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The Complete Combo And String List Archive

DungeonMaster

Smash Lord
Joined
Nov 22, 2014
Messages
1,055
Location
Ottawa
NNID
Dalaeck
Start here:
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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DungeonMaster

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Combo Chains:
Once again "broken" is shorthand for "barely misses or fails to full connect". Saves me writing many words many times.
Broken does NOT mean you screwed up, i.e. the combo was there but you missed it, that's entirely different, it means explicitly the knockback was just a bit too much.
Example: if you try for SM->SH Up-air and you get only the tippy toes or they're just a bit too high you now have access to the most powerful early kill confirms.
There are many ways to order these, either by the combo you want to achieve (say D-air CS), by starter, or general utility. My ordering below is by utility as I see it.

Grab or SM->SH Triple chains to D-air->Up-smash
chains to SM-> FJ CS
chains to SM-> FJ D-air
chains to Mid CS (point blank or jump in) -> D-throw->FJ Single
chains to Mid CS (point blank or jump in) -> DA
chains to Weak CS->F-tilt Tech chase
chains to Baby CS all run after combos except grab
chains to F-tilt Tech chase
chains to Jab1-2 Tech chase
Broken Grab or SM->SH Up-Air chains to D-air->FJ CS or B-air + KILL
chains to SM->FJ CS + KILL
chains to SM->FJ D-air
chains to F-tilt (sour) Tech chase
chains to Mid CS Tech chase
chains to Weak CS F-smash + KILL
chains to Baby CS -> (pivot slide) F-smash + KILL
Up-tilt->Up-tilt or Up-Smash (opponent high) either combo (connecting or broken) chains to same list as previous - opponent must be high in the air
Broken Grab or SM->SH Up-Air->DJ Up-air chains to Up-tilt->Up-tilt
chains to D-air->F-smash
chains to SM->FJ CS
chains to SM->FJ D-air->Up-B - sweet spot where you don't need to fall or rise with follow up
chains to Mid CS->D-throw->FJ Single
chains to Weak CS (point blank or jump in)->D-tilt
chains to Weak CS all run after combos except grab
chains to Baby CS all run after combos except grab
D-air->Up-tilt or Up-Smash (opponent high or broken) chains to SM->DJ CS + KILL
chains to D-air->FJ Up-B + KILL
chains to Baby CS -> (pivot slide) F-smash + KILL
chains to Z-air2 Tech chase
chains to Z-air1 F-tilt + KILL
chains to Weak CS->Grab + 3 pummels->Other throw then D-throw - Note no kill follow up but this is still a high percent 30+ damage combo
chains to Baby CS-> (pivot slide) F-smash or F-tilt + KILL
chains to Baby CS-> (point blank) F-tilt + KILL
SM->Up-smash chains to D-air->Up-smash - Use this particularly on anything you find difficult to combo in the air
Up-tilt-> (no bounce) D-tilt chains into D-air->F-smash
chains into N-air->CS
Broken Up-tilt-> (bounce) D-tilt chains to Up-tilt->Up-smash
chains to D-air->F-smash (note: this is different then smash4)
Up-tilt->F-smash chains into D-air->Up-tilt or D-air->Up-smash
Broken Up-tilt->F-smash chains to Up-tilt->Up-tilt
chains to D-air->Up-smash (note: this is different then smash4)
D-air-> (bounce) F-smash chains to SM->FJ CS + KILL
chains to F-tilt (sour) Tech Chase
chains to Mid CS Tech Chase
chains to Weak CS-> (point blank) F-smash + KILL
chians to D-air->FJ CS + KILL - ONLY if opponent is above arm cannon at impact, all the others work whenever there's a bounce, this one is specific
D-air-> (bounce) Up-smash same list as previous but opponent cannot get too high, otherwise combo structure changes to the D-air->Up-tilt list above
Broken D-air-> (bounce) F-smash chains to D-air->Up-tilt and otherwise same list as above, there is broad agreement within all the kill combos at this range, you can't really go wrong


