JCav wanted me to do something cool with post 1000, but since he went to bed a mere 5 minutes before I was going to post it, he gets this less entertaining thread instead
(actually, it's because there's an image cap of 260 per post so I couldn't fit in 1000 Arcanines... )
As we all know, Wolf is a character in Brawl, a game where combos don exits.
Wait, that’s not right. Let me try this again.
As we all know, Wolf is a character inStar Fox Assault Brawl, who has several useful combos to take advantage of. This thread will list all of the known combos for Wolf, all of the combos that are still in testing that need to be verified, and all of the debunked combos. It will also have %s for combos, taken on Mario in training mode, unless the combo in question involves stale moves or is up for serious debate. There will also be character specific combos, such as fthrow > buffered dtilt (trip) > stutterstepped fsmash on DeDeDe and Bowser (cause JJ likes to look cool).
To get an understanding of the different kinds of hitstun, please see this thread. Below is a small summary by SelfPosessed about True hitstun and Tumblestun.
Anyways, this combo thread is a community project. If you think something is a combo, post it (and preferably test it, if you don’t someone else will, and if someone else doesn’t I will… eventually). If you think something else isn’t a combo, say so AFTER YOU HAVE TRIED IT OUT, and we will try to get further testing. If you can verify the %s at which a combo works, post your training mode results on Mario and they will be put in the OP. Feel free to test a combo that’s already posted though, double-checking never hurt anyone >_>
Also, be sure to test on both a cpu AND human Mario in training mode… because sometimes training mode likes to be a **** and register random things as combos. Just to make sure. Have the human Mario try to DI out of the combo and everything while testing, please.
Here are some terms you will see in this thread, for those of you who are not familiar with smash terminology:
Buffered – means an attack that is input within the last 10 frames before a previous attack ends, allowing the initial attack to come out on the first available frame. Basically, makes sure that you perform a move ASAP.
SHFF – stands for Short Hop Fast Fall… exactly what it sounds like. Associated with aerials, ex SHFF bair. Combos that involve a shff move will have %s taken on when the move’s hitbox comes out one frame before landing, so depending on your timing the combo might not be guaranteed at the high or low ends of the % range. Just like SH, FH stands for Full Hop.
Combos will be grouped according to which move they start with. After that, the format is as follows:
Initial attack > second attack (> another attack, if applicable) - % damage done - True combo (cannot be DI’d out of), combo, pseudocombo, or not a combo
(if a regular combo or not a combo, how it is escapable) (if not a combo, will be left at this)
% initially possible – last % possible
Notes (stale moves, buffers, sweetspots, trips, etc. Might have more detailed information too, whatever I feel is necessary)
What's posted as of now are things that I believe are combos off the top of my head (unsure will have a (?)). They will be updated when I'm not tired/busy or if anyone else wants to go ahead and verify it. So by all means, please test these out while I'm busy being sleep deprived ._.
In case anyone wants to know, the colors are purple and pink, because Wolf is a pimp. Speaking of which, we need a pimp Wolf icon to be made as well. Anyways, enough useless babble, it's time for...
Dtilt
This move can only combo after a trip, and it all depends on the spacing/slide length of the opponent. However, you cannot trip Mario past 24%, because the type of hitstun changes from him sliding on his knees to tumbling somewhat in the air. The following combos are possible after a trip:
Dtilt (trip) > boost smash
Dtilt (trip) > fsmash (stutter step if necessary, usually only tipper)
After the following %s, characters change hitstun again and collapse on the floor if they miss the tech:
Nair
From what I can tell, the strong hit of nair changes into tumblestun after Mario is at 24%, allowing him to airdodge earlier and get out of possible follow-ups.
Notes on the weak "combo" hit:
0% - 23%
Nair (weak hit before landing) > dsmash
Nair (strong hit before landing) > jab - 17% - TRUE COMBO
0% - 35%
Nair (weak hit before landing) > jab
Nair (strong hit before landing) > ftilt - -TRUE COMBO
0% - 23%
Notes: At higher %s it requires more of a slide to get both hits.
Nair (strong hit before landing) > dtilt - 14% - TRUE COMBO
0% - 23%
Nair (strong hit before landing) > utilt - 18% - TRUE COMBO
0% - 14%
Notes: Might go for a few more %, but buffering this crap is a pain. I don't have frame hacks to make nair come out 1 frame before landing and then utilt, so I'll leave it like this for now.
Nair (strong hit before landing) > hyphen usmash (?)
