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Data The Complete Samus Combo and String List

DungeonMaster

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





For the purpose of familiarization if you want to test these on your own I suggest using Rob as target.
He's a tall, heavyweight with a big hurtbox and huge hitstun tumble window, basically combo food.
The percentages here are all for ROB.

Nomenclature:
SH = short hop, lightly tap jump
FJ = full jump
J = 2nd jump
u d f b n = up down front back neutral
tilt = angle but to not tap direction
smash = tap direction + A
CS = charge shot
Smash is an analog fighter, so the SH-FJ is not always completely appropriate, it's used to give and idea of height as best I can in words.

This list is intended to be exhaustive, and input sensitive, so there is a lot of repetition with jump type and this or that aerial. The big combos and strings will be highlighted, but reality is against a good opponent you will likely get the most mileage out of the small stuff and that's why it's all in here in gory detail.

Dash attack starter:
Dash attack has many positions of launched opponent depending on where and when you hit your opponent.
It can naturally launch the opponent in front of Samus, or if it crosses up, directly on top or even behind (i.e. she dashes through them). There are combos and strings for each situation, the easiest to perform and least likely to be escaped are when the opponent is launched directly above. The attack has 2 hitboxes, one light launcher 6%, one strong launcher 10%. 6% only occurs at the very tip end of the dash, but provides the biggest combo window.

Dash attack combos:
0-10% Dash attack -> Up-smash 28% [takes practice lining up just right - not suggested]
0-20% Dash attack -> Up-tilt 18% [best window if 6% dash hits and oppponent directly above - not suggested]

0-20% Dash attack -> SH -> up-air 21%
0-20% Dash attack -> SH -> f-air 21%
0-20% Dash attack -> SH -> n-air 18% [tight, disconsider]
0-40% Dash attack -> FJ -> up-air 21%
0-40% Dash attack -> FJ -> f-air 21%
0-35% Dash attack -> FJ -> n-air 18%
20% Dash attack -> SH -> b-air 22% [disconsider this one for sure...]
0-20% Dash attack -> SH -> up-air -> J -> up-air 32%
0-20% Dash attack -> SH -> up-air -> J -> f-air 32%
0-30% Dash attack -> FJ -> up-air -> J -> f-air 32%
0-25% Dash attack -> FJ -> up-air -> J -> n-air 29%
20-30% Dash attack -> FJ -> f-air -> J -> f-air 32% [land the first f-air exactly as you would land an up-air, tight in and almost vertical]
30-45% Dash attack -> FJ -> f-air -> J -> z-air 25% [ there are better combos at the low end.... at 45% it's not bad]
0-20% Dash attack -> SH -> up-air -> J -> up-air -> up-B 44% [hit them dead center with dash attack shoulder]
0-30% Dash attack -> FJ -> up-air -> J -> up-air -> up-B 44% [the full jump simply works better than short-hop ]
0-40% Cross-up Dash attack -> up-B 20% [Continues to work until much later %s but never for full damage]
0-20% Cross-up Dash attack -> up-air -> J -> b-air 33%
20-30% Dash -> FJ -> up-air -> J -> CS 46% [ lines up best when opponent is level with Samus during up-air, hard to do out of a dash - CS must be released instantly with jump and Samus must be close to target]
35-45% Dash -> FJ -> up-air -> J -> CS 42% [ only with 6% final hit of the dash - lower knockback means you can land the up-air -> CS later]
- Dash attack -> Up-smash -> Up-B [ONLY true combo on DDD 10%, not rob, here for completeness]
35-105 % Dash attack -> Dash -> FJ -> CS 31% [Only works with late 6% hit from dash - giving you enough timing window to do a rising CS out of a short dash- despite large range, timing is strict - can kill] credit: Afro Smash

Dash attack strings:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air 46% [the Roach Cake string]
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> Rev CS 58%
Not truly a proper string but truly nasty, particularly if they get knocked prone from final b-air:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air (sweet) -> Rev CS 72% [the DM string]
0-10% dash attack -> SH -> n-air -> n-air -> J -> n-air [offstage to string n-air, this is a zero-to-death on some of the cast an RC favorite]
0% dash attack -> Up-smash -> Up-B [a bad string, very character dependant]


N-air starter
These combos come from a jump in, they work only with forward momentum. Like all jump-in combos, the closer you land the attack to the ground, the deeper you jump in, the better. They come out naturally of a short hop air-dodge, going through a projectile for instance.
One N-air can hit twice, I haven't explored this yet, or the back kick, slightly different launch angle/force.
Forward kick N-air Combos:
0-15% N-air -> jab1 + [jab02] Not suggested but happens
0-30% N-air -> land -> d-tilt 20%
0-45% N-air -> land -> f-tilt 15-17% [down tilt for small - not safe at zero - tech chase at high end]
15-55% N-air -> land -> dash attack 18% [use insta-dash attack - deep jump in for low range]
15-45% N-air -> land -> dash attack -> FJ -> f-air 29%
15-45% N-air -> land -> dash attack -> FJ -> up-air 29%
15-25 % N-air -> land -> dash attack -> FJ -> up-air -> J -> f-air 40%
15-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> up-air 40% [not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> J -> n-air 37% [likewise not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> up-B 40% [tight due to combo momentum]
20-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> CS 54%
This dash strings well enough until about the 65% range if you miss the true combo, it's more often than not a tight string.


Forward kick N-air Strings:
The smallest window for n-air to grab string is when you knock them horizontally without knocking prone, circa 20%
20-80% N-air -> CS
nair sends them horizontally and flattens them prone, if they miss the tech they eat a CS
There a window near 30-45% where N-air-> land -> f-tilt knocks prone and allows for an immediate CS tech chase

B-air Sourspot starter:
B-air has some odd hitbox properties, on certain large tall characters you can hit them from the front and send them in the direction you came from, the follow up lands very easily in this rare instance.
B-air Sourspot combos:
15-45% B-air -> f-tilt 18-21%
25-50% B-air -> dash attack 22%
25-40% B-air -> dash attack -> FJ -> f-air 33%
25-40% B-air -> dash attack -> FJ -> u-air 33%
B-air Sourspot string:
B-air starts knocking characters prone in the 20% range (23% for R.O.B.). This sets up a reverse CS tech chase. Also the tech is often missed, meaning even if your timing is a bit off if the tech is missed the dash attack will connect. F-tilt sweetspot will always connect after 35% and it is a good CS tech chase. Note that it will actually RUIN a b-air tech chase if you f-tilt at too low a %.


Up-air starter:
This is the most versatile combo move in Samus' arsenal.
It is a multihit 11 damage total and it combos into itself. All of the hitstun is in the 4% final hitbox. The final hitbox must connect, otherwise the combo potential is lost. This move can be angled, either into the opponent, away from the opponent, and it can cross up the opponent in either configuration as well. Samus' whole body (except the head) is a hitbox. Figuring out which way the opponent will launch to follow up the combo or string is an essential skill to succeeding with these combos. If the bulk of their hurtbox is above the Samus spin axis, they will launch perpendicular to the spin axis. If the bulk of their hurtbox is below the Samus spin axis, they will launch along the direction of the spin axis. To land this move against grounded opponents, always pull straight up on the stick, you have a much better chance that duringthe multihit delays you get that last hitbox in to start something. Once it locks in, follow their DI!
Up-Air literally combos into ANY move. CS and D-air are particularly deadly and flashy. The hitstun needs to be long enough for this to happen, and the timing is tight.
Listing damage on this one is difficult, you're rarely going to get all initial hits in, most likely just the 4%, so I use that as base.

