-B
D-air->D-smash (much tighter on heavy) + tech chase
Strong CS->DA
Strong CS->Grab
FJ HM->SM->SH CS (full stage)
Ultimate Samus Combo Guide
Everything in this list is tested vs frame perfect frame 2 air-dodges and frame 1 options.
I'm just one person, and not perfect, and it's a massive list so it's entirely possible I can be wrong, by all means contact me if you think I'm in error or something is missing.
Lingo:
Triple = Up-Air -> Up->Air -> Up-B
Double = Up-Air -> Follow up that ends the combo (almost always try for another Up-air)
Single = Up-Air, N-air or B-air
SH = Short Hop
FJ = Full Jump
DJ = Double Jump
CS = Charge Shot
SM = Super Missile
RAR = Reverse Aerial Rush = Turning around in the air to access B-air while moving forward
Pivot slide = RAR without a jump into a tilt or a smash
Combo = Inescapable damage
Combo chain = Combo #1 guarantees combo #2, it's just useful shorthand
Broken = shorthand for "barely misses or fails to full connect"
String = Tight set of actions that are escapable (airdodge, shield or otherwise frame 1 actions)
Stutter Step Smash = Smash Direction stick then within 7 frames smash C-stick
If a sour spot or soft hit isn't indicated it means it's the sweet spot, for example explosion end of Samus' F-smash, the launching hit of Up-air.
Listed damage is approximate average from training mode, there are differences between SH aerials and FJ aerials, hurtbox, freshness bonus, staleness, floatiness impacting soft hits, etc...
Example: A SM-> SH Triple on DDD can do upwards of 50 damage, whereas on Jiggly it will be 45.
It's merely there to compare between all listed options.
Understanding Samus' combo game in depth:
Landing Doubles and Triples out of grounded starters is THE KEY component to maximizing Samus's damage output.
Although there are a huge number of variables (falling speed, hurtbox size, weight, etc...) if you land doubles and triples out of SM, D-throw and recognize
how tight or how loose the double or triple was, you can know how to best follow up with another combo starter.
The doubles and triples tell you what's next in the combo tree, and allow you to chain combos one after another.
When attempting a double or a triple out of a starter ALWAYS attempt it out of an initial Short Hop - only Full-Jump under specific circumstances (more details in combo chains).
To explain by example: JigglyPuff is the lightest floaty with a small hurtbox. DDD is the heaviest fast faller with a huge hurtbox. D-air is not the basis of the combo game. You can land D-air -> D-tilt with staggered hitstun on JigglyPuff once per stock. But on DDD you can land it twice per stock. Landing D-air->D-tilt does not implicitly tell you what's next. But landing D-throw->Triple on JigglyPuff or DDD, at any % or rage value for Samus will always lead to D-air->Up-smash. D-throw->Triple "chains" into D-air->Up-smash.
Aerial Triples and Doubles general guidelines:
Up-air always sends the opponent along the direction of Samus' spin axis. They have very little DI and SDI control over their direction.
Up-air combos really well into Up-air, quite well into Up-B, poorly into F-air, and quite poorly into N-air and not at all into B-air or D-air.
If there is no other reason to attempt N-air, F-air - say an edge-guard attempt - and all you're searching for is extra damage always go for another Up-Air.
Jump->Up-B combos much better than straight Up-B if you want to terminate the combo early.
Up-air does NOT true combo into aerial CS regardless of what the counter says.
Note from smash4: These sequences have been re-worked considerably. The FAF from Up-air is much longer now. Samus drops quite a bit in the air before being able to follow up with another move. In Smash 4 I suggested always going with Full-Jump, this is completely reversed now, Samus' aerial follow ups are best from Short-Hops now.
The corollary is this though: under some circumstances, with particular characters and stages FJ triples can KILL in Ultimate particularly if the opponent DI is bad.
SM starter:
Super missile is the most important combo tool in Samus' arsenal bar none.
There are several specific ranges to combo out of super-missile: The first is long range into CS and Z-air with forward momentum, the second is to run after the missile and end up either above or below the opponent, the third is at a specific distance and timing within the very first frames of hitstun of the missile.
