TheWhiteBowser
Smash Ace
Some of you might have heard of me already some of you might not have. Regardless, I am TheWhiteBowser and I take a hobby of constantly bowserciding people online for kicks and giggles. In my infamous series on youtube Bowserciding Online SSBB Adventures I announce strings for various SSBB characters. Now I realize that some of the strings I will put in this thread might already be well known or in some cases might not be known at all. Regardless these strings are a result of spending virtually hours in the training room honing my skills and experimenting for various moves for many different SSBB characters. I realize I am very late doing this as SSB4 will soon come out but I figure hey there is no time like the present. Besides once the next game comes out I will still continue to announce strings and if you saw the developer direct of SSB4 with Mashairo Sakaurai then you saw that Bowser is keeping his side B the same even into the next game so Bowserciding and announcing more strings will continue. So even if I am 5 years late doing this on Smash boards I have been doing this for over a year on youtube. Like I said there is no time like the present. So I will get started writing some strings down and you guys can let me know what you think. I will gladly take criticism if needed. Please be sure to test out these strings yourself I usually test them out on Marios since Mario is so midground. If you want to suggest a string please private message me on youtube I will indeed credit you as the creator and you will get a good shoutout. Now without further ado here we go!
Mario’s Dash Kick Blitz | TheWhiteBowser “
1. Hit opponent with the last 3 frames of dash attack
2. Forward Tilt to the direction of the opponent
3. Normal Dash Attack
4. Jump up and Back Aerial Attack
5. Space Jump (if necessary) Second Back Aerial Attack
6. Land back on the ground and finisher Jump up and Forward Aerial
Advice= During my experimentation on Training mode it came to me that a lot of unique strings can come from hitting your opponent with the last three frames of your dash attack. Like the Sonic Rapid Punch string this combo uses the last three frames of the dash attack to set up a stun move. The dash attack and the forward tilt set-up an excellent hit stun. After the second dash attack it is tricky to land the two back aerials on the opponent. However nothing is impossible with practice and precision. Whether you have to short hop or aim those back aerials do it quickly and consecutively to knock your foe out of the ring. I was not quite able to pull off the finisher for this move but after experimenting with this move for over 30 minutes I am sure it is possible to spike them into the abyss at the very end.
Start Damage Cap= 25-45% End Damage Cap= 68-88%
Sonic --- TheWhiteBowser
Sonic’s Rapid Punches Complex string
1. Start doing a Dash in on the foe
2. Immediately after the Dash as quick as possible press the A button to do a dash attack
3. Forward Smash to the direction of the foe
4. Rinse and Repeat
This string is golden being able to repeat 3 times consecutively if executed correctly and it is not that hard to master. Basically to always do it right you have to know when to initiate the Dash Attack in a way so that when it hits the foe it is autocancelled because you hit the foe with the Dash Attack at the time that you are supposed to get out of the Dash Attack. Basically you have to hit the foe with your Dash Attack in its last 3 frames of animation. This being a 24 frames per second measurement but don’t worry it is not as hard as it sounds. And since hitting your foe with the last 3 frames of your Dash Attack offers little knockback and puts you right behind the foe. And since they are slightly stunned thanks to the autocancelled Dash attack a quick flick of the c-stick or Wii mote D-pad forward smash will send them off so that you can repeat this amazing string from step 1. Start this string at 10-25% damage and at the end of the string the foe can be upwards of 60% damage and that only if things go good.
Yoshi’s Stun Tail | TheWhiteBowser “
1. Short hop Back Aerial
2. Land back on ground Forward tilt to the direction of your opponent
3. Forward Smash or short hop back Aerial again or up aerial combo
4. If you go for the back aerial again you could set them up to land a powerful up smash
Advice= This string is extremely flexible. After spending an hour in the training room with Yoshi I can fairly say that yoshi’s back air may just be his best move. It has no knockback, great damage, and most of all it has stunning power, a lot of stunning power. The transition from step 1 to step 2 is impossible to dodge unless you are somehow out of range. But to be honest if you mess up this string it really is your own fault. The timing the forward smash in step 3 is tricky but it is a great finisher. But if you want to be safe it is quicker to go for a few short hop up aerials or even another back aerial in step 3 if you don’t want to go for the forward smash. Then if you go in for some aerial attacks in step 3 this string can end with a decisive up smash. There is no stopping the strings that can originate from Yoshi’s short hop back aerial just because of how much stunning power that move has. Like I said this string is incredibly flexible. You need to try it out!