Up-air combos:
0-10% U-air -> land -> d-tilt 11-23%
0-25% U-air -> land -> jab 1 [not suggested]
0-30% U-air -> land -> u-tilt 17-23% [ solid ]
0-20% U-air -> land -> u-smash [tight - range to start is broad but precise positioning is key at any percent] 22-29%
0-20% U-air -> land -> f-smash 18-22%

10-20% U-air -> land -> SH-> n-air 12-19% [tight - do not suggest n-air out of this combo starter]
20-40% U-air -> land -> FJ -> n-air 11-19%
35-80% U-air -> land -> FJ -> J -> n-air 11-19% [tight]
20-40% U-air -> land -> SH-> b-air 16-23%
30-65% U-air -> land -> FJ -> b-air 16-23% [ solid ]
40-90% U-air -> land -> FJ -> J -> b-air 16-23%
20-40% U-air -> land -> SH-> f-air 15-22%
30-65% U-air -> land -> FJ -> f-air 15-22% [ solid ]
40-90% U-air -> land -> FJ -> J -> f-air 15-22%
45-70% U-air -> land -> FJ -> d-air 19-26% [d-air must be started v. early, double jump not good for this one spike in middle of range easiest]
25-45 U-air -> SH -> CS 32% [not suggested, just FJ]
25-75 U-air -> FJ -> CS 32%
70-80 U-air -> FJ -> J -> CS 32% [like the d-air the CS must be started so early that it's not worth it to try for this, it nets you nothing and more likely a miss]


0-35% U-air -> land -> SH -> u-air 15-22%
20-55% U-air -> land -> FJ -> u-air 15-22%
0-35% U-air -> land -> SH -> u-air -> J -> u-air 26-33%
0-25% U-air -> land -> SH -> u-air -> J -> f-air 26-33%
15-35% U-air -> land -> FJ -> u-air -> J -> f-air 26-33%
26-36% U-air -> land -> FJ -> f-air -> J -> f-air 29% [like dash f-air f-air but unreliable at low end of range because of multi-hits and f-air not locking from full jump]
36-55% U-air -> land -> FJ -> f-air -> J -> z-air 19% [not a bad option at high %]
0-25% U-air -> land -> SH -> u-air -> J -> b-air 27-36% [started by jumping in reverse and landing head first into them]
15-35% U-air -> land -> FJ -> u-air -> J -> b-air 27-36%
0-20% U-air -> land -> SH or FJ -> u-air -> J -> u-air -> up-B 42% [of all this style of combo I find this starter the LEAST forgiving]

U-air strings:
After neutral air follow up CS is obvious. B-air, reverse charge shot. But it depends a lot on how you use this combo set,
the majority of the use will have it end after just 1 step, my personal preference in the higher % range with b-air.
U-air sourspots starter:
If you miss the last hitbox even at high % there is still not enough hitstun for the computer to register true combo into several other moves but it is very close, f-tilt, d-smash even f-smash can all readily connect. The knockback growth is nil, does not kill at 999%, looks exactly the same. D-tilt and up-B are actual true combos, despite the computer not registering it, because of landing lag and frame advantage, there is no escape for the target.
The most important (in my opinion) sourspot string is up-air sourspots -> up-tilt. You are at frame advantage against many characters and with a cross up all characters MUST shield. Thing is their shield attempt may cause more harm then good, causing them to air-dodge into the ground and/or miss the tech to avoid meteor.
As of writing, opponents have a 5-frame window. Any character with a 5-frame jab cannot interrupt the up-tilt - it will beat them out.
U-air sourpsots combos:
Any % U-air sour -> D-tilt 17% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> Up-B 16% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> jab1 [training mode registers true combo with 3 sourspot hits on 1/2 the cast]
95-125% U-air sour (x4) -> jab1 -> F-smash [KILLS, registers true combo sweetspots f-smash, jab must be crouch-cancelled] (credit Scream)
130-190% U-air sour (x4) -> jab 1 -> Dash attack [KILLS, but really so would simple up-B, not suggested]

D-Throw starter:
D-throw combos:
0-15% D-throw -> SH -> f-air 17%
15-100% D-throw -> FJ -> fair 17%
24-34% D-throw -> Dash -> f-air -> J > f-air 28% [tight string earlier and later percents, you must dash ]
34-55% D-throw -> Dash -> f-air > J -> z-air 21% [does not fully register but it is a true combo, lower % you get 1 bonus damage]
0-15% D-throw -> Dash -> SH -> u-air 17% [tight, the dash movement IS necessary and it has to be tiny]
0-15% D-throw -> Dash -> SH -> u-air -> J -> u-air -> up-B 38% [tight]
15-100% D-throw -> Dash -> FJ -> u-air 17% [tight]
15-25% D-throw -> Dash -> FJ -> u-air -> J -> u-air [tight]
20-35% D-throw -> Dash -> FJ -> u-air -> J -> CS 42% [not as hard to do as it sounds! Easier than dash starter]
5-15% D-throw -> Dash -> SH -> n-air 14% [tight - Credit Scream]
15-65% D-throw -> Dash -> FJ -> n-air 14% [best at mid % - Credit Scream]
65-85% D-throw -> Dash -> FJ -> J > n-air 14% [tight - not suggested]
0-15% D-throw -> Pivot -> SH -> b-air 20% [tight! not RAR] credit Afro Smash
15-110% D-throw -> Pivot -> FJ -> b-air 20% [tight! KILLS] credit Afro Smash
0-85% D-throw -> FJ -> z-air 7-10%
Only the first hit of z-air is true combo, realistically this is a spacing string and you're not going to aim for the actual combo, jump back and z-air instead of into them. It's here for completeness.

D-throw strings:
D-throw -> Dash -> u-air is actually quite a solid technique when you get the hang of it and works against humans even with DI. N-air variant naturally strings into CS tech-chase in 20-30% range.

Up-throw starter:
Up-throw against some members of the cast combos into up-B for an additional 1-2% when they are at 0%. Not recommended since those characters can fast fall and hit before Samus returns to the ground.
DDD, Bowser JR, Link, Ike, Falcon, Lucario, Dark Pit, Pit, Robin, Duck Hunt, Lucina, Marth, Shiek, Little Mac, Falco, Zamus, MK, Fox.
This is just for completeness. It can be difficult to land a low % throw combo against these former in general.

Jab starter:
Jab1 has wierd properties, it is still being investigated. It sometimes full combos out of other combos when alone it wouldn't have. Not clear if it's hitstun carry over, hitbox 1 or 2, no idea right now.
Jab combos:
75%+ Jab1 + jab2 11%
110-140% Jab1 -> d-tilt 15%
130-150% Jab1 -> f-tilt 10% [fairly tight but sets up a CS tech chase]
160-200% Jab1 -> dash 13% [Kills]

Jab strings:
0-75% Jab1 + jab2 11% [LOL]
0-110% Jab1 -> d-tilt 15% [often better than jab 2]
0-130% Jab1 -> f-tilt 10%
90-150% Jab1 -> f-tilt -> CS 35% [kills ]

Up-tilt starter:
If they miss the tech, they can be in a world of hurt. The up-tilt meteor is stronger than the d-air meteor. There are necessarily percentages where the up-tilt combos stop working and the d-air continues where it left off. The combo window from the missed tech is huge, super forgiving, my pet rabbit could combo off this move. Up-tilt can combo into pretty much ANYTHING.