Although SM combos into grab, and is Samus' essential mixup in this game, the "run after" combos from SM are *much* more reliable then grab as there is no means to effectively DI out of them, the frame advantage in positioning is too large. You can combo into almost any of Samus' moves with "run after" but there are only a few real standouts listed below and these lead to a variety of combo trees.
A regular shielded fresh SM into SH aerial options, particularly Up-air can shield poke on almost the entire cast and continue straight along its combo path.
SM are incredible compared to their Smash4 counterpart, while still being a reactable projectile the rewards and traps are very real.
SM (standing, SH, FJ or DJ)->CS 48% + KILL - Essential gameplay
SM (SH or FJ)->Z-air 20% - Getting double hit of Z-air tip takes some practice you have to be quite far
SM->Run->Triple 47% - Key combo
SM->Run->Double 37%
SM->Run->Single 27% - RAR B-air can kill but it combos rather poorly at actual kill percents
SM->Run->D-air 31% + KILL - Essential gameplay, can kill over the edge
SM->Run->SH FF D-air->Up-B 43% - Excellent combo to avoid being predictable, the D-air must be fast-falled, and your Up-B can happen within staggered hitstun, cross up potential
SM->Run->SH FF D-air->D-tilt 43% - More tight that previous for no benefit, disconsider
SM->Run->SH FF D-air->D-smash 41% + Tech Chase - Not as crazy as it sounds, tech chase is good
SM->Run->SH FF D-air->F-smash 43% - Disconsider compared to Up-smash
SM->Run->SH FF D-air->F-tilt 38% - Disconsider
SM->Run->SH FF D-air->Up-smash 50% - Better then attempting a triple in my opinion
SM->Run->SH FF D-air->Triple 60% - Most staggered hitstun landing hurtboxes squash down, this does not work well and is only for a few characters, specific circumstances
SM->Run->SH FF D-air->Double 51% - Same as above FJ is better here
SM->Run->SH FF D-air->Single 42% - N-air is best here because of Tech Chase
SM->Run->SH FF N-air->D-tilt 39% - Inputs can be trickier then D-air tree but combo timing is not so strict
SM->Run->SH FF N-air->F-tilt 36% - Disconsider compared to previous
SM->Run->SH FF N-air->F-smash 43% (tight) - Terrible combo, F-smash range and distances work out very poorly even on largest targets
SM->Run->SH FF N-air->CS - Not a combo, opponent is too far, but will catch the tech chase opportunity really well
SM->Run->SH FF N-air->Grab - Not a combo, tight string at very low %
SM->Run->FJ D-air + KILL - Key Combo with follow ups, can kill over the ledge, the "go to" mid-percent combo
SM->Run->FJ D-air->Up-B 46% - Easiest to land of all variants
SM->Run->FJ D-air->FF (drag down) F-air -> Up-B 51% - Good at catching regardless of bounce height
SM->Run->FJ D-air->FF Up-Air->Up-B 51% - Is a true combo vs. certain characters, use F-air though irrespective
SM->Run->FJ D-air->F-air 46% - 2nd Easiest to land of all variants
SM->Run->FJ D-air->N-air 43% - More tight to land then F-air or Up-B variants but send outward for edge-guard
SM->Run->FJ D-air->B-air 45% - More tight to land then F-air, depends on opponent DI
SM->Run->N-air1+2 48% - Hip hitbox of N-air sends backwards to true combo into back hit, character specific, hurtbox, fall-speed, weight (Try DDD).
SM->Run->N-air1+2-->B-air 64% (tight string!) - This is the Ultimate equivalent of the RC string from smash4
SM->Run->Grab - Essential gameplay option, at tightest grab lands one frame after initial hitstun at close range, can even confuse training mode counter
SM->Run->D-throw->Triple 56% - Note again: DI is always possible on the SM->D-throw
SM->Run->D-throw->Double 48%
SM->Run->D-throw->Single 35%
SM->Run->D-throw->Up-smash 45% - On Jiggly you will only ever get a Single follow up, this combo does connect for more damage, character specific uses
SM->Run->D-throw->DA 36% - Not terrible vs. hard DI out fast-fallers
SM->Run->DA 22% + KILL - Essential gameplay kill combo
SM->Run->Up-smash 36% - Lazy easy good
SM->Run->Up-B 29% - Sadly no shinesparking kills, tested at high rage and with floaties, just doesn't happen in Ultimate
SM->Run->Up-tilt 29% - Will always connect Up-tilt aerial version with no follow up possible, almost but not a kill combo
SM->Run->F-smash 31% - Don't do this F-smash will often miss depending on hurtbox
SM->Run->F-tilt 26% - Same as above
SM->Run->D-tilt 29% - Yes it's real but don't do this
SM->Run->D-smash 27% - Definitely don't do this
SM->Run->Jab1 18% - Even worse
SM->Run->SH or FJ HM 24% - Looks cute but no follow ups and you can get massacred
SM (initial hitstun)-> stutter step F-smash 32% (very specific range - Opponent near missile tip)
SM (initial hitstun)-> RAR B-air 31% (very specific range - Opponent near missile tip)
D-throw starter:
To use this starter effectively you *must* master the timing of the short dash to line up follow up attacks.
