Ally Combo

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The Ally Combo is a combo Mario can perform in SSB4 and Ultimate. It involves Mario performing an up throw, then following it with his down aerial before finishing the combo with another aerial, commonly a forward aerial, or Super Jump Punch.

The Ally Combo was named after Canadian smasher Ally, widely considered to be the best Mario player in the world during SSB4's lifespan.

Performance

The Ally Combo seems rather basic compared to some other combos, to perform it; the player must execute an up throw, and then immediately use a down aerial from a full hop. After this is done, the player has the option to use any of Mario's other aerials, however, because Mario's forward aerial is a powerful spike with a long duration, his other options are often overlooked in favor of it. Despite this, an up aerial is commonly used as a finisher instead in Ultimate due to forward aerial not being true with certain DI.

However, this combo is not 100% true. For starters, the long delay before Mario Tornado's final hitbox allows characters with a fast enough air dodge or an attack that hits before frame 4 to escape from the move, thus ending the combo. However, at all but the highest percents in which the combo is possible, the opponent will suffer landing lag out of the air dodge due to the combo being initiated so close to the ground, which is potentially more dangerous than the combo itself since Mario can easily punish them, meaning only fast moves are a true issue most of the time. Another problem is that the percentage the opponent is required to be at is very strict, however, if the player can overcome these flaws, then this combo does solid damage and puts the opponent in a disadvantageous situation.

This combo is more optimal in Ultimate due to two frames being subtracted from the transition to down aerial's final hit making the combo completely true, and the universal jumpsquat buff that Mario, as well as everyone else received.