Nair (strong hit before landing) > fsmash - - TRUE COMBO
0% - 23%
Notes: Depending on spacing and whatnot, might get only one or both hits of fsmash.
Nair (strong hit before landing) > buffered dash attack - 17% - TRUE COMBO
0% - 23%
Nair (strong hit before landing) > dashgrab
Notes: This can probably get them during landing lag, but isn't tested yet. It doesn't seem to work as well as regular grab though.
Nair (weak hit before landing) > buffered grab - 8% - TRUE COMBO
0% - 23%
Bair
FH rising Bair > uair
FH rising Bair > FF bair
SHFF Bair > jab
0% -
SHFF Bair > fsmash
SHFF Bair > grab
SHFF Bair > dashgrab (?)
SHFF Bair > boost smash
SHFF Bair > ftilt
0% -
SHFF Bair > dtilt
SHFF Bair > shine (?)
SHFF Bair > dsmash
0% -
Uair
SHFF Uair > jab
SHFF Uair > utilt - 22% - TRUE COMBO
0% -
SHFF Uair > ftilt
SHFF Uair > usmash
SHFF Uair > fsmash
SHFF Uair > nair - 20% - TRUE COMBO
0% -
SHFF Uair > fair
SHFF Uair > bair
SHFF Uair > shine - 15% - TRUE COMBO
0% - 24%
Notes: Harder to pull off at extremes of range
SHFF Uair > shine > jab/dtilt
SHFF Uair > grab - TRUE COMBO
0% -
Shine
Shine > jab combo - 12% - TRUE COMBO
ALL %s
Shine > grab
Conditions: opponent must be in range, so either use against a wall or in a SH while DIing towards your opponent.
Shine > dsmash (?)
Conditions: opponent must be airborne after hit from shine.
Shine > buffered dtilt
SH Shine > nair
FH Shine > bair (?)
Dair
NOTES ON DAIR (there are a lot, I know, but they are definitely important):
All combos are taken on a standing CPU with the dair coming out as close to landing as possible (delayed SHFF is how I did this).
There are two variations of dair. One does 15% and is stronger, the other (less common one) does 13% and less knockback, but I can’t tell if there’s much difference in stun (frame data testers??). The weak dair hitbox seems to be near the top where wolf raises his claws at the beginning of the animation, but I’m not sure. All %s will be strong dair unless otherwise mentioned.
Dair has a decent trip rate starting around 20% ish (need to test further), which decreases as %s increase I believe. It seems to be more frequent when you time the dair to hit earlier than preferred. This can help for combos, and does not seem to be a random trip. It also has a good stun growth (or whatever it’s called), so your window for combos will increase as % increases.
Mario bounces off of the ground from dair at 39%. Past this %, there are no true combos because they can airdodge out into the ground, and MAYBE use a very quick aerial to hit you first (can’t test that atm). However, you can easily punish this airdodge with something like jab or nair, possibly even using the nair to combo them as you hit when they land. Testing wouold be nice.
At the beginning, it’s possible to see a difference in hitstun. When Mario goes down on his knees, there is generally more stun and you will be more likely to combo him.
Dair > utilt - Not a combo
Dair > usmash - Not a combo
Dair > jab - 18% (just first hit) to 24% (full combo) - TRUE COMBO
20% - 38%
Dair > dtilt - 21% - TRUE COMBO
25% - 38%
Notes: This doesn't seem to have any trip potential at all, just for the record.
Dair > ftilt - 20% (just first hit) - 26% (both hits) - TRUE COMBO
33% - 38%
Notes: Seems to have better success with downwards angled ftilt (?) Sometimes the first hit will connect and trip (down angle), whiffing the second hit. Maybe this can extend the combo with a boost smash/fsmash (?) (if so, definitely has to be buffered)
Dair > grab (?)
Throws
NOTES ON THROWS: The only throw that combos is fthrow. ONLY. So I'm not going to mention the others.
Fthrow > buffered dtilt (trip) > stutterstepped fsmash
Characters: DeDeDe (0-2%), Bowser (0-30%) (This is from JJ, for those who don't know)
Notes: Buffering the dtilt is important. Should trip them 100% of the time.