There is NO opponent DI possible at the lowest percents (<8%) as the opponent does not enter into tumble.
DI away from D-throw often defeats its combo potential, but at the very start of every stock, it's a strong combo option.
D-throw->Triple 42% - Key combo. Works on entire cast at 0%.
D-throw->Double 32%
D-throw->N-air1 20% - Because N-air must be rising no true follow ups but decent strings
D-throw->N-air1+2 44% - Hip hitbox of N-air sends backwards to true combo into back hit, character specific, hurtbox, fall-speed, weight (Try DDD).
D-throw->N-air1+2-->B-air 60% (tight string!) - This is the Ultimate equivalent of the RC string from smash4
D-throw->RAR B-air 26% - The best single out of D-throw, works best against skilled DI
D-throw->F-air 25% - F-air finisher does good damage, you should pull quarter circle backwards to line up F-air hits better and avoid them falling out
D-throw->Up-Air-> FF land -> Triple 54% - This isn't real, combo counter says it is, I'm leaving this here in case there are landing lag changes in patches
D-throw->Up-smash 31 % - small/thin hurtboxes can fall out
D-throw-> (no initial dash) Up-tilt 24% - straightforward, 0% only, no-skill (or really bad online lag...)
D-throw->DA 21% - look elsewhere
D-throw->Stutter-step F-smash 26% - some targets, hurtbox dependent, look elsewhere
D-throw-> (up angled) F-tilt 23% - same as above
Homing Missile starter:
HM produces sliding hitstun. Even on Jigglypuff at +200%. This can produce knockdowns and tech chases on airborn opponents and occasionally cause the opponent to trip.
Always jump forward with them to access pressure and combo potential. The combo range is universally 3/4 to full stage, but decreases slightly with increasing opponent percentage.
Linear/multi-jump recoveries can be aerial edge-guard combo kill confirmed.
HM are massively improved relative to Smash4.
FJ HM (3/4 stage)->Run->Anything except bomb, including other starters and all kill options
Standing or SH HM (Full stage)->Run->Anything except bomb, including other starters and all kill options, offstage aerial kill confirms, particularly F-air
FJ HM (3/4 stage)->HM 19% (3/4 stage) - At the very highest percents (>150%) sliding hitstun can push too far back for combo
FJ HM (3/4 stage)->HM->CS 53%
FJ HM (3/4 stage)->HM->Run->Grab
FJ HM (3/4 stage)->Baby CS->Run->Up-Throw + KILL - Sliding hitstun of HM->HM gets too high before Up-throw kills, replace with baby CS to get this kill confirm
FJ HM (3/4 stage)->HM->Run->D-throw->Triple 61%
FJ HM (3/4 stage)->HM->Run->D-throw->Double 51%
FJ HM (3/4 stage)->HM->Run->D-throw->Single 41%
FJ HM (3/4 stage)->HM->Run-> DA 27% + KILL - Poor combo at low percents, better at higher percents
FJ or SH HM-> SM 24% (near full stage)
FJ or SH HM -> SM -> SH or FJ CS 58% (near full stage) - Combo window does not extend to standing CS, you must jump
Up-tilt starter:
Up-tilt is an excellent starter but it's important to realize the combo counter lies a LOT with it, the combos and the ranges you see in training mode do
not represent reality. Up-tilt-> SH or FJ CS is NOT a true combo at any percent or rage value, the 2 frame jump squat ruins it, idem Up-tilt->D-air.