N-air or B-air or F-air (jump ins)->D-tilt or F-tilt chains to N-air->DA
chains to B-air (sour)->DA
chains to F-air->DA
N-air->Up-tilt->F-smash chains to D-air->Up-smash or Up-tilt

Up-throw->Triple chains to D-air->CS (standing)
D-air->Up-smash
SM->SH CS
Grab or SM->Up-Air->N-air1+2->(string) B-air chains to D-air->CS (standing) - This is direct analogy with the RC combo of smash4, showing how the underlying engine is essentially the same




FAQ:

What qualifies as a combo chain?
A combo chain must work against the entire cast. It's fundamental to the combo system and all variables like weight, rage and falling speed are factored in.
That way you can memorize patterns rather than specific percents.

If I have combo X and I *think* it chains into Y how do I verify this quickly, there are 70+ characters!
3 steps:
#1 Take the lightest floatiest character (currently Jiggly Puff) and the heaviest fast-faller (currently DDD).
Find the extreme high edge % at which combo X still registers in training mode on Jiggly. Check if combo Y still registers.
Find the extreme low edge % at which combo X still registers in training mode on DDD. Check if combo Y still registers.
If Y doesn't, no combo chain. Not enough overlap of percent ranges.
#2 If Y does still register: test it inside training mode vs. air dodge.
Use a rapid fire controller or adapter (I use Mayflash, ~$20) to get consistent results.
#3 Test outside of training mode with fresh moves vs frame 1 options (use charizard instead of DDD). This will adjust ranges a bit, due to freshness bonus but not by too much, this is the most time consuming part.
Keep yourself at 0%. Rage has no impact on this process, rage is factored in.
#4 If the combo is drag-down or bounces, say F-air->Up-B or D-air spike, repeat the process using the heaviest floaty (currently Samus) and the lightest fast-faller (currently Fox).
If combo X still leads into Y congratulations! This sequence will work on the entire cast.

Examples:

Does Up-tilt->F-smash chain into Up-tilt->Up-tilt?
Up-tilt-F-smash (no angling) combos Jiggs at 13%. At 14% combo stops with a frame 10 F-smash (no charge), Jiggs too high in the air. Jiggs is at 45.4% after combo. Up-tilt->Up-tilt is not even close to combo. NO CHAIN.

Does Up-tilt->F-smash chain into D-air->Up-tilt?
Jiggs at 45.4% D-air->Up-tilt true combos. Up-tilt->F-smash starts to combo DDD at 11% (first bounce). DDD is at 43.4% after combo. D-air->Up-tilt registers as combo at these %.
Testing with rapid fire has DDD unable to escape with airdodge. Looking good.
In real smash Jiggs cannot get a rest out at 11% combo leaves the puff ball at 45.9. D-air->Up-tilt definitely connects, rest does not come out.
Kill yourself to refresh moves as necessary.
In real smash Charizard starts to bounce from Up-tilt at 8% (2 jabs to the face). He's at 43% after combo and cannot frame 1 (or tech) out at all. D-air->Up-tilt definitely lands and no frame 1 option is available.
Up-tilt->F-smash chains into D-air->Up-tilt, guaranteed.

Is Up-Tilt (barely bounce)->Tech chase Jab1->Up-tilt->CS (standing) a true combo chain?
Up-tilt->CS (standing) the combo counter registers as true at 29-32%
Mario starts to bounce from Up-tilt at 8%. So if you do the math if you catch your opponent at 13% with a failed tech jab lock, you can conceivably get the combo.
Unfortunately, no dice. Mario can always air-dodge out of it. It's not a combo chain. (Sorry E Ellipsis )
If you like this jab lock sequence, you can always get Up-tilt->Up-smash, guaranteed.
Here's the corollary though: D-air (barely bounce)->Tech chase Jab1->SH FF D-air->SH CS IS a combo chain. It works on Jiggly to D3.