Up-tilt combos:

8-20% Up-tilt -> d-tilt 25% [combos without up-tilt launching even]
14-19% Up-tilt -> d-smash 23% [really not great but sets up tech chase for CS]
8-35% Up-tilt -> f-tilt 19-22% [angled up - combos at very low % even no launch - tech chase CS at high range - do not use in close]
20-40% Up-tilt -> f-smash 25-27% [angling up at higher %]
30-55% Up-tilt -> up-tilt 25%
25-50% Up-tilt -> up-smash 31% [opponent hurtbox MUST be directly within first up-smash blast]

20-30% Up-tilt -> dash-attack 23% [may be better option than f-smash with spaced up-tilt]
20-25% Up-tilt -> dash-attack -> FJ -> u-air 31%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> u-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> f-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> b-air 39% [More difficult than former to connect all hits, since dash is connecting opponent in the air]

30-50% Up-tilt -> SH -> n-air 21%
50-80% Up-tilt -> FJ -> n-air 21%u%

25-50% Up-tilt -> SH -> u-air 24%
30-70% Up-tilt -> FJ -> u-air 24%
60-100% Up-tilt -> FJ -> J -> u-air 24%

25-50% Up-tilt -> SH -> f-air 24%
40-80% Up-tilt -> FJ -> f-air 24%
60-100% Up-tilt -> FJ -> J -> f-air 24%

50% Up-tilt -> SH -> b-air 22-25%
50-80% Up-tilt -> FJ -> b-air 22-25%
50-100% Up-tilt -> FJ -> J -> b-air 22-25%

15-35% Up-tilt -> up-B 25%
30-65% Up-tilt -> SH -> up-B 25%
45-80% Up-tilt -> FJ -> up-B 25%
60-110% Up-tilt -> FJ -> J -> up-B 25% [kills readily]

25-35% Up-tilt -> SH -> F-air -> J -> F-air 35% [only works off-stage can kill at edge]
45-50% Up-tilt -> FJ -> F-air -> Z-air 28% [Not ideal ]

15-35% Up-tilt -> SH -> up-air -> J -> f-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> f-air 35%

15-32% Up-tilt -> SH -> up-air -> J -> n-air 32%
25-40% Up-tilt -> FJ -> up-air -> J -> n-air 32%
30-35% Up-tilt -> FJ -> up-air -> cross up J -> b-air 36-38% [tight]

15-35% Up-tilt -> SH -> up-air -> J -> Up-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> Up-air 35%
15-25% Up-tilt -> SH -> up-air -> J -> Up-air -> Up-B 43%
25-35% Up-tilt -> FJ -> up-air -> J -> Up-air -> Up-B 43%
15-30% Up-tilt -> SH -> up-air -> J -> CS 49% [Full jump version is easier in general]
25-45% Up-tilt -> FJ -> up-air -> J -> CS 49% [Not as difficult as it sounds! Quite solid.]

50-60% Up-tilt -> SH -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
50-60% Up-tilt -> SH -> d-air -> Up-B 39% [Yes this works]
60-70% Up-tilt -> FJ -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
60-70% Up-tilt -> FJ -> d-air -> up-B 39% [Yes this works, nearly impossible vs. good opponent, and yes it is glorious fun]
20-25% Up-tilt -> SH -> up-air -> J -> d-air 35-38% [tight]
30-45% Up-tilt -> FJ -> up-air -> J -> d-air 35-38% [Can connect many ways, including spike, up-air can position opponent over the edge leading to kill]
30-40% Up-tilt -> CS 38%
40-60% Up-tilt -> SH -> CS 38%
70% Up-tilt -> FJ -> CS 38%
80% Up-tilt -> FJ -> J -> CS 38%


Up-tilt strings:
Very low % up-tilt -> d-smash which combos poorly sets up for a CS tech chase.
Much more reliable at mid percents up-tilt -> nair likewise sets up CS tech chase.


D-air starter:
The D-air combos look and feel almost identical to the up-tilt, the only difference is your combo options are now shifted up in percentages,This is all good, if something stops with up-tilt it likely can be recovered using a d-air.
The combo window is like the up-tilt, huge, however it remains easiest if the d-air lands closest to the ground.
Because of the way the hitboxes come out, you want to cross up a reversed D-air ideally on grounded target i.e. attack the back of your opponent with Samus before jump facing away from the opponent. That way you avoid the 10% initial side hit and can go deep with the spike. In essence take the entire d-tilt combo list and add 20% and forget the 4-layer deep ones.

D-air combos:
20-50% D-air -> d-tilt 26%
25-45% D-air -> d-smash 24 % [combos poorly, sets up CS tech chase]
40-60% D-air -> f-tilt 19-22% [angled up - not suggested sourspots all the time]
40-60% D-air -> f-smash 26-29% [angling up at higher %]
40-80% D-air -> Up-tilt 26% (credit: Roach Cake)
50% D-air -> jab1 + jab 2 25% [not suggested, but does full combo]
45-60% D-air -> up-smash 32% [opponent hurtbox MUST be directly within first up-smash blast]

40-70% D-air -> SH -> n-air 22%
50-110% D-air -> FJ -> n-air 22%
90-125% D-air -> FJ -> J -> nair 22%

50-80% D-air -> SH -> u-air 25%
60-100% D-air -> FJ -> u-air 25%
90-125% D-air -> FJ -> J -> u-air 25%

50-80% D-air -> SH -> f-air 25%
60-110% D-air -> FJ -> f-air 25%
90-125% D-air -> FJ -> J -> f-air 25%

60-80% D-air -> SH -> b-air 26% [hard to land with D-air geometry]
60-110% D-air -> FJ -> b-air 26-28%
90-120% D-air -> FJ -> J -> b-air 26-28%

30-70% D-air -> up-B 26%
50-90% Up-tilt -> SH -> up-B 26%
80-110% Up-tilt -> FJ -> up-B 26% [kills]
90-130% Up-tilt -> FJ -> J -> up-B 25% [kills readily]

50% D-air -> SH -> u-air -> J -> f-air 36%
60% D-air -> FJ -> u-air -> J -> f-air 36%
50% D-air -> SH -> u-air -> J -> b-air 37-39%
60% D-air -> FJ -> u-air -> J -> b-air 37-39%
50% D-air -> SH -> u-air -> J -> n-air 33%
60% D-air -> FJ -> u-air -> J -> n-air 33%
50% D-air -> SH -> u-air -> J -> u-air 36%
60% D-air -> FJ -> u-air -> J -> u-air 36% [a lot harder to land than former]
50% D-air -> SH -> u-air -> J -> up-B 32% [up-B never lands flush]
60% D-air -> FJ -> u-air -> J -> up-B 32% [a lot harder to land than former]
35-45% D-air -> SH -> u-air -> J -> CS 50% [tight]
45-70% D-air -> FJ -> u-air -> J -> CS 50% [a lot easier than former, not that difficult to land, kills, where the d-air lands on target is important, hit high for higher %]
75-90% D-air -> FJ -> d-air 24-28% [Kills readily if opponent is right at the edge, model collision pushes them over lip]
75% D-air -> FJ -> d-air -> up-B 40% [buy lottery ticket ]
35-45% D-air -> SH -> u-air -> J -> d-air 36-39% [tight]
45%-65% D-air -> FJ -> u-air -> J -> d-air 36-39% [kills, much like CS variant where d-air lands on target is important, less bounce from high impact, more from deep impact]

60-70% D-air -> CS 39%
70-80% D-air -> SH -> CS 39% [kills]
80-90% D-air -> FJ -> CS 38% [kills]
90-110% D-air -> FJ -> J -> CS 38% [kills readily]

Z-air starter:
Z-air s multiple hitboxes. This following assumes point blank and a deep jump in.