It lies even for staggered hitstun for instance Up-tilt->F-smash appears to be true with staggered hitstun but it *actually* only true combos after bounce.
Up-tilt->Triple 47% - Only in very close, I much prefer grounded options for combo chain reasons
Up-tilt->Double 37% - Only in very close
Up-tilt->Single 27% - Only in very close
Up-tilt->FJ Up-B - Is a kill combo on platforms only, never double jump, and they need to screw up DI (sometimes B-reverse the Up-B)
Up-tilt->D-tilt 30% - Essential combo, no-fail even in online lag
Up-tilt->D-smash 27% + Tech chase - Only works with slight bounce, never in staggered hitstun, the combo counter lies, very good tech chase
Up-tilt->F-smash 32% + Tech chase - See above, essential combo at max range, both sweet and sour spots can produce tech chase scenarios
Up-tilt->Up-smash 37% - Great combo but because of the need to slide in the opponent can sometimes fall out
Up-tilt->Up-Tilt 30% - *much* more finicky then the counter indicates, only works with quite a bit of bounce, but very useful for combo chains
Up-tilt->CS - *Goldilocks* combo. Character specific, many characters are immune, don't trust counter at all.
Up-tilt->Grab - even worse then Up-tilt->CS, very specific characters, very narrow range, don't bother.
Up-tilt->(standing) Up-B 28% (opponent on platform) - Better to go for aerial follow up
Up-tilt->Jab1 19% - Don't do this
Up-tilt-> (bounce) Jab1+2 29% + Tech chase - The combo here is real in close and the tech chase is quite ok but there's better
D-air starter:
D-air is a difficult move to land in neutral but a much better starter than Up-tilt. With extremely low landing lag all sorts of combos are possible if it is
fast-falled into the ground - and you should always FF into the ground because the landing lag is much better then auto-cancel.
Getting the hit as low as possible on the target is important to achieve tight combos.
Unlike Up-tilt aerial CS does combo and is a major kill combo in this game.
Because of the extremely low landing lag it is possible to land even D-air->Up-tilt and D-air->CS (standing) with opponents in staggered hitstun, +15 frame advantage.
The combo counter would indicate this range is broad, but really it's only a few % right before bounce occurs when tested accurately. However if CS is attempted
close to the bounce %, there is a chance the opponent can land and tech if your timing isn't perfect or D-air does not land deep. For this reason in combo chains I only include
the D-air-> (standing) CS option when there's considerable bounce, but it really is much easier to land this combo now then ever in smash4.
D-air->Up-smash is a very powerful, simple, broad percent range of applicability combo that so long as your opponent does not fall out or have some shortened
hitstun animation should be used liberally.
In combo chains when I list D-air->F-smash it means no angling to the F-smash but it obviously can be angled at percents where Up-smash is possible.
D-air->Triple 50% - Can work within staggered hitstun with SH, character animation dependent. Good kill chance at % where FJ is possible.
D-air->Double 40%
D-air->Single 30%
D-air->FJ Up-B + KILL - Never double jump, it will kill from the ground on FD but they need to screw up DI (sometimes B-reverse the Up-B) combo counter lies a lot at kill percents, tight.
D-air-> CS 52% + KILL - Essential kill and damage combo, generous timings with a FJ height bounce.
D-air->D-air 33% + KILL - Aerial character model collision can push opponent over the edge.
D-air->SH FF D-air-> Up-B 46% - Rising SH D-air must be rapidly fast-falled into the ground, waiting for autocancel window = no combo
D-air->SH FF D-air->F-smash 46% + KILL - Can kill with angled F-smash near ledge. Would make for a nice combo video highlight.
D-air->SH FF D-air->F-tilt 41% - It's real but not useful
D-air->SH FF D-air->Up-smash 53% - Flaky, will always lose to 1 frame options. Cute though.
D-air->SH FF D-air->Single
D-air->FJ D-air->DJ Up-Air 43% (tight)
D-air->FJ D-air->DJ Up-B 44% (tight)
D-air->Up-B (grounded) 27% - Essential gameplay, versatile, no fail, cross up.
D-air->D-tilt 29% - Overshadowed now not only by multi-purpose Up-B but all other variants, don't bother.