Air release > side B (This needs verification for true combo status, I think it might be... Frame data? I have other relevant links, I'll get them later)
Characters: here
Air release > boost smash/stutterstepped fsmash
Characters: MK, Lucas (?) (might work on others) (any %)
Ground break > buffered regrab/dashgrab
Characters: Ness (any %)
Ground break > fsmash
Characters: Ness, Lucas (any %)
Ground break > dsmash (there are other moves, but idr them so I'll leave that until testing)
Characters: Ness (any %)
Air release > aerial/regrab/jumpshine (? for some options)
Characters: Wario (and Jigglypuff... or at least, it should be since they have the same air break animation iirc) (any %)
Conditions: Characters must not have double jump. If it works on Jigglypuff, she should be able to rest out of it, but that's not a great option either.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That's what I have for now. Any help would be appreciated, and I'll try to get some of this filled out on my own time. Hopefully this thread taught some of you a thing or two, or at least gave you a few ideas to try out
And for those of you that think this is too crappy to be my actual 1000th post. You're right... for now. I have plenty of other ideas that I plan on putting into this thread. So many, that I should probably reserve a few posts. But, screw that.
I leave you with one last word of advice: Don't hesitate. When the time comes, just act.
That, and looking cool > winning.
(actually, it's because there's an image cap of 260 per post so I couldn't fit in 1000 Arcanines... )
WOLF COMBO THREAD
As we all know, Wolf is a character in Brawl, a game where combos don exits.
Wait, that’s not right. Let me try this again.
As we all know, Wolf is a character in
To get an understanding of the different kinds of hitstun, please see this thread. Below is a small summary by SelfPosessed about True hitstun and Tumblestun.
>> Quick Summary <<
True hitstun combos are extremely hard to escape as they can't do anything aside from MAYBE SDI (they can't DI normally). These are reliable overall. We should see if Wolf has any extendable true hitstun combos like ZSS's dash attack lock. Basically, if a move has enough true histun but doesn't knock the opponent too far from the ground, they are forced to land, which gives you free landing frames to combo with. These true combos won't show up in the training mode consecutive hit meter. I think this is the basis for how using Shine on an aerial opponent gives you greater combo opportunities. There's also the possibility of a combo that forces an opponent to land on a platform above you.
Tumblestun combos, on the other hand, can be airdodged and attacked out of early (attacks come out later than airdodge though). However, if their only option to escape a followup Bair is to airdodge, you get a guaranteed attack once they come out of airdodge. That's technically a combo too then as you'll either get the first or second followup attack.
Anyways, this combo thread is a community project. If you think something is a combo, post it (and preferably test it, if you don’t someone else will, and if someone else doesn’t I will… eventually). If you think something else isn’t a combo, say so AFTER YOU HAVE TRIED IT OUT, and we will try to get further testing. If you can verify the %s at which a combo works, post your training mode results on Mario and they will be put in the OP. Feel free to test a combo that’s already posted though, double-checking never hurt anyone >_>
Also, be sure to test on both a cpu AND human Mario in training mode… because sometimes training mode likes to be a **** and register random things as combos. Just to make sure. Have the human Mario try to DI out of the combo and everything while testing, please.
Here are some terms you will see in this thread, for those of you who are not familiar with smash terminology:
Buffered – means an attack that is input within the last 10 frames before a previous attack ends, allowing the initial attack to come out on the first available frame. Basically, makes sure that you perform a move ASAP.
SHFF – stands for Short Hop Fast Fall… exactly what it sounds like. Associated with aerials, ex SHFF bair. Combos that involve a shff move will have %s taken on when the move’s hitbox comes out one frame before landing, so depending on your timing the combo might not be guaranteed at the high or low ends of the % range. Just like SH, FH stands for Full Hop.
Combos will be grouped according to which move they start with. After that, the format is as follows:
Initial attack > second attack (> another attack, if applicable) - % damage done - True combo (cannot be DI’d out of), combo, pseudocombo, or not a combo
(if a regular combo or not a combo, how it is escapable) (if not a combo, will be left at this)
% initially possible – last % possible
Notes (stale moves, buffers, sweetspots, trips, etc. Might have more detailed information too, whatever I feel is necessary)
What's posted as of now are things that I believe are combos off the top of my head (unsure will have a (?)). They will be updated when I'm not tired/busy or if anyone else wants to go ahead and verify it. So by all means, please test these out while I'm busy being sleep deprived ._.
In case anyone wants to know, the colors are purple and pink, because Wolf is a pimp. Speaking of which, we need a pimp Wolf icon to be made as well. Anyways, enough useless babble, it's time for...