Start Damage Cap: 15-40% End Damage Cap: 33-92%
Snake Ambush | TheWhiteBowser “
1. Grab and Back Throw or Forward Throw (easier if you do the Back throw)
2. Dash Attack (be sure to hit them with the correct part of you dash attack)
3. Forward Smash to the direction of your opponent
Advice= This string is much more flexible as it can work at damage percentages 0-25 and it deals 40% damage very quickly. There is but one catch. In step 2 of the combo you have to know what part of your dash attack to hit your opponent with. If you do the Dash Attack wrong the opponent will fall out of range of your forward smash in step 3. Luckily the hit stun of the dash attack is just enough for a forward smash and the back throw to dash attack tie together perfectly. In step 2 try to hit your opponent with the beginning frames of your dash attack it will offer little knockback and will line them up for the explosive forward smash to send them sky high!
Snake’s Air Kick | TheWhiteBowser “
1. Grab Up Throw
2. Short Hop up Aerial
3. Short Hop Back Aerial
Advice= Didn’t take me long to discover this but there is something to note though. You opponent has to be at least 40% damage if you want this combo to work. It is kind of unique that after the up throw the up aerial isn’t exactly sweetspotted but rather hits the foe to a degree where there is no knockback but just damage perfect to follow up with a powerful back aerial. Now if you do not go for the up aerial immediately after the up throw the up aerial will be sweetspotted on the opponent and they will be launched way out range for you to attack them with step 3. Be smart because sometimes sweetspotting your attacks isn’t always necessary. This string deals 35% damage.
Donkey Kong---TheWhiteBowser
DK’s Ace String
1. Side Special Headbutt
2. One simple tap of the “A” button for a simple jab
3. Charge up a complete Upward Smash and instantly KO the foe with perfect timing and absolutely no escape!
Advice= Step 2 is done so the timing is always precise and make sure the Up Smash hitbox is on the foe when they jump out. If you are a ways away from the foe after doing the Side Special Headbutt then walk (don’t run) towards them instead of a quick jab. You need to make sure you are close range when doing Step 1, Step 2 is only in the combo so the timing is completely flawless. Of course though I should factor in the mashing of inputs into this combo but technically measuring that is impossible to do unless I have a second person to help and all I really have to create these strings is the training room
RQR= Foe needs to be at, at least 50% damage in order for an instant KO.
Lucas --- TheWhiteBowser
Lucas’ Lightning Dash
1. Dash Attack
2. Up Special PK Thunder
3. (optional) Guide the PK Thunder and let it hit the foe in the air to offer some stun
4. Guide the PK Thunder and let it hit yourself and hit the foe as they land back down on the ground following the Dash Attack in Step 1
This might take some practice but it is indeed effective. First of all to do it right you must start the string at 20-25% damage. You want to launch the foe at exactly the right angle with the Dash Attack so hit them with the end of Lucas’ hand. You will know you hit them correctly because the Dash Attack will launch them straight up and a little to the direction you are facing. You really have to master how to control the direction of PK Thunder for the next two steps, and there is only a 0.95 second gap of escape from step 2 to step 4 if you decide to skip step 3
Wolf --- TheWhiteBowser
Wolf’s Aerial Ambush
1. Grab and Back Throw
2. Jump Up and Forward Aerial
3. Jump Up and Back Aerial
4. Land the finisher! Side B Wolf Flash
Advice= I swear I am digging my own grave right now with this new amazing string for Wolf. Yet another one of Tezaki’s mains. Tezaki is one of my friends who I brawl with occasionally. But yeah doing this combo with an Up throw doesn’t work it only works with the back throw, starting the string at around 35-40% damage and can end the combo at upwards of 80% damage. This string is loose though. You need good aim with the aerials but the forward to back aerial sticks pretty well. Then the finisher… Oh the finisher… Wolf’s Side Special Wolf Flash is never easy to aim and missing usually results in landing away from the cliffside and the hardest however the back aerial lines them up just right so it is indeed possible, if you don’t miss the hit. The Wolf Flash should strike them at its tip or close to the tip. And guess what? This combo works best on characters that are Lucario’s size or bigger? Who would’ve known aye?