D-air->D-smash 29% + Tech chase - Very good combo now in staggered hitstun, tech chase at low % is very respectable, you can get lots more damage out of a follow up grab.
D-air->Up-tilt 31% - Almost kill combo at extreme edge but good DI will defeat it.
D-air->F-smash 31% + Tech chase - Great combo, good cross up, both sour and strong hits can lead to tech chase.
D-air->Up-smash 39% - Great combo, big damage, can work even with staggered hitstun on tall opponents.
D-air->Jab1+2 30% + Tech chase - Against fast fallers this is not a terrible combo, the jabs do connect fully and the tech chase can lead to full CS kill.
D-air->F-tilt 24% - Don't do this. F-tilt (sour) doesn't even jab reset now.
D-air->SM - It's real, and pointless? Just too close
D-air->HM - See above
D-air-> (no bounce) Up-tilt 32% - Within a few % of when a bounce would happen this true combos on staggered hitstun.
D-air-> (no bounce) Up-tilt -> Triple, Double, Single - Triple actually real only on DDD, totally impractical but cute 60% twitter kill combo.
D-air->Mid CS -> Grab-> D-throw -> FJ Single 57% - Getting fancy for ~4% more than Up-smash. Combo video stuff.
D-air->Weak CS->D-tilt 46% - Opponents get more momentum from aerial CS impact then grounded, these are not practical, Up-smash is simply better then all of them.
D-air->Weak CS->F-tilt 38%
D-air->Weak CS->F-smash 53%
D-air->Weak CS->DA 43%
Charge Shot starter:
This is now the centralizing aspect of Samus, and it is *complex*.
To get the most out of CS you *must* learn combo chains and how to pivot slide. Pivot slide is like a RAR on the ground, without jump, with a tilt or smash.
Charge shot increases in damage, and hitstun, and knockback, in 0.2% increments, over 125 frames.
For combos there is also another effect - the recoil and the FAF also increases with greater the charge.
To complicate things further, if CS completes in the air, the FAF is lower. So CS can be used a jump-in similar to the way you would use n-air and gain some frame advantage.
Recoil is important for combos initiated with the CS firing off in the air primarily, the aerial drift can reduce the combo potential, with higher charges being impossible to follow up on.
Charge shot produces 2 kinds of hitstun: Sliding and regular (liftoff).
Because CS is now analog, it's impossible to write a list of every scenario for every tiny increment of charge.
The pro controller rumbles 12 times, for those of you with a pro-controller here are the approximate ranges:
1st 6% (uncharged) 2nd ~9% 3rd ~13% 4th ~15% 5th ~16.8% 6th ~19.8% 7th ~22.2% 8th ~24% 9th ~27.5% 10th ~30% 11th ~32% 12th 33.6% (full charge)
Instead we can only use an approximate labelling that most people will intuitively understand:
Baby = uncharged = 1 rumble
Weak = anything slightly more than baby = 2 rumbles
Mid = half way = 6 rumbles
Strong = almost full = 11 rumbles.
Full Charge shot does not combo into anything, on any character, even at 0%. It can lead to a rather poor tech chase scenario on super-heavyweights (they have plenty of time to react).
Baby CS will never produce regular knockback at reasonable percents, and will never cause a tech chase, even on an aerial opponent.
Combos can be structured into 3 classes: Point blank, jump-in and run-after.
Baby CS (point blank or jump-in)->D-tilt 20% + KILL - Essential basic damage option that at very high % will kill, note as well that it doesn't combo well at most % unless spaced
Baby CS (point blank or jump-in)->F-tilt 18% + KILL - Sweet-spot f-tilt is a good kill option, note as well that it doesn't combo well at most % unless spaced
Baby CS (point blank or jump-in)->Jab1 10% - Never do this
Baby CS (point blank or jump-in)->DA 18% + KILL - Only use this to kill and space it properly to get the strong DA hitbox, always use grab for raw damage
Baby CS (jump in)->F-smash (tight) - 23% + KILL - At reasonable % it's not real point blank, only jump in, the problem with this is at the percents it works you might as well n-air
Baby CS (jump in)->D-smash 18% - It's real but never do this
Baby CS (run after)-> (pivot-slide) F-smash 23% + KILL - Excellent combo, great range of applicability, kills early, just fantastic combo
Baby CS (run after)-> (pivot-slide) F-tilt 23% (any range) + KILL - Excellent combo - angled for kills
Baby CS (run after)-> DA 18% + KILL - Essential gameplay, space DA properly to get KILL sweetspot
Baby CS (run after)-> grab + KILL - Essential gameplay, Up-throw kills at v.high % (80%+ pokemon trainer can no longer frame 1 Down-B avoid, entire cast can spot-dodge below 50%)
Baby CS (run after)->Z-air1+2 11% (Z-air range) - Maybe offstage uses? Doubtful.