WOLF'S COMBOS
Dtilt
This move can only combo after a trip, and it all depends on the spacing/slide length of the opponent. However, you cannot trip Mario past 24%, because the type of hitstun changes from him sliding on his knees to tumbling somewhat in the air. The following combos are possible after a trip:
Dtilt (trip) > boost smash
Dtilt (trip) > fsmash (stutter step if necessary, usually only tipper)
After the following %s, characters change hitstun again and collapse on the floor if they miss the tech:
OK, I tested the lowest possible % for each character. Zelda and Sheik have the same %, which proves that weight is the key factor. I didn't test what the highest possible % is though because that requires me to have a second player trying everything. I guess it works for around ~10% but I'm also pretty sure that fall speed matters ... the higher the fall speed, the longer it works
67% ... Bowser
66% ... Donkey Kong
65% ... Snake, King Dedede
64% ... Ganondorf, Charizard
63% ... Wario, R.O.B, Samus, Yoshi
62% ... Link, Ike, Captain Falcon
61% ... Wolf, Ivysaur, Lucario
60% ... Mario, Luigi
59% ... Pit, Ness, Sonic, Lucas
58% ... Diddy Kong, Ice Climbers, Toon Link
57% ... Peach
56% ... Zelda, Sheik, Marth
55% ... Falco, Olimar
54% ... Fox, Meta Knight, Pikachu, ZSS
53% ... Kirby
52% ... Squirtle, Mr. G&W
50% ... Jigglypuff
Nair
From what I can tell, the strong hit of nair changes into tumblestun after Mario is at 24%, allowing him to airdodge earlier and get out of possible follow-ups.
Notes on the weak "combo" hit:
Nair (strong hit before landing) > dsmash - 22% - TRUE COMBOIshieymoro said:I know the secret to comboing with nair Or at least, I think I do...
Omniswell was right, sort of. SHFF nair is the main way we will be able to implement nair combos. The reason shff nair combos is because the second to last hit that comes out, upon connecting, causes enough stun and puts you in a perfect position to hit with the very beginning of the last hit that comes out (because you can DI into their hurtbox during the limited stun time). Also, you'll hit very close to your landing time, obviously making it easier to combo. As far as I've been able to tell, it works starting at 0% ON EVERY CHARACTER, although it is much easier to do it at higher %s because the stun time increases. Not sure at what % you can get it to combo into jab (fastest move) though.
Basically, think of nair as the four (idk, I think it's 4, might be 5 but that won't come out during a SH) seperate hits. Each hit has the first frame of the hitbox (the stronger hit that allows you to combo or the very first hit of the move with significant knockback) and all the other frames of that "hit" will be weak hits. If you hit with the opening hitbox for any attack, you can combo.
I'm pretty sure this is correct. Just thought you guys should know. Feel free to test it further and whatever if you don't believe me.
Nair to utilt ****ing combos (or at least on Snake starting at 100%). I told you JJ
0% - 23%
Nair (weak hit before landing) > dsmash
Nair (strong hit before landing) > jab - 17% - TRUE COMBO
0% - 35%
Nair (weak hit before landing) > jab
Nair (strong hit before landing) > ftilt - -TRUE COMBO
0% - 23%
Notes: At higher %s it requires more of a slide to get both hits.
Nair (strong hit before landing) > dtilt - 14% - TRUE COMBO
0% - 23%
Nair (strong hit before landing) > utilt - 18% - TRUE COMBO
0% - 14%
Notes: Might go for a few more %, but buffering this crap is a pain. I don't have frame hacks to make nair come out 1 frame before landing and then utilt, so I'll leave it like this for now.
Nair (strong hit before landing) > hyphen usmash (?)
Nair (strong hit before landing) > fsmash - - TRUE COMBO
0% - 23%
Notes: Depending on spacing and whatnot, might get only one or both hits of fsmash.
Nair (strong hit before landing) > buffered dash attack - 17% - TRUE COMBO
0% - 23%
Nair (strong hit before landing) > dashgrab
Notes: This can probably get them during landing lag, but isn't tested yet. It doesn't seem to work as well as regular grab though.
Nair (weak hit before landing) > buffered grab - 8% - TRUE COMBO
0% - 23%
Bair
FH rising Bair > uair
FH rising Bair > FF bair
SHFF Bair > jab
0% -
SHFF Bair > fsmash
SHFF Bair > grab
SHFF Bair > dashgrab (?)
SHFF Bair > boost smash
SHFF Bair > ftilt
0% -
SHFF Bair > dtilt
SHFF Bair > shine (?)