Z-air combos:
0-40% Z-air -> jab1 2% [ point blank - jab2 does not combo]
70%+ Z-air -> jab1 + jab 2 14%

130+ Z-air -> d-tilt 13-15%
130+ Z-air -> up-B 12% credit Afro Smash [kills ]
140+ Z-air -> f-tilt 6-10% [kills at tip ]
150+ Z-air -> f-smash 18% [extremely tight - 1 frame ]
0+ Z-air -> jab1 or d-tilt or f-tilt or up-B [must connect with ONLY the first hitbox immediately before landing - frame canceled] credit: -_ellipsis_- , Afro Smash (up-B variant)
Z-air strings:
70%+ z-air -> dash attack
70%+ z-air -> grab

F-tilt strings:
F-tilt at high percents launches horizontally and sets up a CS tech chase. At high percents it's a good bet.

F-tilt has as of 1.06 4 hitboxes. Very detailed analysis is being done on it by Depth_ , the values listed here are
for R.O.B of course.
144% thigh F-tilt -> CS [kills] - does not hit R.O.B! Too large, sourspots all the time. Number is for falcon.
168% sourspot knee F-tilt -> CS [kills]
46% shin F-tilt -> CS [can still reach kill %]
40% sweetspot Tip F-tilt -> CS
original credit: ChileZeRo

F-air Starter:
Fair has enormous end-lag if it is used out of a short hop for instance. However if used immediately into a full jump onto a platform the move terminates and there is no end-lag. This can also been done with very strict timing when hanging from the ledge. Under these circumstances the final hit can provide enough hitstun to combo. Approach angle and target location is important to reach higher ends of the combo range.
F-air combos:
0- % F-air -> land -> jab1 14%
0-15% F-air -> land -> d-tilt 23% [Tight. Disconsider. Risk of fast-falling to get d-tilt = endlag]
15% F-air -> land -> d-smash 21% [Tight. Same advice as above.]
5-45% F-air -> land -> f-tilt 16-20% [Solid. CS tech chase at extreme end of range easy to acheive on multiple platforms, not on stage]
15-25% F-air -> land -> f-smash 25% ( credit Tumultus )
15-55% F-air -> land -> dash attack 17-21% [very tight at low range] ( credit Depth_ )
15-30% F-air -> land -> dash attack -> FJ -> u-air 32%
15-30% F-air -> land -> dash attack -> FJ -> f-air 32%
15% F-air -> land -> dash attack -> FJ -> u-air -> J -> u-air 43% [tight]
15-20% F-air -> land -> dash attack -> FJ -> u-air -> J -> f-air 43% [less tight than former but still tight]
20% F-air-> land -> dash attack -> FJ -> u-air -> J -> CS 57% [ MOST difficult combo in the game ]
The CS out of dash is already a finicky combo. Add into that getting a frame perfect stage canceled f-air and you don't really get to pick how the dash attack lands. Insanely hard to get to register as a true combo. It's a tight string otherwise. It's real, but wow just wow. Look elsewhere IMHO.


Long range combos:
Any % Homing missile -> CS 30% [two thirds of FD away]
0-65% Super-missile -> SH -> Z-air 14% [~1/3 of FD away] credit: AgentM
30-90% Super-missile -> FJ -> Z-air 14% [~1/4 of FD away ]
80%-120% Super-missile -> FJ -> J -> Z-air 14% [ close to point blank ]
20-45% Super-missile -> CS 35% [~1/2 of FD away - tight]
35-85% Super-missile -> forward SH -> CS 35% [1/2 of FD away or greater -kills]
45-115% Super-missile -> forward FJ -> CS 35% [1/2 of FD away or greater at high % can get very close, less than 1/4 FD - kills readily]
Jump towards them! Always! Rising forward jump CS.


Bomb combos:
Bombs have very very little hitstun, if a bomb hits after a move it will in fact cancel the hitstun and end the combo. If it hits before, it creates a timing window where essentially any move can land, even d-smash.
Personally, if someone is fool enough to run into a bomb, up-tilt punish them. The combo damage resulting is quite severe...
The Dirty Bomb - Shield Break Spike:
Bombs can also lead to a spike (credit Zaprong), against the truly unwary it is in fact a true combo:
Any % bomb -> roll off stage -> SH -> D-air [opponent must be right beside the ledge with bomb behind them and blast pushing them over the lip]
This also works exceptionally well against characters with a broken shield. Walk - not run - and push the character right to the edge of the ledge then perform combo to get a very early spike kill. Particularly good at low% and vs. characters with bad vertical recovery, can be a very early kill.
No Fail Dirty bomb combo prescription: Push character to edge -> Pivot -> down b -> SH FF D-air.
The pivot is necessary to avoid bomb detonating early on character and giving enough room for the 5 damage explosion. The pivot also causes Samus' d-air arm hitbox to hit sufficiently fast. The fast fall is essential to hit short characters. This prescription works against EVERY character, olimar to DDD, true combo, spike, no guesswork.
Push-into-bomb combos:
Dropping a bomb behind the target gives a window of opportunity to land and push the target into the bomb explosion. This allows for links that would otherwise not be possible and jab1 can be cancelled into grounded moves, particularly smashes. It also allows jab1->jab2 to connect at any %. Out of a double jump up-air sourspots can also have the same effect as jab1 from fast-fall but keeps you close to the target so up-B is great option.
Any% J-> Bomb (behind)
Any% J-> Bomb (behind) -> jab1 (cancel) -> smash [can kill ] (credit ShinkiPrime and Rikkhan)
Any% FJ->J->Bomb (behind) -> FF -> Up-air sour -> Up-B 24% [can kill] (credit KayJay)

Air-to-air combos and strings:
These are here for completeness more than anything else.

Up-air:
Up-air of course combos in and out of itself in every possible way. See above. It's pretty clear.
35-65% U-air -> CS 36% [Big range depending on how you connect initial up-air, glancing angle is best at higher %]
35-55% U-air -> D-air spike [Slightly lower than CS range is the d-air combo range to get the spike, range extends to 65% but you'll only get sourspots, glancing angle is best again]
B-air Combos:
To land the b-air true combo you want to jump into an opponent as they are descending.
42-48% B-air -> b-air 26% (credit Afrosmash)
B-air Strings:
B-air has 2 sourspots, one consistent 12% one very inconsistent 9%.
B-air sourspot strings into itself with one jump.
0-40% FJ -> b-air -> b-air
0-40% FJ -> b-air -> Rev. CS
0-30% FJ -> b-air -> b-air -> Rev. CS [offstage, tight]
F-air Combos:
To best true combo f-air into f-air you ideally want to get the target sucked in fairly deep in the mulithit, i.e have a lot of overlap between Samus and the other character, and ideally lower than level with Samus in mid-air.
27-40% J -> F-air -> f-air 22% (credit Afro smash and Xygonn)
40-65% J -> F-air -> z-air 15% [Combo counter does not register full hits, can be done starting 0% but only 1% extra damage over f-air, do something else... this is good for end-of-follow up range] (credit Afro smash)
F-air Strings:
F-air naturally strings into itself *very* tight in the range just below true-combo, 15-27%. CS also is also a good string.
15-40% J -> F-air-> J -> CS
Forward kick N-air Strings:
N-air strings nicely with itself much like B-air. It flattens opponents hit close to the ground setting up for a charge shot string.
0-30% FJ -> n-air -> n-air
0-30% FJ -> n-air -> CS
0-30% FJ -> n-air -> n-air -> CS [offstage]
D-air Strings:
D-air aerialy strings into itself and up-B most readily. The computer will register these as true combos much like the grounded d-air. f-air will lock if stars align.

