Forum:Share your favorite combos!

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Forums: Index Brawl Talk Share your favorite combos!

Put in the sequence of moves, what damage percentage it works at (for other player), approximate likelihood of hitting, and damage given for the combo. See the first Ganondorf combo for an example. And don't create your own sub-topics for combos - just put it in the spaces allocated.Runer5h (talk) 02:30, 7 June 2008 (UTC)Runer5h

And don't forget that some comboes can work on certain stages too. Learner4 (talk) 14:48, 18 October 2008 (UTC)

Bowser[edit]

Captain Falcon[edit]

Raptor Boost, Aerial up tilt, up special, Falcon Kick.
%= around 20-30
probability=30-50 its ehh
—Preceding unsigned comment added by Curlyheadbanger (talkcontribs) 03:37, 8 June 2008 (UTC)


THis is for Super Smash Bros only

  • Up Smash 3 Times
  • Throw Up
  • Up Smash
  • Falcon Punch
  • Automatic Death!

Zmario (talk) 19:00, 8 June 2008 (UTC)

This is for Brawl.

  • Sequence: Raptor Boost, F-Air, D-Smash, D-Air.
  • Damages It Works At: 0%. Any higher and the knockback of his F-Air would become too great.
  • Damage It Deals: 58%, and it usually causes a KO.
  • Likelihood: About 60%.

It also depends on if you sweet spot his aerials. - GalaxiaD (talk) 01:09, 7 July 2008 (UTC)

You can combo into the Raptor Boost with a downforward-throw. This also works for Ganondorf's Flame Choke. Runer5h (talk) 01:14, 7 July 2008 (UTC)Runer5h

  • Raptor Boost Twice - 16-19
  • Up Smash - 42-44
  • Knee Twice - 64-67
  • Raptor Boost Down (Spike) - Death About 75-77

Zmario (talk) 09:32, 7 July 2008 (UTC)


Falcon Punch towards the end of the stage. Falcon Kick off of the stage. Falcon Dive farther away from the stage. Raptor Boost to under the stage.

This Thread is now over. CAFINATOR Indeed 23:55, 27 October 2008 (UTC)

Charizard[edit]

Diddy Kong[edit]

Donkey Kong[edit]

Keep using Hand slap, and then a throw. Solar flute (talk) 04:39, 22 October 2008 (UTC)

Falco[edit]

Neutral A Combo, Reflector (when foe DI's out), Dash Attack Canceled Up-Smash.
Damage: 35%-ish.
Probability of Hitting: Very High!
Works at: Basically any %. Runer5h (talk) 21:46, 10 June 2008 (UTC)Runer5h

D-throw,keep D-throwing until your at the edge,spike them off the ledge :)
Damage%generally 60 at most since D-throw does not work above 50% for humans
Probability-Moderate-100% depending on your finger speed and damage percent
Works on any character at varying percentages

D-throw can be followed up with many moves,another D-throw,a D-tilt(which if at the edge you can quickly follow up with a Spike),Dash attack canceled up smash,reflector,or his D-air!

Change it up however you like! Hatake91 (talk) 23:33, 10 June 2008 (UTC)

Down tilt to D-air to Down smash, a very pwerful combo that works at around 30% JtM (talk) 06:03, 7 July 2008 (UTC)

Fox[edit]

  • Sequence: SH D-Air, U-Tilt, U-Tilt, SH D-Air, D-Smash
  • Damage It Works At: 0%-30%
  • Damage It Deals: If all hits of D-Air connect, 68%.
  • Likelihood: 85% against big characters. 15% against small ones. The bigger they are, the more damage they take.

GalaxiaD (talk) 01:21, 3 August 2008 (UTC)

His Down B on an opponent against a wall. I've seen it happen on Snakes's stage. I call it Shine & Punishment. Pretty catchy name isn't it? Learner4 (talk) 14:48, 18 October 2008 (UTC)

Ganondorf[edit]

Flame Choke, Down Tilt, Forward Tilt, Flame Choke, Down Tilt, jump and fair.
Works at: 0% (literally, no higher than that)
Likelihood of Hitting: 25-30% (unlikely)
Damage done: Possibly 75%. Runer5h (talk) 01:10, 8 June 2008 (UTC)Runer5h

Ice Climbers[edit]

Iceburg {Final Smash} (Note; You must be on top of the iceburg, right on the tip. You may also need Both Ice Climbers too but you can do it alone), then blizzard {B Down} [Read the following] (you can use this if the following are true: Both Ice Climbers are present, there are opponents on opposite ends of the iceburg, and you want to deal damage to both opponents. If you do want to deal damage to multiple opponents, then know that you will deal less damage then if you focused on one sole target. Plan ahead.), then after doing that use use Ice Shot {B} (if you used Blizzard then never stop attacking or they will both face the same direction again). You stop using Ice Shot when the Iceburg goes away. Works at: Any percentage really, but it works Best at stages like Final Destination. Likelyhood of working: 40% it is tough to get on the Iceburgs tip. Damage: Unknown, but likely to deal plenty of damage. Learner4 (talk) 18:33, 7 July 2008 (UTC)

Then I wouldn't call it a combo but then whatever... Here's mine. Avalanche Throw Primary Ice Climber Grab then Foward/Down Throw Secondary Ice Climber If you used Down throw, Jump then Fair after starting throw if you decided to use foward throw jump before the throw then press the attack button after holding foward to execute a Fair.