SHFF Bair > dsmash
0% -
Uair
SHFF Uair > jab
SHFF Uair > utilt - 22% - TRUE COMBO
0% -
SHFF Uair > ftilt
SHFF Uair > usmash
SHFF Uair > fsmash
SHFF Uair > nair - 20% - TRUE COMBO
0% -
SHFF Uair > fair
SHFF Uair > bair
SHFF Uair > shine - 15% - TRUE COMBO
0% - 24%
Notes: Harder to pull off at extremes of range
SHFF Uair > shine > jab/dtilt
SHFF Uair > grab - TRUE COMBO
0% -
Shine
Shine > jab combo - 12% - TRUE COMBO
ALL %s
Shine > grab
Conditions: opponent must be in range, so either use against a wall or in a SH while DIing towards your opponent.
Shine > dsmash (?)
Conditions: opponent must be airborne after hit from shine.
Shine > buffered dtilt
SH Shine > nair
FH Shine > bair (?)
Dair
NOTES ON DAIR (there are a lot, I know, but they are definitely important):
All combos are taken on a standing CPU with the dair coming out as close to landing as possible (delayed SHFF is how I did this).
There are two variations of dair. One does 15% and is stronger, the other (less common one) does 13% and less knockback, but I can’t tell if there’s much difference in stun (frame data testers??). The weak dair hitbox seems to be near the top where wolf raises his claws at the beginning of the animation, but I’m not sure. All %s will be strong dair unless otherwise mentioned.
Dair has a decent trip rate starting around 20% ish (need to test further), which decreases as %s increase I believe. It seems to be more frequent when you time the dair to hit earlier than preferred. This can help for combos, and does not seem to be a random trip. It also has a good stun growth (or whatever it’s called), so your window for combos will increase as % increases.
Mario bounces off of the ground from dair at 39%. Past this %, there are no true combos because they can airdodge out into the ground, and MAYBE use a very quick aerial to hit you first (can’t test that atm). However, you can easily punish this airdodge with something like jab or nair, possibly even using the nair to combo them as you hit when they land. Testing wouold be nice.
At the beginning, it’s possible to see a difference in hitstun. When Mario goes down on his knees, there is generally more stun and you will be more likely to combo him.
Dair > utilt - Not a combo
Dair > usmash - Not a combo
Dair > jab - 18% (just first hit) to 24% (full combo) - TRUE COMBO
20% - 38%
Dair > dtilt - 21% - TRUE COMBO
25% - 38%
Notes: This doesn't seem to have any trip potential at all, just for the record.
Dair > ftilt - 20% (just first hit) - 26% (both hits) - TRUE COMBO
33% - 38%
Notes: Seems to have better success with downwards angled ftilt (?) Sometimes the first hit will connect and trip (down angle), whiffing the second hit. Maybe this can extend the combo with a boost smash/fsmash (?) (if so, definitely has to be buffered)
Dair > grab (?)
Throws
NOTES ON THROWS: The only throw that combos is fthrow. ONLY. So I'm not going to mention the others.
Fthrow > buffered dtilt (trip) > stutterstepped fsmash
Characters: DeDeDe (0-2%), Bowser (0-30%) (This is from JJ, for those who don't know)
Notes: Buffering the dtilt is important. Should trip them 100% of the time.
Air release > side B (This needs verification for true combo status, I think it might be... Frame data? I have other relevant links, I'll get them later)
Characters: here
Air release > boost smash/stutterstepped fsmash
Characters: MK, Lucas (?) (might work on others) (any %)
Ground break > buffered regrab/dashgrab
Characters: Ness (any %)
Ground break > fsmash
Characters: Ness, Lucas (any %)
Ground break > dsmash (there are other moves, but idr them so I'll leave that until testing)
Characters: Ness (any %)
Air release > aerial/regrab/jumpshine (? for some options)
Characters: Wario (and Jigglypuff... or at least, it should be since they have the same air break animation iirc) (any %)
Conditions: Characters must not have double jump. If it works on Jigglypuff, she should be able to rest out of it, but that's not a great option either.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That's what I have for now. Any help would be appreciated, and I'll try to get some of this filled out on my own time. Hopefully this thread taught some of you a thing or two, or at least gave you a few ideas to try out
And for those of you that think this is too crappy to be my actual 1000th post. You're right... for now. I have plenty of other ideas that I plan on putting into this thread. So many, that I should probably reserve a few posts. But, screw that.
I leave you with one last word of advice: Don't hesitate. When the time comes, just act.
That, and looking cool > winning.