Editing Combo
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*{{SSBU|Luigi}}: Down throw combos into a variety of moves such as up tilt and his aerials at low percents. His most well-known followup from down throw is down aerial, neutral aerial, to another down aerial, then up aerial and is finished by a sweetspot [[Super Jump Punch]]. It also gives Luigi multiple KO setups at high percents, particularly into back aerial or [[Luigi Cyclone]]. | *{{SSBU|Luigi}}: Down throw combos into a variety of moves such as up tilt and his aerials at low percents. His most well-known followup from down throw is down aerial, neutral aerial, to another down aerial, then up aerial and is finished by a sweetspot [[Super Jump Punch]]. It also gives Luigi multiple KO setups at high percents, particularly into back aerial or [[Luigi Cyclone]]. | ||
*{{SSBU|Mario}}: Up throw is his primary combo starter, with it comboing into up and down aerial at low to mid percents. Down throw is also effective as it combos into up tilt, up smash, and up aerial at low percents. He also has a wall of pain with back aerial. At low-mid percents, back aerial can combo into reversed forward tilt. | *{{SSBU|Mario}}: Up throw is his primary combo starter, with it comboing into up and down aerial at low to mid percents. Down throw is also effective as it combos into up tilt, up smash, and up aerial at low percents. He also has a wall of pain with back aerial. At low-mid percents, back aerial can combo into reversed forward tilt. | ||
*{{SSBU|Meta Knight}}: Similarly to | *{{SSBU|Meta Knight}}: Similarly to Brawl and Smash 4, dash attack can combo into multiple successive up airs and finishers. Typically, this combo ends with either [[Shuttle Loop]], neutral aerial, forward aerial, or [[Mach Tornado]]. | ||
*{{SSBU|Mii Swordfighter}}: [[Gale Strike]] now has set knockback and keeps the opponent in a [[reeling]] animation for a long time, allowing for infamous confirms into practically any aerial or [[Hero's Spin]] for early KOs. Down throw can combo into up air or Hero's Spin to the same extent unless the opponent DIs outward, which would have to be done preemptively as down throw is too fast to reactively DI. The slow variant of [[Chakram]] keeps opponents trapped for multiple hits, which makes it easy to extend combos, and can lead into moves like dash attack, grab, [[Power Thrust]], or even [[Blurring Blade]] if it hits during the return motion. | *{{SSBU|Mii Swordfighter}}: [[Gale Strike]] now has set knockback and keeps the opponent in a [[reeling]] animation for a long time, allowing for infamous confirms into practically any aerial or [[Hero's Spin]] for early KOs. Down throw can combo into up air or Hero's Spin to the same extent unless the opponent DIs outward, which would have to be done preemptively as down throw is too fast to reactively DI. The slow variant of [[Chakram]] keeps opponents trapped for multiple hits, which makes it easy to extend combos, and can lead into moves like dash attack, grab, [[Power Thrust]], or even [[Blurring Blade]] if it hits during the return motion. | ||
*{{SSBU|Mr. Game & Watch}}: Down throw can combo into [[Judge]] and, depending on the opponent's weight, can be a [[one-hit KO]]. | *{{SSBU|Mr. Game & Watch}}: Down throw can combo into [[Judge]] and, depending on the opponent's weight, can be a [[one-hit KO]]. | ||