Zero-to-death strings and combos:
Under particular circumstances Samus can get a zero-to-death.
For true combos any stage with a low ceiling and/or platforms can have an up-air X ccombo ->up-B kill. Up-air combos must be extended by fast-falling onto platforms before the next up-air.
Dash-attack -> SH -> n-air -> n-air -> J -> nair will kill many characters [credit RC]
Dash-attack -> SH -> n-air -> d-air will kill many characters with poor vertical recovery [credit RC]
Dash-attack -> RAR SH -> b-air -> d-air likewise

If you see anything missing, or something you feel is in error, please say so!
 
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DungeonMaster

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Additional combo links.

Training mode true combo videos:
  1. https://www.youtube.com/watch?v=LaPveD9XHFA (Muramishi)
  2. https://www.youtube.com/watch?v=P_pauGLVAKg (DM)
Jab lock combos:

Suggestions, corrections, welcome. This thing keeps changing my edited spacing... irritating...

Historical section (no longer truly useful, saved for reference value):

Here is the Samus true combo tree with sweetspots for all her combos!
To land a combo in training mode simply look up the magic number for your target and add or subtract as indicated.
For actual SMASH you need to do more, but it is not that hard! If you do the mental math, and you have the proper timing, these combos WILL land.
RAGE is by far the most important factor. Take Samus' % divide by 10 and that is the number you subtract.
Example: Samus at 0% damage Mario at 35%. Mario's magic number is 35. Samus can up-tilt him and launch a CS for a guaranteed hit. Samus at 100% damage Mario at 35%. Samus now needs to short-hop the CS for the guaranteed hit.
Staleness is a secondary less significant factor but it helps combos. Between the first and second time you use a move ADD 2%. Every time after that add 1%.
The combo windows are in general quite large, the average window about a sweetspot +/- 7% but some are truly huge like up-tilt -> up-smash. In practice you can all but ignore staleness and just keep track of rage.


| | | | | | | | Magic | | | | | | | |
Starter | -35 | -30 | -25 | -20 | -15 | -10 | -5 | | +10 | +15 | +20 | +30 | +40 | +50 | +60 | +70
Up-tilt | | | D-tilt | SH-triples | F-tilt | FJ-triples | Up-smash | CS | SH-CS | FJ-singles | FJ-CS | | DJ-CS | DJ-Up-B | |
| | | | | | F-smash | Up-tilt | FJ-doubles | | | FJ-singles | | DJ-singles | | |
| | | | | | SH-doubles | | SH-singles | | | | | | | |
| | | | | | SH-Up-air-CS | | FJ-Up-Air-CS | | | | | | | |
D-air | | | | | | D-tilt | F-tilt | SH-doubles | F-smash | Up-smash | CS | SH-CS | FJ-CS | | DJ-CS | DJ-Up-B
| | | | | | | | | | Up-tilt | | | FJ-Singles | | DJ-Singles |
| | | | | | | | | | FJ-doubles | SH-Singles | | | | |
| | | | | | | | | FJ-Up-air-CS | | | | | | |
Dash attack | | Up-smash | | FJ-doubles | Up-air-CS | | | FJ-singles | DJ-singles | | | | | | |
| | FJ-triples | | | | | | | | | | | | | |
U-air | D-tilt | | F-tilt | SH-triples| | FJ-triples | | FJ-doubles | | | FJ-singles |DJ-singles| | | |
| | | | F-smash | | Up-tilt | |FJ-Up-air-CS| | | FJ-CS | DJ-CS | | | |
| | | | | | Up-smash | | | | | | | | | |
| | | | | |SH-Up-Air-CS| | | | | | | | | |
Grab | | SH F-air | | | | FJ-F-air | | | | | | DJ-F-Air | | | |
| | Dash-FJ-Triples | | Dash-FJ-Doubles | | Dash-FJ-Up-Airx2 | | | | | | | | | |
| | Dash-SH-Doubles | | Dash-SH-Singles | | Up-Air-CS | | | | | | | | | |
Super-Missile | | | | | | | | CS | | SH-CS | | | FJ-CS | | |
N-air | | | D-tilt | | F-tilt | | | Dash-attack | | | | | | | |
| | | | | | | Dash-attack Singles | | | | | | | | |
B-air sour | | | | | | F-tilt | | Dash-attack | | | | | | | |

Nomenclature:
SH = short hop, lightly tap jump
FJ = full jump
J = 2nd jump
DJ = full jump + second jump
u d f b n = up down front back neutral
tilt = angle but to not tap direction
smash = tap direction + A
CS = charge shot
Smash is an analog fighter, so the SH-FJ is not always completely appropriate, it's used to give and idea of height as best I can in words.
Triple = Up-air -> J -> Up-air -> up-B
Double = Up-air -> J -> Up-air or F-air or N-air or B-air (as possible)
Single = Up-air or F-air or N-air or B-air (as possible)

Tips:
SH-triples are difficult to land with strict timing and positioning. In general if you aim to land a triple you want to FJ and get the up-air out instantly. SH-doubles can be much easier and more practical to land than a FJ-triple.
Unless your opponent has a big hit-stun tumble window aerial charge-shot combos should be executed with the CS coming out while rising into the target.
Aerial Up-air -> CS timing is VERY strict at times. To combo Samus must NOT drop in height at all in her onscreen animation, you have few frames to work with.
If Magic number and combo sweet spot leads to negative value the combo is likely impossible on that character. Up-air -> D-tilt on Jiggly puff, forget about it. If it's slightly negative, the tails of the distribution may allow it but it's a bad option.



Character | Magic Number
盾 (Shield) Stance Shulk* | 76
Bowser* | 41
DK | 40
Dedede | 45
Charizard | 41
Bowser Jr. | 36
Ganondorf | 36
Samus* | 33
Ike | 36
Wario | 39
R.O.B | 39
Captain Falcon | 38
Link | 36
Yoshi | 34
Shulk | 33
Megaman | 37
Default Weight Mii | 36
Lucario | 35
Dr. Mario | 35
Mario | 35
Villager | 29
Luigi | 32
Ryu | 32
Wii Fit Trainer* | 31
Dark Pit | 33
Pit | 33
Robin | 34
Sonic | 31
Pacman | 34
Greninja | 29
Ness * | 31
Lucas | 29
Toon Link* | 29
Diddy Kong | 33
Palutena* | 28
Duck Hunt | 32
Roy | 34
Lucina | 32
Marth | 31
撃 (Smash) Stance Shulk | 25
Peach* | 28
Zelda | 28
Sheik | 28
Little Mac | 33
Falco | 32
Zero Suit Samus | 31
Meta Knight | 28
Fox | 30
Olimar | 26
Pikachu | 26
Rosalina* | 25
Kirby | 23
G&W | 22
Mewtwo | 25
Jigglypuff* | 19
Characters with a * are immune to basic Up-tilt -> CS and D-air to CS. Their hitstun animations are very short, they do not get comboed well in general. The CS combos are available to hit them with SH and FJ variants like everyone else but it is strict in execution.
 
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HeroMystic

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That is an impressive list... granted DI isn't taken into account.

Now the question is, how can we apply this when converting from the neutral game? I'll be sure to try to incorporate this and see how it goes.
 
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DungeonMaster

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Thanks HeroMystic, happy hunting!