Final question: I love combo Y, for whatever reason, and want to make it my signature combo. It's in the big list, but it's not listed as a chain. How do I access it consistently?
This can be difficult and is honestly not always possible but it usually is.
Map out the % range the combo works on DDD and Jiggly (or worst case if it's a Goldilocks combo, the lightest floatiest and heaviest fastest falling character it works on). That is find the highest and lowest % it still works on both characters.
Try and figure out where this fits within D-throw or SM singles, doubles and triples. Is there a specific pattern, such as Up-Air->N-air and the N-air connects low?
Look at increasingly lower % for anything that is close by and visually obvious, like a tech chase, the start of bounce hitstun, etc...
Do the math as to what you need to get there. It might be an f-tilt, a jab, a 3/4 CS etc... Worst case you may have to memorize % ranges and adjust for rage, particularly if it's something very specific.

Another example explaining you need visual cues to understand what combo comes next:
Does D-air->F-smash chain into D-air->FJ CS? Simple answer is no. You can land D-air->F-smash twice, nearly 3 times on DDD.
The combo can land during staggered hitstun, during a low bounce, or with the opponent quite high above the horizontal arm cannon.
If there is a low bounce or staggered hitstun, D-air->FJ CS in no way at all connects on the heaviest, fastest falling characters.
Universally if the opponent bounce is above the arm cannon D-air->FJ CS connects.
 
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Crystanium

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I've managed to perform the following.

D-throw ⇒ dash attack
D-throw ⇒ u-smash
D-throw ⇒ f-air
D-throw ⇒ u-air (2x) ⇒ screw attack

Fortunately, I have someone who can help me in determining whether or not these are true combos by the use of DI and directional air-dodging. I'm still not certain if the last one is true, but I've managed to pull it off, which ended up as a 21 hit combo. The thing about the last one—and technically all four combos—is that you have to be very quick about it. The third combo listed here requires Samus to perform a short hop f-air. I forgot to clarify, but all those combos worked at 0%. I can't say they work beyond that.
 
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Diem

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I've managed to perform the following.

D-throw ⇒ dash attack
D-throw ⇒ u-smash
D-throw ⇒ f-air
D-throw ⇒ u-air (2x) ⇒ screw attack

Fortunately, I have someone who can help me in determining whether or not these are true combos by the use of DI and directional air-dodging. I'm still not certain if the last one is true, but I've managed to pull it off, which ended up as a 21 hit combo. The thing about the last one—and technically all four combos—is that you have to be very quick about it. The third combo listed here requires Samus to perform a short hop f-air. I forgot to clarify, but all those combos worked at 0%. I'm can't say they work beyond that.
I've pulled off the d-throw ⇒ u-air (2x) ⇒ Screw Attack combo a bunch as well, but you're right in that you have to be very quick. Much quicker than for the Smash 4 version of that combo. Seems to be the case across the board, due to the way knockback works in this game.
 

SaviorOwnSoul

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First hit uair true combos into sh fair on lighter characters such as Fox and Sheik at all %s due to the set knockback of uair's first hit. For some reason their tumble animation is longer than a lot of the medium/heavy fighters. This is a viable kill confirm but good luck landing that in neutral against those characters. I'm still not quite sure if 1st hit uair true combos into up b but I feel like it does on all the cast if you buffer it fast enough.

I've also noticed that fair has drag down mixups and combo potential. I've managed to do first hit uair (from a fastfall) => sh fair (fastfall after the last hit) => dtilt as a true combo at 0%.

There's also something weird about the second to last hit (4th hit) of Samus's fair. It feels like it has more hitstun when you cancel the move from a fastfall, so timing your fair to end on the 4th hit could lead into potential follow ups. Dtilt is probably the only move fast and reliable enough to actually land afterwards though. I would like confirmation on this because it could just be a placebo thing in training mode.
 
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SirroMinus1

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I will find the percentage when i get home. But Dair to Uptilt has some kill potential.
But the sweet spot has to be the thing that hits them while standing.
That set-up can also lead to some possible UpAir combos too.
 

DungeonMaster

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First hit uair true combos into sh fair on lighter characters such as Fox and Sheik at all %s due to the set knockback of uair's first hit.
It appears as though the combo counter is lying, once again. This definitely registers, but it can be air-dodged out of (so 2-3 frames off true combo).
F-air drag down 4th hit combos as noted by KayJay as well on discord, up-B confirmed real, up-smash likely frame trap.