Weak CS follows the exact same pattern as baby but note: even a little bit of extra charge dramatically lowers the percents at which true combo follow ups occur.
It also increases the FAF recoil, and the target slide, which means reduced distance on pivot slide combos. Weak CS is very useful for early kills.
Weak CS (point blank)->F-smash - 28% + KILL - Key combo, this is a very important combo for early kills
Weak CS (jump in)->F-smash - 28% + KILL - Is a significantly better option then N-air jump in as it kills earlir in its percent range of applicability
Mid CS follows a similar pattern but now grab has follow up potential and so it becomes better than all other options.
Mid CS->Grab is never a true combo vs frame 1 invincible. Against all other options it starts to true combo at 20% for the entire cast as a rule of thumb.
Even with that fact, unless you're fighting pokemon trainer you should always attempt (ideally standing) grab.
The recoil FAF however of Mid CS heavily limits follow ups at a distance, disconsider pivot slides and use grab or DA.
Mid CS->DA 31% - Range is shorter than counter indicates
Mid CS (point blank or jump in)->D-tilt 32%
Mid CS (point blank or jump in)->F-tilt 27%
Mid CS (point blank or jump in)->F-smash 36%
Strong CS recoil FAF does not allow run-after combo options of any type. It's important to note that if you and your opponent are both at zero % literally any combo from a Strong CS
will do more damage than a full CS blast which has no follow up. Even if all you do is DA, and the DA is guaranteed even on Jiggs at zero. So no full CS at zero zero, please.
Strong CS->grab - NOT a true combo vs frame 1 invincible at any percent. It is a true combo against all other options.
Strong CS->D-throw Triple 70% - Only heaviest opponents at 0%
Strong CS->D-throw Double 58% - Almost all of the cast at 0%
Strong CS->D-throw Single 46% - All you will get against light and floaty at 0%
Strong CS->DA 42% - Short range, about f-tilt spacing only
CS jab locks:
Weak CS transitions from sliding to normal knockback and leads to tech chases at very high percents. 150% on Jiggly. 200% on D3.
Mid CS similarly at mid percents. 50% on Jiggly. 65% on D3.
Strong CS similarly at 0% on Jiggs and a mere 3% on D3.
So what does this mean? If your goal is to get a kill jab lock, a charged F-smash for instance, you are necessarily playing in the mid to low CS range.
If your goal is to get a low % combo jab lock, say jab1 -> Up-tilt, you need to be close to zero and have nearly full CS.
The analog nature of CS is such that you can get quite difficult tech situations out of it, with enough finely tuned matchup and combo knowledge and skill.
Z-air starter:
Z-air is unwieldy and requires practice to use. It has 2 hitboxes at its tip, one hitbox between the tip and Samus and a final *tiny* hitbox near the arm cannon.
Z-air1 = 1.8%
Z-air2 = 3.6%
Z-air2 (arm cannon) = 3.6% and identical knockback to the tip. Spacing takes some getting used to, push towards opponent.
Z-air1+2 5.4%
Z-air2 + Tech chase -> CS KILL - rule of thumb above 100% entire cast (you can chain into it precisely as well). Primary use vs. reflectors.
Z-air1->D-tilt 16% + KILL - Essential gameplay combo, starts at zero % on entire cast, primary use is not to kill but to tack on % however will kill at v.high %
Z-air1->F-tilt 13% + Tech chase + KILL - Essential gameplay combo, stricter timing then above, starts at zero % on entire cast, F-tilt can cause tech chases or outright kill
Z-air1->F-smash + KILL 19% (tight) - High percent kill combo, often better to use angled F-tilt
Z-air1->D-smash 14% - Don't do this.