@ Shadó Chimera / シャドーキメラ Shadó Chimera / シャドーキメラ I haven't been able to get anything to true combo out of it. Combination of hitstun and endlag is chosen so that it never works. Every d-tilt -> f-air you've ever done is in fact quite avoidable. Willing to be proven wrong!
Sheik's f-air is frame 5. Samus u-air is frame 5. Exactly how fast do you want a heavyweigtht's aerials to be? Seriously she weighs like a pound or two compared to Samus' ton.
 
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Xyro77

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If you are including combo vids and other vids/thread links on the OP, i recommend a name change to this thread.

The name is totally up to you but something like 'Samus Compedium of Knowledge" so that way it includes the lists of combos/strings, combo videos, valuable threads and more.



edit: i see my thread up there lol. Would you name it the way its named on SWF? "Xyro's thread" seems kinda blah, you know?

edit 2: would you add KayJay's combo video under the combo video section? its good https://www.youtube.com/watch?v=Yei6oxLzRjo#t=258
 
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DungeonMaster

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@Xyro77 I initially wanted to keep the focus quite narrow on just combos, but you're probably right that we need a knowledge compendium, the Samus social thread and this forum is filled with stuff all over the place and it's hard to find as some people in the stickied social thread have already indicated.
Fixed your blah tittle and will add much more like you suggest in the next few days.

@ Shadó Chimera / シャドーキメラ Shadó Chimera / シャドーキメラ Yes a string is by definition avoidable, a true combo isn't avoidable, they simply get hit. In training mode (under single player - barbell icon) you can set the info to show combos. All of the combos I've listed are actual true combos as registered by the program. The hits come together fast enough that the hitstun doesn't end.
 
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DungeonMaster

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Lol at video. I simply can't seem to make it combo. I tried a pile of times, won't register. Even slowed to 1/4 speed. I tested these things ~10 times a piece to verify them, and there are quite a few.... I'll try again with d-tilt.
 
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Afro Smash

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first hit of zair true combos in to jab, and f tilt and later percents, strings in to grab

both hits of zair string in to dash attack too
 
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Afro Smash

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Also could someone test if we have any footstool > reset combos out of Up Tilt/Dair stage spike? I've practiced vs a cpu and managed to get a up tilt/dair > foot stool > ff dair > u smash (not a reset i know) however im guessing this is because the cpu is too slow, as samus takes for ever to get back down after footstooling. If someone with a human training partner could check this out though would be cool
 

DungeonMaster

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Added z-air combos, thanks guys.
@ Shadó Chimera / シャドーキメラ Shadó Chimera / シャドーキメラ I still can't get d-tilt to combo into f-air. I tried 100 times last night. I've done several thousand combos recently, I feel I know the engine quite well now, can anyone else get the d-tilt to f-air to register?!
I'll look into footstools this weekend @ Afro Smash Afro Smash , but like you say, I don't think it's combos, most likely strings.

Also I experimented last night with non-training mode to try and figure out the impact of rage, weight classes, stale moves.
Staleness or more specifically freshness impacts more than rage, first thing to note. Once a move is used ~2-3 times in the queue, it falls in line with the listed %s.
The rule of thumb I have right now for rage is 100% = - 15% to all combo start and finish, 150% = -20%. It's actually at first pass, quite accurate, surprisingly linear, I was expecting it to be less predictable but this crazy list I've assembled may actually be really useful. The %s vary from character to character, but excluding extremes for now (jiggly) it's surprisingly quite predictable. Particularly the simple and good ones like the d-air or u-tilt -> up-smash or CS. It could have been some completely weird exponential, I don't think it is. More later.
 
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RoachCake

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You should add Dash Attack > N-air > N-air > N-air.
Works against alot of characters(at about 0-10%) as a 0-death if they jump after the first N-air.
Also Falling U-air > F-tilt is a pretty good CS kill setup at about 80-95% against alot of characters. Falling U-air > Jab 1 may work at really high %s (130-150 maybe) as another CS kill setup.
And Jab 1 > F-tilt and Jab 1 > D-tilt works at about 5-40% and is good for putting on those early %s.
 

DungeonMaster

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Added. I had N-air strings but you're right the dash -> n-air x3 deserves its own place because it's very natural (and pretty, and a signature string of yours).
The high % f-tilt definitely sets up powerful CS tech chase, zero actually pointed that out in a video of his recently, so I will credit him. In fact d-smash can do this earlier %s (finally a use beyond counter-rolling!).
When you say falling u-air, to be specific you mean *missing* the final hit of it, because at those %s the final hit sends them rocketing, of course right? In your experience you're saying this relatively safe in actual combat? It lifts them but doesn't knock down, little hit stun, they have a few frames though it's probably very tight against the 3 frame jab and 2 frame CS.
Added low % jab crouch-cancel strings as well. Not safe, but well, neither is jab 2. They are actually NOT strings at high %, but true combos and totally safe.

I clean the OP some tomorrow with more links, some color and hopefully make it a bit clearer.
 
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Twin Rhapsody

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I'm not sure how useful this is, but landing a grounded footstool guarantees an Apex Screw Attack if performed right away. Doesn't work with regular Screw Attack as her momentum is retained during its startup.
 

RoachCake

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It works the same way that Falling U-air > D-tilt does, just with F-tilt so you can setup a kill with CS.
It's safe, as long as you don't hit shield or fall into a smash attack.
 

DungeonMaster

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Added in u-air sourspot high % string.

@ Twin Rhapsody Twin Rhapsody that's good to know, I haven't explored customs yet. I think the community is undecided on them but at some point I'll definitely look into them (or someone else could, by all means be my guest).
Right now my focus is figuring out rule of thumb formulas for rage and stale moves. I am landing these against random for-glory opponents, even some 3 and 4 chains but my conversion rate from combo starter to combo is still low (like ~20%) mostly because of the rage and stale move variables.
 

Twin Rhapsody

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Added in u-air sourspot high % string.

@ Twin Rhapsody Twin Rhapsody that's good to know, I haven't explored customs yet. I think the community is undecided on them but at some point I'll definitely look into them (or someone else could, by all means be my guest).
Right now my focus is figuring out rule of thumb formulas for rage and stale moves. I am landing these against random for-glory opponents, even some 3 and 4 chains but my conversion rate from combo starter to combo is still low (like ~20%) mostly because of the rage and stale move variables.
Ah I see. I can definitely explore the Custom specific combos and techniques as my (semi) local monthly promotes the Custom Project. I'll just add what I find over time, but I will try to condense it.
 

DungeonMaster

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SO! I spent several hours this weekend in smash, NOT training mode, to tease out the rage formula, if there was one, hoping it would be simple.
This is what I did, since there's no combo indicator in smash:
  • Used completely fresh moves (respawn killed myself).
  • Checked 2 moves with obvious animation for where combo potential begins: up-tilt and d-air.
  • Used the multi-hit property of up-smash to pin down exactly when the combo starts - has a precise starting hitbox- if you're off, it doesn't lock. (It's also a very simple, useful 30+ damage combo)
Here's the punchline: The rage formula is really, really simple.

There's some non-linearity at very low and very high % and it seems to almost max out at 200% but really, it's 5% for 50 damage on Samus. That's IT!
I haven't tested to the degree where I could say it's 1% for every 10 damage but really, that's what we're looking at. A really simple linear formula with some curvature at low and very high ranges.

The target here is again ROB like in the OP, starting damage on ROB listed in table.


Samus' rage | Up-tilt starts to launch | Up-tilt -> Up-smash fully connect | D-air starts to launch | D-air -> Up-smash fully connect
0 % | 8 | 25 | 28 | 45
50% | 6 | 20 | 26 | 41
100% | 3 | 15 | 21 | 35
150% | 0 | 10 | 16 | 29
200% | 0 | 10 | 16 | 26
What this means is there's the very real possibility that with just a handful of numbers in head for any given opponent you can know with great precision which combos will connect!