Keep posting your discoveries, I will get around to tabulating everything we have so far from all sources sometime over the next week.
 

KX17

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I noticed with the "D-throw-U-airX2- Screw Attack" the only way I confirmed it was waiting to jump first then Up airing on the second U-air.
U-Air makes you wait till her feet are at her 6 (directly under her)

ITS POSSIBLE!!
 

Crystanium

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D-throw ⇒ dash attack is guaranteed. I landed it so many times yesterday. It should deal 18 to 20%. It also appears this isn't restricted to 0%.
 

Exegguter

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Dthrow usmash is so inconsistent. Also whats the combo off dthrow from the 20 to -40 range? Ive had peach and zelda di away and i couldnt get a fair in...

Also it feels like charge shot dash attack is more consistent on dark samus than it is on samus cause of the electrical properties is that true?
 
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KX17

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D-throw ⇒ dash attack is guaranteed. I landed it so many times yesterday. It should deal 18 to 20%. It also appears this isn't restricted to 0%.
If it isnt just a 0% combo then how long does it stay consistent for; as in what percentage does it become unreliable?
 

DungeonMaster

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I know I haven't been posting much, but I have been in the lab and working away, it's just holidays are a busy time for me and the game landed right in the mix.
If you are labbing and have seen the complete combo video for smash4 (link here: https://www.youtube.com/watch?v=QUrANmnrXwA ) here is some advice:
D-throw is now the basis of the combo tree whereas is used to be Dash-attack. It has been shifted towards D-throw -> N-air where it used to be D-throw-> Up-air.

In essence again, if you want to *know* the guaranteed follow up, you need to land a grab and d-throw and hit them (or miss) with a FJ or SH n-air.
All follow ups are linked to this, combo chains.

Example:
You open your opponent up at 0% with up-tilt -> d-tilt (30%). This is a true combo now, on all characters at 0%, no matter if you hit with the top hitbox or the bottom hitbox of Samus' up-tilt leg.
But if the opponent is pichu, a 2nd up-tilt is going to make him bounce a lot higher then D3. So you will get up-tilt->up-smash on pichu, but only up-tilt->f-smash on D3. It's not a "true combo chain", you need to adapt for the opponent, have a lot of insight into the game mechanics.
But up-tilt -> up-B *is* a true chain, it will combo on both D3 and pich, regardless, because the % range of up-tilt->up-B is huge. You don't need a lot of insight, you just need to notice I got combo A so combo B is guaranteed.

The way you now know how to get whatever strange combo is related to d-throw->nair. This is the new basis. So if you d-throw->SH n-air the opponent's model is either going to be below your n-air, above it, or centered. The position of the character model determines *everything*.
So as an example:
(centered) d-throw-> SH n-air => Up-tilt -> F-smash guaranteed.

So when you find something like d-throw -> f-smash is true, say D3, definitely post it here. It is a character specific combo that will have character specific follow ups and you should try to situate it relative to d-throw-> nair.
That's the point of this thread, to compile all the weird stuff and to give overall structure and options.
 
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Savage1

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Due to bombs activating on contact now, there's a lot of combos that you can do if you can trick your opponent into walking into them.
 

JOE!

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Due to bombs activating on contact now, there's a lot of combos that you can do if you can trick your opponent into walking into them.
Run up, bomb -> charged shot will either break shield, confirm, or at least hit the dodge option if you get it
 

zblaqk

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Not sure if it's always a combo on all characters, but down throw to rar back air is really good, and allows a follow up with a buffered dash up tilt into more stuff. You can actually see ESAM use the throw set up on the Glitch 6 GF game @4:08.
 

All Hail Me

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Do we have an updated document for all things samus related yet? Like what combos on what characters etc? If so I would love a link to it.
 

Cherry64

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Just messing around in training mode trying to find out a couple Dair strings. Tested this on DK but haven't really picked a small character yet so the stuns might be a bit different

Dair will make heavies flinch ≤ 35 so you can pretty well combo anything off a successful Fair but my go to is Usmash as it deals the most damage. Now onto the other strings.