Ike --- TheWhiteBowser
Ike’s Slash and Charge
1. Short Hop and Neutral Aerial
2. Short Hop and Forward Aerial if the foe drifts away from you or Short Hop and Back Aerial if the foe drifts behind you
3. Fully Charged Side B Quick Draw aimed at the direction of the foe as they land back down on the ground
Advice= Yeah Henry listen to this, learn Ike’s short hop and you can endlessly pound your foe with Neutral Aerials. And since Ike’s Neutral Aerial hitbox covers massive a 250° angle around him (which is just ridiculous) they will be hit every time unless they sidestep dodge. After step 1 the foe will either be launched away from you or behind you (usually away from you though). So follow up with a short hop Forward Aerial (or if their still at really low damage repeat step one). Then from there it is quite simple to land the finisher fully charged (or not) Quick Draw. However, if the foe is away from the cliffside after step 2 then strike them with a Forward or Up smash (do not try to go in for a down aerial or you will die).
RQR= Start this string at around 50% damage and the result is 80% damage.
Ganondorf---TheWhiteBowser
Ganondorf’s Throw Kick
1. Grab Down Throw
2. Down Special Wizard’s Foot
3. The finisher! If you lucky to get this shot in! Charge that forward smash and knock them out!
RQR= Foe’s damage can only be as high as 45% for this string to work to it’s fullest.
Lucas’ Quick Smash | TheWhiteBowser “
1. Up Tilt
2. Short Hop Neutral Aerial
3. Forward Smash
Advice= A lot of Lucas’ moves have stunning power thanks to all the sparkles that decorate his various hitboxes. Both the up tilt and Neutral Aerial have a significant amount of stun to make the forward smash unavoidable unless your opponent knows how to DI incredibly well I really don't see much of a problem with this string. This string can easily knock your opponent off of your back an make them think twice before approaching again.
Start Damage Cap: 15-40% End Damage Cap: 45-70%
Marth --- TheWhiteBowser
Marth’s Air Slasher
1. Grab and Up Throw
2. Jump Up and Up Aerial
-First Path: foe jumps behind you-
3. Midair Jump Back Aerial
4. Forward Aerial
5. Land on the ground for the finisher!
Down Smash if they’re on the cliffside
Up Smash if they’re in the air
-Second Path: foe jumps away from you-
1. Midair Jump Forward Aerial
2. Forward Aerial again
3. Land on the ground for the finisher!
Down Smash if they’re on the cliffside
Up Smash if they’re in the air
Advice= Man Tezaki is going to love this string. After the Up Throw the Jump up and Up Aerial is very easy. Then it gets hard to sync the rest of the blows together. If the foe drifts behind you after the Up Aerial attack take the First Path. If the foe drifts away from you take the second path. Both paths have the same finisher. And trying this string on a small character is utterly useless. Try this string on characters the size of Lucario and you will get them every time. I might be digging my own grave here if Tezaki masters this string but oh well… I’ll just have to learn how to air dodge. I find that if you do the Down Smash as the finisher the foe has a chance to escape but they will be struck by the tip of Marth’s blade. And the Up Smash as the finisher always hits unless they shield it at the last second in which case do a quick Down Smash to take them out. When you do the Midair Jump in Step 3 trying to attack your foe is the hardest part but if you master it you will be hammering your foe with aerial strikes.