Next week I look at the impact of stale moves and see if that is likewise tractable. Then maybe DI to pin down real usability ranges...


Also, fun musings, if you lock in a triple up-air-up-B it's zero-to-death on low ceiling stages like Halberd with 150+ rage.
 
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DungeonMaster

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So I was very anxious to see the math... I've now investigated move staleness. It is likewise, as I had hoped for, a simple formula. This is really, really good. Ridiculously good news.

Similar to above:
  • I used the points at which up-tilt and d-air start to launch, since it's an unambiguous animation
  • I checked for any potential cross-talk between rage and stale state - there is none, they are independent and additive

Samus' rage | Up-tilt fresh | stale 1 | stale 2 | stale 3 | stale 4
0% | 8 | 10 | 10 | 11 | 11
50% | 6 | 8 | 9 | 10 | 10


Samus' rage | D-air fresh | stale 1 | stale 2 | stale 3 | stale 4
0% | 28 | 30 | 31 | 33 | 33
100% | 21 | 23 | 24 | 25 | 26

This means that within some small internal rounding we have an amazing formula: totally fresh to 1st stale is 2% and it's 1% per stale move afterwards.

Ok! Now for the fun stuff. What is the predictive power of this?
Let's say I know ONE number, for a completely different character than Rob. Let's take, say, our friendly reflector spam space animal Fox. I go into training mode and I try an up-tilt -> up-smash combo on Fox. I find it starts at 16%.

I just take that one number. I don't even directly test d-air. I know, from having done 1000+ combos now in this engine, that the up-tilt and d-air combo chains are linked and it's 20% between the two chains.
So I go to smash - not training mode - and I get hit to 130%.
I use 3 d-air in killing off fox, he re-spawns and I want to go at him again.
Now what percentage do I need Fox to be at for d-air -> up-smash to just begin to connect?
16% (starting) + 20% (up-tilt to d-air difference) - 13% (rage) + 4 (stale) = 27%
What is the actual in-game-you-can-test-yourself percentage? 29%. No joke.

You can basically nail your combo ability down to within a few percent, really to within rounding uncertainty. It's that accurate.

I'm pretty sure that we can probably set the entire combo chain on any given character with just 2 numbers. I think, in fact I know, from experimentation that it's likely a different number for horizontal launch combos vs vertical launch. Some basic property that we all like to call "floatiness" and I think is formally called "gravity" means that n-airs and f-tilts launch differently than up-air, up-tilt.
I'm going to figure out the numbers for the whole cast next, and come up with some combo "sweet spots" rather than just start and finish ranges because sweet spots are easier to remember.
 
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Xygonn

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So I was very anxious to see the math... I've now investigated move staleness. It is likewise, as I had hoped for, a simple formula. This is really, really good. Ridiculously good news.

Similar to above:
  • I used the points at which up-tilt and d-air start to launch, since it's an unambiguous animation
  • I checked for any potential cross-talk between rage and stale state - there is none, they are independent and additive

Samus' rage | Up-tilt fresh | stale 1 | stale 2 | stale 3 | stale 4
0% | 8 | 10 | 10 | 11 | 11
50% | 6 | 8 | 9 | 10 | 10


Samus' rage | D-air fresh | stale 1 | stale 2 | stale 3 | stale 4
0% | 28 | 30 | 31 | 33 | 33
100% | 21 | 23 | 24 | 25 | 26

This means that within some small internal rounding we have an amazing formula: totally fresh to 1st stale is 2% and it's 1% per stale move afterwards.

Ok! Now for the fun stuff. What is the predictive power of this?
Let's say I know ONE number, for a completely different character than Rob. Let's take, say, our friendly reflector spam space animal Fox. I go into training mode and I try an up-tilt -> up-smash combo on Fox. I find it starts at 16%.

I just take that one number. I don't even directly test d-air. I know, from having done 1000+ combos now in this engine, that the up-tilt and d-air combo chains are linked and it's 20% between the two chains.
So I go to smash - not training mode - and I get hit to 130%.
I use 3 d-air in killing off fox, he re-spawns and I want to go at him again.
Now what percentage do I need Fox to be at for d-air -> up-smash to just begin to connect?
16% (starting) + 20% (up-tilt to d-air difference) - 13% (rage) + 4 (stale) = 27%
What is the actual in-game-you-can-test-yourself percentage? 29%. No joke.

You can basically nail your combo ability down to within a few percent, really to within rounding uncertainty. It's that accurate.

I'm pretty sure that we can probably set the entire combo chain on any given character with just 2 numbers. I think, in fact I know, from experimentation that it's likely a different number for horizontal launch combos vs vertical launch. Some basic property that we all like to call "floatiness" and I think is formally called "gravity" means that n-airs and f-tilts launch differently than up-air, up-tilt.
I'm going to figure out the numbers for the whole cast next, and come up with some combo "sweet spots" rather than just start and finish ranges because sweet spots are easier to remember.
Gravity and fall speed are different. Usually "floaty" characters have a low fall speed and a low gravity. Gravity has to do with how long it takes to reach maximum fall speed. A lower falling speed means more vertical knockback (because the fall speed isn't cancelling the launch velocity), but a lower gravity also means a lower vertical knockback (initial velocity applied is lower). For example Mr. G&W has a lower falling speed, lower weight, and higher gravity than us, so he goes out the top super easy in comparison (maybe easiest in the game?).
 

DungeonMaster

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Thanks for the clarification Xygonn, I've only know of the terminology, not really the specifics of its meaning.

Another big update from me forthcoming with combo sweetspots for every character and some really simply mathematical rules that apply across the entire combo tree.
I am really happy at how accurate the numbers work out to be, in actual game, not merely training mode.
There is a LOT of polish done on the design end for this character, the numbers are really not random, even on horizontal launch. The n-air "flatten" tech chase basically stops a full FD away - at the exact percentages the f-tilt tech chase begins. For every character, all of them. Sakurai! If you're out there... I'm on to you...
 
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Uffe

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Some characters seem to benefit from footstooling. I decided to test a SH > footstool > Bomb > ?. The problem is, Samus seems to jump high for her to perform anything else, so stopping yourself with the Bomb is probably the only thing you can actually pull off. Typically, the opponent is stunned a bit after a footstool is performed, but I'm not sure if they'd be able to move away from the Bomb before it explodes. I forgot to mention that this will lead to 3 consecutive hits. The first two from the Bomb and the third from the follow up.
 
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DungeonMaster

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@ Uffe Uffe I looked into footstool combos this weekend, I agree with you footstool -> bomb is the closest you can get to a string, however realistically the timing window on it is so large the opponent is not locked into anything. They are definitely not stunned long enough, I would call it a mix-up, not really a string and definitely not a combo.

@ NinjaPuffins NinjaPuffins I've asked the competitive forum on teching data. There doesn't seem to be much out there and my own impression is that the invincibility it grants is somehow % dependant but I really don't know the specifics. Right now, there's a good range where you want to u-tilt->CS or u-tilt-> SH+CS and similarly D-air -> CS or D-air->SH+CS and those will hit most of the cast if they immediately stand up. For anything that involves a FJ into CS to complete the combo the timing is such that you want to be releasing the CS as you're jumping, you would have to see and recognize the teching and not whiff the CS. For FJ->J->CS range is thankfully more forgiving and if they tech, it's easy to not whiff.
Someone really needs to figure out the details of teching in smash4. http://smashboards.com/threads/does-anyone-know-the-exact-data-on-teching-the-stage.393803/

Big update delayed until maybe tonight or tomorrow. My weekend got busy...
 