Dair (40-65%) > Fsmash, Usmash
Dair (70%-95%) *Usmash.

*You have to be facing the same was as you were when you Dair'd the heavy in order for you to get the combo at 95% however it'll work.

Also Fthrow > Fair > Usmash when at 0 is a string but doesn't combo, however I have been using a charge shot of they DI away from the Usmash.
 

DungeonMaster

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Main thread updated, including video link, FAQ.
Sorry for being slow with replies, RL got in the way.
Now go murder people online. ;)
 
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Diem

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Main thread updated, including video link, FAQ.
Sorry for being slow with replies, RL got in the way.
Now go murder people online. ;)
I shorten my tag to "DM" in Smash, so when I started watching your video and saw a Dark Samus with "DM" above its head, I got really confused and concerned.

Then I checked who the video was by and realized what was going on.

Thanks for the great video! I'll definitely start practicing these soon. Been waiting for a video guide to follow and learn from.
 

DungeonMaster

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All the best guys, hope it gives you some extra % and kills.
 
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MG_3989

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This is sick. I don’t play Samus and I never have and this almost makes me want to
 

DungeonMaster

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MG_3989 MG_3989 She's hard to pick up, you have to learn her particular neutral game which I don't cover, but the rewards are definitely there. My opinion is she's stronger then ever before in this engine. Join us! :)
 

MG_3989

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MG_3989 MG_3989 She's hard to pick up, you have to learn her particular neutral game which I don't cover, but the rewards are definitely there. My opinion is she's stronger then ever before in this engine. Join us! :)
I just might, I don’t mind a challenge. Ness is better than ever in this engine too so I’ve got my primary but I can always use a nice secondary zoner! I’m gonna try her out today l, I’ve got a ton of time!
 

MG_3989

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MG_3989 MG_3989 She's hard to pick up, you have to learn her particular neutral game which I don't cover, but the rewards are definitely there. My opinion is she's stronger then ever before in this engine. Join us! :)
Sorry for the double post but is there any good guides out there on her neutral l? Any tips on how she should be played? I know she’s flexible and not always a zoner but I’ve never played a character that zones before and it some tips would be nice because I’ve heard she’s a pseudo zoner kind of
 

DungeonMaster

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Yeah so it's a bit off-topic for this thread but I realize it's the most common question after learning the combos - how to line them up?
Right now the game is fresh and many things are still being felt out, and there are patches and more characters to come, so I won't produce a neutral guide myself for some time still. You are absolute correct that she's not a true zoner, you must get in half the time. Rolling around and spiting HM is a recipe for disaster in any high level play.

Critically you must try and to get to optimal combo range for SM and CS to net you the big damage, big kills and shield pokes.
At the end of my video it's obvious that if you do squeeze your opponent into the position of shielding the SM they are screwed, run Up-air or FF D-air will shield poke and you get your advantage state.
CS can be b-reversed and wavebounced. This is an essential movement tool, both for fakeouts and for suddenly getting in deep.
You must use CS of all charge setting to catch landings and Baby CS pivot slide F-smash combo is *fantastic* for catching landings.
There are a bunch of reflexes that need to be developed as well, like jab1 -> retreating pivot grab and spot-dodge and bomb -> SH FF D-air to get the most out of grab and D-air and the mixup between bomb->Up-tilt bomb->D-tilt to line up those Up-tilt combos and D-tilt (which comes out insanely fast from bomb) to stuff the fast aggression.
If the opponent gets jumpy, particularly SH advancing aerial jumpy, that's where you use SH Z-air. That's how you stuff approaches particularly from swords and force them to the ground where you eventually line up the SM outside of their range.
You do have to use the small any % combos like Z-air->D-tilt and F-air (soft)->Up-B to make people respect the ranges of those options. I particularly mixup to the any% combos when I haven't managed to kill and the % gets high because other combo options have been exhausted. There's no point in going for a D-air onstage at 150%+ you might as well go for F-air->Up-B for instance or a simple FJ HM run-after + whatever kill option.
DA should be used at low % to finish combos, particularly jump-ins, and then saved to kill at v.high %. In the middle-to-high % ranges always go for a grab, even if there's no follow up from D-throw. The reason is best hitbox on DA is 12% and any F-throw, B-throw is 12%. So grab + pummels >> DA.
In the video I show that after D-air->Up-tilt the only thing you can get is a Weak CS -> grab + no follow up. But that Weak CS->grab + 4 guaranteed pummels is ~30 damage. That's a lot of damage at those percents.