Z-air1->Up-B 16% + KILL - V. High percent kill combo, safe for mis-spaced
Z-air1->Jab1 - And... run away
Z-air1+2 (arm cannon)->D-tilt 20% - same advice as above, only works at low percents
Z-air1+2 (arm cannon)->F-tilt 17% + Tech chase - same advice as above will never combo at kill percents
Z-air1+2 (arm cannon)->F-smash 23% - This will combo easily but in the percent range it occurs does not really kill vs good DI
Z-air1+2 (arm cannon)->DA 17% + KILL - Only real purpose I can see for this hitbox? no one is ever realistically using this in a match.
Up-Air starter:
Up-air doesn't even need a starter on a level surface with some opponents, running up to them and SH Up-air will clip their hurtboxes and lift them up.
Up-air as a jump-in should land the last hit immediately before Samus lands at ground level, ideally simultaneously as a frame cancel.
Generally speaking if you land Up-Air at any point, you immediately want to try for another Up-air, Samus 101.
Up-air (landing soft hits)->Up-B - True on any character with 4 frames or worse air-dodge startup.
List of guaranteed: Jiggly Puff, DK, Ike, Snake, K.Rool, Bowser, DDD.
Up-air (jump in)->Up-B 18% - This is guaranteed even if the counter doesn't indicate it is, even vs frame 1 at 0%
Up-air (jump in)->Up-smash 30% - Finicky combo, only use at 0%
Up-air (jump in)->Up-tilt 21% - Generally useful for hard-to-combo characters
Up-air (jump in)->F-tilt (angled up) 20% - Terrible combo, never do this
Up-air (jump in)->F-smash (angled up) 24% - Terrible combo, never do this
Up-air (jump in)->CS 40% - This is real, tested many times, but it's finicky, like a smash4 frame cancel
SH Up-air (anything that isn't very short)->Triples, Doubles, Singles - Up-air does not need a starter against the vast majority of the cast, it just combos into itself
N-air starter:
N-air landing lag is so incredibly low it has many follow ups. You can begin a FF then input N-air to get the best possible combo potential.
N-air has multiple hitboxes and the hip hitbox sends the opponent backwards, allowing N-air to combo into itself.
It is possible to land this consistently, using a RAR N-air aimed at the opponent's head level and working only with the auto-cancel SH. I don't suggest learning this, but style points.
The second hit of N-air alone otherwise works the exact same as the first, with less hitstun.
N-air->D-tilt 24% - Very forgiving timing combo, essential kit
N-air->Dash-attack 19% - Very forgiving timing combo, essential
N-air->Up-tilt 26% - Excellent deep jump in with follow ups
N-air->Up-tilt->F-smash 43% - Excellent deep jump in, better then D-throw because cannot be evaded with DI
N-air->D-throw->Triple 53%
N-air->D-throw->Double 42%
N-air->D-throw->Single 32%
N-air->CS 44% - There are no true follow ups with partial CS, because N-air pushes them too far away. Always go for a grab as a string or full CS.
N-air->Jab1 (never do this)
N-air->D-smash 23% + Tech chase
N-air->F-smash 27% + Tech chase - better than d-smash, d-smash sends farther
N-air->F-tilt 22% - not as good as smash 4 due to f-tilt range nerf, overshadowed by new combos
N-air1+2->19%
N-air1+2->F-tilt 30%
N-air1+2->F-smash 37%
N-air1+2->DA 32%
B-air starter:
B-air has greater landing lag then N-air and so not as varied follow ups. B-air has 3 hitboxes, strong 14.2, sour 12.2% and late 9.8%.
B-air sour spot produces an excellent tech chase and so while there's no true combo into CS grab or up-tilt this is still a great move and regular part of the haze of combat.
B-air (sour)->D-tilt 27% - I can do this easily on smashbox, you may have trouble with a stick
B-air (sour)->F-smash + Tech chase - 29%
B-air (sour)->F-tilt 23% - not as good as smash4 due to f-tilt range nerf but still good
B-air (sour)->DA 24% - Very forgiving timing BnB combo
F-air starter:
F-air last hit should be as close to ground as possible ideally at the back foot of the opponent's model. Landing lag is good, but not exceptional. There's a timing to it out of a short hop. F-air last hit can lead to sliding hitstun, and the combo counter will properly register the combo. F-air before last hit + last hit with regular hitstun also leads to the same combos as last hit alone, the counter simply doesn't register it, but these are true combos so long as the last hit is very close to the ground. F-air can lead to a tech chase around similar percents as F-tilt tech chase but because of angle it's easily reactable.