RQR= Start this string at 15-20% damage and do it on characters Lucario’s size or bigger
Snake Speed Combo | Tiger BizNiz “
1. Special Grenade drop it on the ground by quickly performing a grab or a shield roll while holding it
2. Grab the opponent and back or forward throw them into the grenade
3. Run a short distance Jump up and Forward Aerial
4. Land back on the ground and forward tilt combo
Advice= After testing out this string and observing it myself I can say it is not all too flexible. Because of Snake’s poor air game step 3 is hard to pull off without a lot of practice and good timing. Step 3 is much easier to pull off if the target is a heavy character like ganondorf or Bowser because the greande doesn’t launch them too high out of Snake’s jump height.If you do attempt to pull off this string on lighter characters you will have to run a short distance and then do the forward aerial but that gives your opponent and little time to dodge. I would not say this is a bad string because from this video it can certainly lead to a very early KO and that is great for competition. Step 4 might not even be needed if you pull this string off right but please be sure to be careful and precise with this string otherwise you could miss. All Credit to Tiger BizNiz. Please support his channel. Go to his Channel. And Like his channel.
Ike’s Aerial Aether | Tiger Biz Niz “
1. Short hop Neutral Aerial
2. Up Tilt
3. Up Special Aether
4. Short hop Forward Aerial
Advice= This string is entirely dependent on you doing step 1 correctly. If the neutral air is executed incorrectly this combo will most likely miss. The trick is when you go in for the short hop neutral air be sure to hit the opponent with the first few frames of the attack. Like the first frames of that huge sword swipe right from when Ike first starts to swing his sword. To put into more exact terms Ike’s neutral air hits around a 250 degree angle circular sword slash. You have to hit the opponent with the first 20 degrees of that circular sword slash when you do the short hop. This is best done at very close range so after the neutral aerial the up tilt and aether blend together pretty well. And the short hop forward aerial is a quick move to knock them out of the ring.
Start Damage Cap: 15-25% | End Damage Cap: 65-75%
Ike’s Backlash Blow | Tiger Biz Niz “
1. Grab Up Throw
2. Jump up and Aim Down Aerial
3. Fast fall land back on ground and Down tilt
4. Jump up and Back Aerial
Advice= This string is difficult to pull off. Aiming the down aerial after the up throw takes and incredible amount of practice and precision. And even after that getting in the down tilt is hard because your opponent could quickly use their get-up attack to counter. The key to this string is speed. And though Ike is not known for his speed if you want this string to work you have to make Ike speedy. Luckily the back aerial the easiest blow to land and it is Ike’s fastest attack. Don’t give up on this string though. I had to practice this in the training room for over an hour before I got it to work like Tiger Biz Niz. This is a string that turns a slow character like Ike into a fast attacker.
Start Damage Cap: 15-25% |End Damage Cap: 65-75%
Mario’s Dash Kick Blitz | TheWhiteBowser “
1. Hit opponent with the last 3 frames of dash attack
2. Forward Tilt to the direction of the opponent
3. Normal Dash Attack
4. Jump up and Back Aerial Attack
5. Space Jump (if necessary) Second Back Aerial Attack
6. Land back on the ground and finisher Jump up and Forward Aerial
Advice= During my experimentation on Training mode it came to me that a lot of unique strings can come from hitting your opponent with the last three frames of your dash attack. Like the Sonic Rapid Punch string this combo uses the last three frames of the dash attack to set up a stun move. The dash attack and the forward tilt set-up an excellent hit stun. After the second dash attack it is tricky to land the two back aerials on the opponent. However nothing is impossible with practice and precision. Whether you have to short hop or aim those back aerials do it quickly and consecutively to knock your foe out of the ring. I was not quite able to pull off the finisher for this move but after experimenting with this move for over 30 minutes I am sure it is possible to spike them into the abyss at the very end.