So in summary structure your neutral around your favorite combo options, SM and run up is essential, as are Z-air to stuff SH approaches and B-reverse + wavebounce CS to mix up distancing and timing. Don't abuse DA (this is still so hard for me coming from smash 4...). When they get close liberally use Up-B out of shield and jab1. Catch landings with CS.

If you want to discuss with some of the die-hards and experts and see how the meta is progressing I suggest joining the Samus discord as well.
 

MG_3989

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Yeah so it's a bit off-topic for this thread but I realize it's the most common question after learning the combos - how to line them up?
Right now the game is fresh and many things are still being felt out, and there are patches and more characters to come, so I won't produce a neutral guide myself for some time still. You are absolute correct that she's not a true zoner, you must get in half the time. Rolling around and spiting HM is a recipe for disaster in any high level play.

Critically you must try and to get to optimal combo range for SM and CS to net you the big damage, big kills and shield pokes.
At the end of my video it's obvious that if you do squeeze your opponent into the position of shielding the SM they are screwed, run Up-air or FF D-air will shield poke and you get your advantage state.
CS can be b-reversed and wavebounced. This is an essential movement tool, both for fakeouts and for suddenly getting in deep.
You must use CS of all charge setting to catch landings and Baby CS pivot slide F-smash combo is *fantastic* for catching landings.
There are a bunch of reflexes that need to be developed as well, like jab1 -> retreating pivot grab and spot-dodge and bomb -> SH FF D-air to get the most out of grab and D-air and the mixup between bomb->Up-tilt bomb->D-tilt to line up those Up-tilt combos and D-tilt (which comes out insanely fast from bomb) to stuff the fast aggression.
If the opponent gets jumpy, particularly SH advancing aerial jumpy, that's where you use SH Z-air. That's how you stuff approaches particularly from swords and force them to the ground where you eventually line up the SM outside of their range.
You do have to use the small any % combos like Z-air->D-tilt and F-air (soft)->Up-B to make people respect the ranges of those options. I particularly mixup to the any% combos when I haven't managed to kill and the % gets high because other combo options have been exhausted. There's no point in going for a D-air onstage at 150%+ you might as well go for F-air->Up-B for instance or a simple FJ HM run-after + whatever kill option.
DA should be used at low % to finish combos, particularly jump-ins, and then saved to kill at v.high %. In the middle-to-high % ranges always go for a grab, even if there's no follow up from D-throw. The reason is best hitbox on DA is 12% and any F-throw, B-throw is 12%. So grab + pummels >> DA.
In the video I show that after D-air->Up-tilt the only thing you can get is a Weak CS -> grab + no follow up. But that Weak CS->grab + 4 guaranteed pummels is ~30 damage. That's a lot of damage at those percents.

So in summary structure your neutral around your favorite combo options, SM and run up is essential, as are Z-air to stuff SH approaches and B-reverse + wavebounce CS to mix up distancing and timing. Don't abuse DA (this is still so hard for me coming from smash 4...). When they get close liberally use Up-B out of shield and jab1. Catch landings with CS.

If you want to discuss with some of the die-hards and experts and see how the meta is progressing I suggest joining the Samus discord as well.
Thank you so much, this is really useful and will certainly help me once I’m done labbing out a couple BnBs just to start with. I played a couple games already and I seem to be doing well I just have to work on not whiffing my combos (I’m sure that will just come with time, I’ll have them down in no time) and not getting rushed down. Other than that I’m really liking the character! I think she may be secondary material or at least a pocket character. She’s a lot of fun to play and your combo guide showing me what she could do made me realize her potential. I don’t know Samus’s Matchups too well so I don’t know if she covers Ness’s weaknesses but she’s a very different character and a great mix up to throw in if I condition a player and get them used to my Ness
 

DungeonMaster

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HM = Homing missile, entire section under combos. Also watch the linked video at the top all the way through.
 