Soft hits of F-air can combo into Up-B, but there is often a 1 frame gap unless you land the very specific 4th hit. Against the majority of the cast the other hits are a true confirm, but a few standouts can punish you hard such as JigglyPuff Rest and Mac Up-B.
F-air->D-tilt 21%
F-air->Up-B 21%
F-air->F-tilt 19%
F-air->F-smash 24%
F-air->DA 19%
F-air->Jab1 - Don't do this
F-air (soft hit #4)->Up-B 17.6% - Essential gameplay combo, only true combos on the 4th before-last hit, best accessed from FJ FF
F-air (soft hit #4)->Jab1 - Don't do this
Up-throw starter:
Sadly the combo counter lies quite a bit here. At first glance it would be a good combo throw vs some important matchups such as fox, bayo, zero suit, even mewtwo but it's not real.
Air-dodge beats it. It is a true combo on large hurtbox, slow air-dodge characters such as Ridley and even then it's very very tight, often 1 frame confirm. It's clear that if this changes in future patch by a few frames it'll be a major combo throw. This is still a very relevant combo throw because on platforms it can kill particulars at 0%.
U-throw->Triple 51% + KILL - 0% on platform kill combo
U-throw->Double 40%
U-throw->Single 27%
U-Throw->Up-B (grounded) - it's real but don't do this
Jab starter:
Ignore the combo counter.
Jab 1 + 2 is NOT a true combo on STANDING opponents. EVER. Any rage % any opponent %.
There is a very very specific range where it does true combo depending on opponent hitstun hurtbox shifting, this is not practical.
Jab 1 + 2 IS a true combo on *aerial* opponents slightly above Samus or with momentum towards Samus. Anything where the arm cannon swing connects just a bit above grounded.
Jab 2 should be considered a mixup only, and it leads to respectable tech chases.
Note from smash4: All crouch cancelling combos out of jab1 and the innermost hitbox are gone.
Do NOT despair over Jab1+2. Jab1 is *fantastic* and Samus' jab lock game is likely the best in the game given the analog nature of CS.
Dash Attack starter:
Fooled you! No, there's nothing but strings and mixup. Point blank DA->Up-B 22% registers on heavy large hurtbox characters in training mode, and late hit into Z-air, but the counter lies.
It interacts surprisingly well with Z-air, almost like the angle was chosen for that, but again, no combo.
Against human opponents though, point blank range, if you get a parry, this may not be a terrible idea.
Because it's just a few frames off of real combos at low percents. Something to consider.
The weird stuff:
Up-Smash can true combo into Up-air, Double and Triples, if you hit a standing opponent with the last launching hit.
Charge shot has a hitbox slightly behind it, which can clip hurtboxes (particularly in a wavebounce) and cause model collisions leading to combos, but these weird synthetic scenarios are not worth exploring. (You can for instance hit DDD with a full CS and then D-tilt).
Happy hunting!
Some useful tables:
ANY % combos:
F-air (soft hit 4)->Up-B
FJ HM->any charge CS (3/4 or full stage)
Z-air1 -> D-tilt
Z-air1 -> F-tilt
Bomb into *anything*, including SM and other starters and all kill options - Bomb hitstun grows slightly in this game
0% combos - start of every match ANY opponent:
SM->SH CS (anywhere on stage)
SM->Run->SH Triple
SM->Run->Anything including SH D-air and Up-tilt, grab and in particular the following
SM->Run->SH FF D-air->Up-B
SM->Run->Up-smash
D-throw->SH Triple
N-air->D-tilt
N-air->D-smash (tighter) + tech chase
N-air->F-smash (still tighter) + tech chase
N-air->Up-tilt->F-smash (deep jump in, tight, worth it) + tech chase
N-air->CS
B-air->D-tilt
B-air->F-tilt
Up-air (jump in)->Up-B
D-air->D-tilt
D-air->Up-B
D-air->D-smash (much tighter on heavy) + tech chase
Strong CS->DA
Strong CS->Grab
FJ HM->SM->SH CS (full stage)
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