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Uffe

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@ Uffe Uffe I looked into footstool combos this weekend, I agree with you footstool -> bomb is the closest you can get to a string, however realistically the timing window on it is so large the opponent is not locked into anything. They are definitely not stunned long enough, I would call it a mix-up, not really a string and definitely not a combo.

@ NinjaPuffins NinjaPuffins I've asked the competitive forum on teching data. There doesn't seem to be much out there and my own impression is that the invincibility it grants is somehow % dependant but I really don't know the specifics. Right now, there's a good range where you want to u-tilt->CS or u-tilt-> SH+CS and similarly D-air -> CS or D-air->SH+CS and those will hit most of the cast if they immediately stand up. For anything that involves a FJ into CS to complete the combo the timing is such that you want to be releasing the CS as you're jumping, you would have to see and recognize the teching and not whiff the CS. For FJ->J->CS range is thankfully more forgiving and if they tech, it's easy to not whiff.
Someone really needs to figure out the details of teching in smash4. http://smashboards.com/threads/does-anyone-know-the-exact-data-on-teching-the-stage.393803/

Big update delayed until maybe tonight or tomorrow. My weekend got busy...
Yeah, that's the unfortunate part. I tried it on a non-moving CPU and then tried it on a moving one afterwards. You might be able to get away with it the first time, but after that, I don't think it'll work again. :( Some characters get something out of footstooling. I kind of wish every character did.
 

DungeonMaster

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Major update to OP! With some savvy combo anything anywhere, anytime!

I've gone to considerable effort to verify that the numbers provided are accurate for the entire cast. These numbers really do work really well. It is very possible to play this game with exact percentages in mind and to maximize damage out of it.
The magic numbers were verified using the up-smash, charge shot, SH-charge shot through D-air and Up-tilt chains in great detail. I'll post the data if anyone's keen on it.
Although there is variation in the cast between a lot of parameters the sweetspots and differences between them are very solid. The difference between what's available out of an up-tilt and a d-air is almost exactly 20 for every target. There is some non-linearity at very low and very high end of the weight spectrum at high numbers say Bowser d-air -> DJ-CS and Jiggly puff d-air -> DJ-CS, you can nail Bowser at higher %s than listed for sure with his broad tail to that combo range but *you will not definitely miss at/near sweetspot* on either of them with indicated inputs.

I still have some other updating to do, but not tonight. I have to correct some statements I've made, dash attack actually does combo into up-smash for some characters fairly well (D3). It's not a great option but it is a simple to execute combo.
Up-air->Up-smash->Up-B also is a true combo even if Up-B provides only partial damage.
I'll add in horizontal combo numbers but there is no magic formula. However the ranges are not complicated, little variation over the entire cast.

Last thing to do: DI. Preliminary investigation is that it is the Samus player who has by FAR the most important influence on combos. DI can only really impact a poorly landed link in any combo chain, the Samus' skill in landing the combo on the hurtboxes appropriately is determinant, even at high %s.
 

Afro Smash

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I like the spike > Uair > cs combos a lot, the Uair last hit ones are nice too but have to be started kinda high up so its a lot more likely to be shielded
 

Rikkhan

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Hello there, I just want to mention some custom combos I found, pretty much mega bomb combos into everything, some combos:

Terminology:
MB = Mega Bomb
CR = combo range %
DM = damage %
DCS = Dense Charged Shot.

Bomb Distance: in front the oppenent
MB > DCS. CR 0-50% DM 40% *sweetspot, kills around 50% on corners
MB > DCS. CR 0-50% DM 36% *sourspot

Bomb Distance: 2-3 bodies behind:
MB > fTilt > DCS. CR: 30-80% DM: 46% * kills around 50% on corners
MB > fTilt > SH > dAir > UpB > CR 60%+ DM 42%
MB > fTilt > grab > fAir > CR 0-60% DM 36%
MB > fTilt > UpSmash. CR 0-60% DM 37%
MB > fTilt > UpTilt > UpB > CR 20-35% DM 42%
MB > fTIlt > UpTilt > SH > dAir > UpB. CR 25-35% DM 58%
MB > fTilt > UpTilt > SH > DCS. CR 20-35% DM 59% * kills near corners
MB > fTilt > UpTilt > SH > dAir > grab > fAir. CR 25-35% Dm: 63% *not sure if grab is combo
MB > fTIlt > UpTilt > SH > dAir > grab > J > DCS. CR 25-35% Dm: 79% * this is a string but it's worth mentioning because it kills on any part of the stage
MB > jab > SH > dAir. CR +40% DM 30% * this spike kills on the edge, also I believe you can't escape from this.

Bomb Distance > 4 bodies: MB can be comboed with downSmash, fSmash or fTilt, it depends on the % and the distance, it's not as hard as it sounds. A good amount of the combos on the 2-3 bodies range are also avalible.

MB > downSmash > SH > dAir > UpB: CR ~70% DM: 49%
MB > downSmash > SH > DCS. CR +50% DM 50% * this is a kill combo on +70%

There is so many possiblities with the MB combo, I have more combos but I'll update it later.
 
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DungeonMaster

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@ Afro Smash Afro Smash Agreed, very sexy and they're not difficult to pull off at all when you get the hang of the timing. The main advantage of the straight up-air combos is the opponent does not get a chance to tech anything. I find DI also has has less influence in the spike combos from preliminary investigation I think because it's easier for the Samus player (me) to track the flow of a chain rather than just that initial 1 hit box launch from a falling up-air. When it's locked in good with the opponent clearly on one side of the spinning samus up-air, there doesn't seem to be much they can influence.

@ Rikkhan Rikkhan Are those %s against Rob as listed in the OP for people to test? If you would do me the favour of using the same format and same target (R.O.B) I can add it in a new custom section in the OP.
 

Rikkhan

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Whoops sorry I didn't see there was a standard, let me work on that. The target test from my first post was captain falcon.
 

Scream

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Love the list!Just one thing off the top of my head, you can combo Zair into F-Smash at about 135% on ROB and F tilt at about 125% ;)
 
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Rikkhan

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it's gonna take me longer than expected, weigth, falling speed and size matters a lot in the combos, I had problem getting the long combos on R.O.B but they are possible it just need precise timing, Captain Falcon on the other hand it's very easy to combo. I'll do further testing and post results later.
 

Afro Smash

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Yeah Falcons weight and fall speed make him super easy to combo, even at higher percents
 

DungeonMaster

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@ Scream Scream Thanks! Yes f-tilt is in there, I got f-smash to combo last night at higher % but damn that window is very very tight. Will update when I have time.

@ Rikkhan Rikkhan yes everyone combos a little different, using R.O.B as a standard was simply because he's heavy and has a huge tumble window. Whatever combination of weight/fall speed exists, after doing thousands of these it's very clear in my mind that tumble window is super-important to the overall combo capability of Samus vs. the character. Rob flops around in the air for many frames, the contrary - villager, basically flips up-side down for 1 frame and then he's back in control and all combo potential is gone. If you hit villager with an up-tilt, your attack has to be timed to rise into him. The f-air, up-smash all work quite poorly against villager, rosalina and the others I've listed with a * in the magic number list. Rosalina is even more special, time basically slows down for *you* as you hit luma giving her free frames to fly away. It's still possible, but the window gets tighter.
And yes it is a lot of work... but I'm quite glad I did it since I'll be playing this character and game for years and years. Anyone interested in customs more than welcome to help, but it's a lot of work...
 
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