DungeonMaster

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Staggered hitstun occurs when you hit an opponent with a move that would otherwise spike them at higher percentages. So Up-tilt and D-air produced staggered hitstun, the opponent is locked into a reeling animation from the force of the blow and you can combo them. The closer you get to the percentage that starts to launch, the longer the staggered hitstun (and correspondingly the better follow ups become available).

Good luck out there!
 

MalanoMan

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Staggered hitstun occurs when you hit an opponent with a move that would otherwise spike them at higher percentages. So Up-tilt and D-air produced staggered hitstun, the opponent is locked into a reeling animation from the force of the blow and you can combo them. The closer you get to the percentage that starts to launch, the longer the staggered hitstun (and correspondingly the better follow ups become available).

Good luck out there!
Thanks for answering my question! Last night I made a run up to 3 mil GSP and then faced a Ganon and another Samus in a 2 v 2 and barely lost because I SD'ed due to me forgetting which color Samus I was! Your guide has been super helpful!
 

Firox

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Wow! This is quite the collection of data! As someone who's interested in picking up Samus, I really want to learn the most consistent bread and butter combos. That said, I find the list of combos here kind of overwhelming, so I propose a question:

If you could list the 5-7 most consistent, most commonly used, most effective combos/kill confirms that you personally use, what would they be?

So far, I've only really used the down throw -> Fair combo. It sounds like down throw ->(forward dash) SH Up air -> DJ Up air -> Up B is pretty standard but I don't recall seeing many online Samuses use it. Is it that hard to land or are most online Samuses just cheese factories?
 

DungeonMaster

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No problem. Do note that if the online Samus' aren't using it they are missing out on tons of damage. The experts will do this stuff. Some of it is fairly tight, so lag may factor as well. I do this stuff online all the time, under lag conditions, so mostly it's just skill.

Here are the absolute essential things you need to know how to do to have a decent Samus combo game:

#1 the grab->dash Triple
That's because grab is a relatively easy combo starter to land and it's so much free damage.

#2 Strong/Mid CS -> grab -> follow up
Fair or nair, or ideally RAR b-air. Similar to the grab triple this brings the opponent from zero to 40+ with a single read and CS is an easy combo starter to land.

#3 SM -> run up to them -> Up-air shield poke
This is the exact same spacing as SM -> Triple so if it hits, you get the full triple, but the shield poke is much much more common since SM is so slow. Essentially you must master denting their shield, then running up to them and doing Up-airs to poke them into full Triple or double.
You want to get the distancing down to a fine art so that it's a true block string.

#4 Air 2 Air Triple
You need to be able to land triples straight up vs. aerial opponents at all incidence angles of attack. Every time someone hits the jump button they should live in fear of eating 30+ damage. This is sooo important, it might be #1 but it takes a lot more time and practice then from a simple starter.

#5 Weak/Baby CS -> DA KILL
This is you major kill confirm combo. Works over a huge percent range is super lenient on inputs. Essentially when they are at kill percents you should lean on this basic combo a lot.

#6 Bomb->F-smash KILL
By far and away the most common extremely good kill combo, very lenient on inputs since F-smash is so fast and disjointed. Learn the spacing and how people pop out of bomb hits.

#7 Bomb -> CS ledge trap KILL
You won't always have a full or nearly full CS but when you do, this is an excellent ledge trap kill combo. Drop the bomb from a SH over the lip so that they can't stall on ledge and then fire away. You can cover every option and just wipe out stocks.

#8 Dair->Up-B
If you're just starting out don't try for the more complex options, this is a good solid 24% over a wide range of percents.

#9 Z-air 1-> D-tilt
Again, use this liberally.

#10 Up-tilt -> D-tilt.
At zero or near zero this is just a solid combo under even the worst lag conditions, the confirm window is huge.

That's a good solid foundation of your combo game.
 
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