In Both methods you throw your foe into an unavoidable Spike if your timing is right. (down throw version is easier and has more follow ups but does less damage). This can lead to a KO at 30%+ if you spike them off the stage. You can repeat the combo 2-3 times in a row if done at 0% because they don't faceplant until 35%ish+.

The Down throw method can allow you to execute a Glitched Synced Desynced Squall hammer if you execute it during the fair animation which is unavoidible when performed at the moment Nana's fair hits. When they do faceplant you can follow up with combos that punish faceplanted opponents like an alternating ice shot tumble combo (beware stale moves make it do 0% damage for the shrunken ice shots), or repeat the combo by using an attack with the primary ice climber to get them standing and grab them again with primary then chain grab back to primary ice climber and repeat. If them tech you can tech chase because the primary ice climber is ready to attack or chase after the secondary Ice climber spikes. Please note that the ice climbers are desynced after the throw and glitched Squall hammer.

This Throw setup can be used to Start Combos both synced and desynced (synced combos are limited to tech chases), rack up a lot of damage, access to the odd Squall Hammer Glitch which does more damage than normal and sets them up for a Belay, Set them up for an ice shot tumble combo, Spike for a KO at low percentages or set them up for a smash attack KO at high percentages, can be used as a combo finisher. It's basically a combo kit as it starts, links, and finishes combos from 0% to death and literally puts you in control even in free for all matches as you can do all of this while defending (and attacking) against multiple opponents while KO them one at a time. Because it can be teched then it cannot be banned from tourneys (at least it shouldn't) however you can very easily make their tech part of your combo...

Damage: Indefinite Minimum hits for KO: 3-9 If your foe is a pain in the butt and doesn't give up from teching away from the edge then you can settle from a high percent KO by foward Smashing after spiking them on the ground in front of you. (I know my LONG explanations are a pain)TheLegendTamer (talk) 16:56, 20 October 2008 (UTC)

Ike[edit]

Grab, up throw, Aether, Quick Draw
26%-34% damage
60%-70% chance
—Preceding unsigned comment added by 71.130.77.170 (talkcontribs) 18:55, 8 June 2008 (UTC)

Ivysaur[edit]

B (hit them from the ground) continue till opponent is about over half till the top, then release B followed by a Smash up. so like this (opponent on ground, B when you connect, wait till the opponent goes up halfway then use Smash up. Learner4 (talk) 23:50, 27 October 2008 (UTC)

Jigglypuff[edit]

I find a sing and rest combo effective. Solar flute (talk)

King Dedede[edit]

Use his grab and throw down the opponent when he is against a wall. When He gets higher damage, add pummels in between the throws. This works as an infinity chain throw.

Kirby[edit]

D throw, up tilt, up smash or final cutter Cree318 (talk) 12:17, 21 October 2008 (UTC)

(With ivy hat) D throw, bullet seed Cree318 (talk) 12:17, 21 October 2008 (UTC)

Back throw, back air of stage, down air. Good for setting up spikes. Meteorite (talk) 19:49, 22 October 2008 (UTC)

Link[edit]

Grapple Canceled Zair, neutral A combo, run to them and Dash Attack.
Works at: Basically any %.
Damage done: Around 30%.
Probability of hitting: High. Runer5h (talk) 21:50, 10 June 2008 (UTC)Runer5h

Lucario[edit]

Neutral combo, then F-tilt, then spam with Up-tilt.--Dark Paladin X (talk) 21:22, 27 August 2008 (UTC)

Lucas[edit]

Delayed Nair, Spam Dtilit, Wavebounced PK Fire, PK Thunder 2 with all the damage it can do. ItemHazard (talk) 14:01, 22 August 2008 (UTC) ItemHazard

Luigi[edit]

Mario[edit]

  • Up Smash x2 - 30 - 34
  • Up Tilt x2 - 42 - 46
  • Side Smash - 65- 69
  • Fair (Spike) - 86 - 88

Marth[edit]

  • Sequence: F-Throw, F-Throw, F-Throw, F-Throw, F-Smash, D-Air.
  • Damages It Works At: The chain throws can be used at any percentage, but the F-Smash will KO at middle percentages, so I'd say from 0%-30%.
  • Damage It Deals: 44%, and it usually causes a KO.
  • Likelihood: Against big characters or fast-fallers, 70%. Against little characters or slow-fallers, 30%.

