Crystanium
Smash Hero
That video is pretty sick.
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Yep, but unfortunately the up-tilt -> late hit b-air (frame 11) does not link, it's too many frames, they can air-dodge out of it.I got utilt > FJ > bair > J > bair to combo from 61% to 79% on Rob. The first bair has to be the 9% hitbox. It can kill if you sweetspot the last bair.
Yeah I realize that despite my efforts at explaining it's a bit murky.For Chain Ending you show D-throw -> Up-air -> Up-air -> Up-B
For Chain Starting you show Up-tilt -> Up-smash
Is the triple considered "chain ending" because after landing that, you have no way to tell what combos are now at your disposal? Whereas the Up-tilt -> Up-smash is "chain starting" because landing this means you can follow up with broad combos as you mentioned at 17:11?
Yes, after you land a single that is on or below Samus' shoulders you can now freely try for either a lv.2 or a lv.3 jump in as the combo ranges for both overlap. Both level 2 and level 3 can land, depending on how deep you jump in, and/or simply preferance.In the combo exhibition, at 1:10:39, this section is titled "On or Below Shouders, Lv. 2 & 3 Jump Ins." I get that we're still talking about singles like in the previous section (DA -> Up-air to start), so you're saying that after a single that is on or below Samus' shoulders, you can now use either lv. 2 or lv. 3 jump-ins? What wasn't clear to me when you went over the jump-in starters (starting at 42:12) is what are the lv. 2 and lv. 3 jump-ins? You went over jump-in starters like Nair -> d-tilt, N-air -> f-tilt, N-air -> dash attack, but didn't specify which is lv. 2 and lv. 3 and so forth.
Yes that helps.Ok, so to try and clear up the confusion, there's the section at https://www.youtube.com/watch?v=QUrANmnrXwA#t=2531 which goes over all the details which you may have missed or skipped through.
At https://www.youtube.com/watch?v=QUrANmnrXwA#t=2581 I detail how these generally follow from 3 layers which are the most closely tied to percentage than anything else.
Level 1: 0-10%
Level 2: 10-20%
Level 3: 20-30%
So I say N-air starter has:
level 1 N-air->D-tilt
level 2 N-air->F-tilt
level 3 N-air->DA
B-air I don't bother with level 1 since turn around D-tilt is very hard (my opinion, cannot be buffered)
level 2 B-air (sour) -> F-tilt
level 3 B-air (sour) -> DA
And so forth for F-air and Up-Air.
Does that help?