Start Damage Cap= 25-45% End Damage Cap= 68-88%
Sonic --- TheWhiteBowser
Sonic’s Rapid Punches Complex string
1. Start doing a Dash in on the foe
2. Immediately after the Dash as quick as possible press the A button to do a dash attack
3. Forward Smash to the direction of the foe
4. Rinse and Repeat
This string is golden being able to repeat 3 times consecutively if executed correctly and it is not that hard to master. Basically to always do it right you have to know when to initiate the Dash Attack in a way so that when it hits the foe it is autocancelled because you hit the foe with the Dash Attack at the time that you are supposed to get out of the Dash Attack. Basically you have to hit the foe with your Dash Attack in its last 3 frames of animation. This being a 24 frames per second measurement but don’t worry it is not as hard as it sounds. And since hitting your foe with the last 3 frames of your Dash Attack offers little knockback and puts you right behind the foe. And since they are slightly stunned thanks to the autocancelled Dash attack a quick flick of the c-stick or Wii mote D-pad forward smash will send them off so that you can repeat this amazing string from step 1. Start this string at 10-25% damage and at the end of the string the foe can be upwards of 60% damage and that only if things go good.
Yoshi’s Stun Tail | TheWhiteBowser “
1. Short hop Back Aerial
2. Land back on ground Forward tilt to the direction of your opponent
3. Forward Smash or short hop back Aerial again or up aerial combo
4. If you go for the back aerial again you could set them up to land a powerful up smash
Advice= This string is extremely flexible. After spending an hour in the training room with Yoshi I can fairly say that yoshi’s back air may just be his best move. It has no knockback, great damage, and most of all it has stunning power, a lot of stunning power. The transition from step 1 to step 2 is impossible to dodge unless you are somehow out of range. But to be honest if you mess up this string it really is your own fault. The timing the forward smash in step 3 is tricky but it is a great finisher. But if you want to be safe it is quicker to go for a few short hop up aerials or even another back aerial in step 3 if you don’t want to go for the forward smash. Then if you go in for some aerial attacks in step 3 this string can end with a decisive up smash. There is no stopping the strings that can originate from Yoshi’s short hop back aerial just because of how much stunning power that move has. Like I said this string is incredibly flexible. You need to try it out!
Start Damage Cap: 15-40% End Damage Cap: 33-92%
Snake Ambush | TheWhiteBowser “
1. Grab and Back Throw or Forward Throw (easier if you do the Back throw)
2. Dash Attack (be sure to hit them with the correct part of you dash attack)
3. Forward Smash to the direction of your opponent
Advice= This string is much more flexible as it can work at damage percentages 0-25 and it deals 40% damage very quickly. There is but one catch. In step 2 of the combo you have to know what part of your dash attack to hit your opponent with. If you do the Dash Attack wrong the opponent will fall out of range of your forward smash in step 3. Luckily the hit stun of the dash attack is just enough for a forward smash and the back throw to dash attack tie together perfectly. In step 2 try to hit your opponent with the beginning frames of your dash attack it will offer little knockback and will line them up for the explosive forward smash to send them sky high!
Snake’s Air Kick | TheWhiteBowser “
1. Grab Up Throw
2. Short Hop up Aerial
3. Short Hop Back Aerial
Advice= Didn’t take me long to discover this but there is something to note though. You opponent has to be at least 40% damage if you want this combo to work. It is kind of unique that after the up throw the up aerial isn’t exactly sweetspotted but rather hits the foe to a degree where there is no knockback but just damage perfect to follow up with a powerful back aerial. Now if you do not go for the up aerial immediately after the up throw the up aerial will be sweetspotted on the opponent and they will be launched way out range for you to attack them with step 3. Be smart because sometimes sweetspotting your attacks isn’t always necessary. This string deals 35% damage.
Donkey Kong---TheWhiteBowser
DK’s Ace String
1. Side Special Headbutt
2. One simple tap of the “A” button for a simple jab
3. Charge up a complete Upward Smash and instantly KO the foe with perfect timing and absolutely no escape!
Advice= Step 2 is done so the timing is always precise and make sure the Up Smash hitbox is on the foe when they jump out. If you are a ways away from the foe after doing the Side Special Headbutt then walk (don’t run) towards them instead of a quick jab. You need to make sure you are close range when doing Step 1, Step 2 is only in the combo so the timing is completely flawless. Of course though I should factor in the mashing of inputs into this combo but technically measuring that is impossible to do unless I have a second person to help and all I really have to create these strings is the training room
RQR= Foe needs to be at, at least 50% damage in order for an instant KO.
Lucas --- TheWhiteBowser
Lucas’ Lightning Dash
1. Dash Attack
2. Up Special PK Thunder
3. (optional) Guide the PK Thunder and let it hit the foe in the air to offer some stun
4. Guide the PK Thunder and let it hit yourself and hit the foe as they land back down on the ground following the Dash Attack in Step 1
This might take some practice but it is indeed effective. First of all to do it right you must start the string at 20-25% damage. You want to launch the foe at exactly the right angle with the Dash Attack so hit them with the end of Lucas’ hand. You will know you hit them correctly because the Dash Attack will launch them straight up and a little to the direction you are facing. You really have to master how to control the direction of PK Thunder for the next two steps, and there is only a 0.95 second gap of escape from step 2 to step 4 if you decide to skip step 3
Wolf --- TheWhiteBowser
Wolf’s Aerial Ambush
1. Grab and Back Throw
2. Jump Up and Forward Aerial
3. Jump Up and Back Aerial
4. Land the finisher! Side B Wolf Flash
Advice= I swear I am digging my own grave right now with this new amazing string for Wolf. Yet another one of Tezaki’s mains. Tezaki is one of my friends who I brawl with occasionally. But yeah doing this combo with an Up throw doesn’t work it only works with the back throw, starting the string at around 35-40% damage and can end the combo at upwards of 80% damage. This string is loose though. You need good aim with the aerials but the forward to back aerial sticks pretty well. Then the finisher… Oh the finisher… Wolf’s Side Special Wolf Flash is never easy to aim and missing usually results in landing away from the cliffside and the hardest however the back aerial lines them up just right so it is indeed possible, if you don’t miss the hit. The Wolf Flash should strike them at its tip or close to the tip. And guess what? This combo works best on characters that are Lucario’s size or bigger? Who would’ve known aye?
Ike --- TheWhiteBowser
Ike’s Slash and Charge
1. Short Hop and Neutral Aerial
2. Short Hop and Forward Aerial if the foe drifts away from you or Short Hop and Back Aerial if the foe drifts behind you
3. Fully Charged Side B Quick Draw aimed at the direction of the foe as they land back down on the ground
Advice= Yeah Henry listen to this, learn Ike’s short hop and you can endlessly pound your foe with Neutral Aerials. And since Ike’s Neutral Aerial hitbox covers massive a 250° angle around him (which is just ridiculous) they will be hit every time unless they sidestep dodge. After step 1 the foe will either be launched away from you or behind you (usually away from you though). So follow up with a short hop Forward Aerial (or if their still at really low damage repeat step one). Then from there it is quite simple to land the finisher fully charged (or not) Quick Draw. However, if the foe is away from the cliffside after step 2 then strike them with a Forward or Up smash (do not try to go in for a down aerial or you will die).
RQR= Start this string at around 50% damage and the result is 80% damage.
Ganondorf---TheWhiteBowser
Ganondorf’s Throw Kick
1. Grab Down Throw
2. Down Special Wizard’s Foot
3. The finisher! If you lucky to get this shot in! Charge that forward smash and knock them out!
RQR= Foe’s damage can only be as high as 45% for this string to work to it’s fullest.
Lucas’ Quick Smash | TheWhiteBowser “
1. Up Tilt
2. Short Hop Neutral Aerial
3. Forward Smash
Advice= A lot of Lucas’ moves have stunning power thanks to all the sparkles that decorate his various hitboxes. Both the up tilt and Neutral Aerial have a significant amount of stun to make the forward smash unavoidable unless your opponent knows how to DI incredibly well I really don't see much of a problem with this string. This string can easily knock your opponent off of your back an make them think twice before approaching again.
Start Damage Cap: 15-40% End Damage Cap: 45-70%
Marth --- TheWhiteBowser
Marth’s Air Slasher
1. Grab and Up Throw
2. Jump Up and Up Aerial
-First Path: foe jumps behind you-
3. Midair Jump Back Aerial
4. Forward Aerial
5. Land on the ground for the finisher!
Down Smash if they’re on the cliffside
Up Smash if they’re in the air
-Second Path: foe jumps away from you-
1. Midair Jump Forward Aerial
2. Forward Aerial again
3. Land on the ground for the finisher!
Down Smash if they’re on the cliffside
Up Smash if they’re in the air
Advice= Man Tezaki is going to love this string. After the Up Throw the Jump up and Up Aerial is very easy. Then it gets hard to sync the rest of the blows together. If the foe drifts behind you after the Up Aerial attack take the First Path. If the foe drifts away from you take the second path. Both paths have the same finisher. And trying this string on a small character is utterly useless. Try this string on characters the size of Lucario and you will get them every time. I might be digging my own grave here if Tezaki masters this string but oh well… I’ll just have to learn how to air dodge. I find that if you do the Down Smash as the finisher the foe has a chance to escape but they will be struck by the tip of Marth’s blade. And the Up Smash as the finisher always hits unless they shield it at the last second in which case do a quick Down Smash to take them out. When you do the Midair Jump in Step 3 trying to attack your foe is the hardest part but if you master it you will be hammering your foe with aerial strikes.
RQR= Start this string at 15-20% damage and do it on characters Lucario’s size or bigger
Snake Speed Combo | Tiger BizNiz “
1. Special Grenade drop it on the ground by quickly performing a grab or a shield roll while holding it
2. Grab the opponent and back or forward throw them into the grenade
3. Run a short distance Jump up and Forward Aerial
4. Land back on the ground and forward tilt combo
Advice= After testing out this string and observing it myself I can say it is not all too flexible. Because of Snake’s poor air game step 3 is hard to pull off without a lot of practice and good timing. Step 3 is much easier to pull off if the target is a heavy character like ganondorf or Bowser because the greande doesn’t launch them too high out of Snake’s jump height.If you do attempt to pull off this string on lighter characters you will have to run a short distance and then do the forward aerial but that gives your opponent and little time to dodge. I would not say this is a bad string because from this video it can certainly lead to a very early KO and that is great for competition. Step 4 might not even be needed if you pull this string off right but please be sure to be careful and precise with this string otherwise you could miss. All Credit to Tiger BizNiz. Please support his channel. Go to his Channel. And Like his channel.
Ike’s Aerial Aether | Tiger Biz Niz “
1. Short hop Neutral Aerial
2. Up Tilt
3. Up Special Aether
4. Short hop Forward Aerial
Advice= This string is entirely dependent on you doing step 1 correctly. If the neutral air is executed incorrectly this combo will most likely miss. The trick is when you go in for the short hop neutral air be sure to hit the opponent with the first few frames of the attack. Like the first frames of that huge sword swipe right from when Ike first starts to swing his sword. To put into more exact terms Ike’s neutral air hits around a 250 degree angle circular sword slash. You have to hit the opponent with the first 20 degrees of that circular sword slash when you do the short hop. This is best done at very close range so after the neutral aerial the up tilt and aether blend together pretty well. And the short hop forward aerial is a quick move to knock them out of the ring.
Start Damage Cap: 15-25% | End Damage Cap: 65-75%
Ike’s Backlash Blow | Tiger Biz Niz “
1. Grab Up Throw
2. Jump up and Aim Down Aerial
3. Fast fall land back on ground and Down tilt
4. Jump up and Back Aerial
Advice= This string is difficult to pull off. Aiming the down aerial after the up throw takes and incredible amount of practice and precision. And even after that getting in the down tilt is hard because your opponent could quickly use their get-up attack to counter. The key to this string is speed. And though Ike is not known for his speed if you want this string to work you have to make Ike speedy. Luckily the back aerial the easiest blow to land and it is Ike’s fastest attack. Don’t give up on this string though. I had to practice this in the training room for over an hour before I got it to work like Tiger Biz Niz. This is a string that turns a slow character like Ike into a fast attacker.
Start Damage Cap: 15-25% |End Damage Cap: 65-75%