It also depends if you sweet spot the D-Air. - GalaxiaD (talk) 20:00, 6 July 2008 (UTC)

  • Sequence: F-Throw, Shield Breaker
  • Damage It Works At: 0-5% is the best way to start hs off. It racks up a decnt amount of damage in a few seconds.
  • Damage it Deals: Usually 24-30%, depends what part of Falchion Marth lands Shield Breaker with.
  • Liklihood: When your up against heavier and easy to hit characters, about 80%. With lighter chracters that can get fly farther then Shield Breakers reach, 25%.

Like I stated before, this is a perfect way to start off a battle. F-Throw normally lands them just at the edge of Shield Breaker's range for maximum damage. Don't use it too much, other your foes can counter it with ease. - User:Allyofpikmin

My favourite combo is the famous Ken combo ^^ It can meteorsmash quite easy and is cheap against almost all characters.Metalink187 (talk) 16:58, 19 October 2008 (UTC)

Metaknight[edit]

i like to use dash attack + up tilt + then use u air repeatedly while going up. press u air really fast and t will work. it can kill at some pretty low percentages because your driving them up towards a star KO and usually your last slice will kill them. I used this all the time on my friend who is really good and he complains that its cheap lol.

Down throw followed by fair can lead to some pretty deadly aerial combos, and if they end in a Shuttle loop, it is KO available. I also enjoy something I call "Slasher Dasher", in which I continually use the dair on a ground opponent followed up by a fair and this can be done continually.


Nobody signed those last 2... Anyways here's my combos with MK I have had to revise some before posting to make them more effective and safer.

For racking up damage: Dtilt, Dtilt, Grab, Pummel, Up throw,(attacks after this can be dodged), if the knockback from throw was mostly horizontal follow up with Mach Tornado, if it was mostly vertical using shuttle loop (and glide attack if your feeling lucky). 30-45ish% and possible Edguard set-up at mid percentages)

Dtilt, Dtilt, ftilt (all three hits). 27% damage

This combo works at low damage. Uthrow, get just below the opponent, shuttle loop, then glide attack. --Tuth (talk) 15:53, September 29, 2009 (UTC) I have more but ran out of time. TheLegendTamer (talk) 16:56, 20 October 2008 (UTC)

Mr. Game and Watch[edit]

Use his dair while standing on a thin platform. More effective when the person is under the platform. It may be possible with other Stall-then-Fall moves, but G&W has no stalling at the end of his.

Constantly use his up tilt to juggle them, then us his Up B to hit them once thier damage is to high. Then use bair/fair (depending on which side of you they're on) and finish it up with a dair. Zenzpore (talk) 23:21, 26 June 2008 (UTC)

Ness[edit]

PK fire, down throw, dash attack, up air Cree318 (talk) 12:14, 21 October 2008 (UTC)

PK fire, up throw, up air or PK thunder Cree318 (talk) 12:14, 21 October 2008 (UTC)

up smash, forward air x2 Cree318 (talk) 12:14, 21 October 2008 (UTC)

PK Fire, down-throw, PK Fire, repeat. Can be done in both Melee in Brawl, but it is harder in the latter Meteorite (talk) 14:54, 24 October 2008 (UTC)

Olimar[edit]

D-Throw, jump and Fair, and follow up with whatever you like (I'd fair again, or Neutral A combo)
Damage done: 15%+whatever you add on.
Probability of hitting: Very high.
Works at: Low-moderate damage.
Also, as a great combo starter, an l-canceled nair, but don't let the last hit come out before you hit the ground. You can segue into an Up or Down Smash, or the above combo. Runer5h (talk) 23:56, 11 June 2008 (UTC)Runer5h

Uh, you do know that L-canceling was taken out of Brawl, right? Clarinet Hawk (talk · contributions) 17:53, 27 June 2008 (UTC)
Oh.. no, I didn't. Darn. Runer5h (talk) 21:21, 28 June 2008 (UTC)Runer5h

Peach[edit]

Pikachu[edit]

try up throw then thunder :{

Pit[edit]

ROB[edit]

Try flying under the stage, then using your up air. It goes straight through the floor! Then use Robo Burner to recover. Probability of hitting depends on the stage. It's sometimes impossible, easiest to do on Battlefield, but sometimes won't work if your opponents standing over the gem underneath Battlefield. Might be possible with the other flying charecters, but I don't think most of them have the range.

Samus[edit]

Sheik[edit]

Grab and throw, juggle/aerial attacks. When they're helpless, transform to Zelda, jump up, and kick them to sparkly doom. Damage is anywhere from 30-60%, depending on if the opponent knows how to DI/tech/dodge away, if every hit lands, or if I go stupid and mess up. This works roughly 75% of the time, so it's a nice finisher when the opponent already has a good amount of damage. Doesn't work the same in Brawl 'cause Transform takes forever and a day to complete. >:V FyreNWater - (TalkContributions ) 01:40, 27 June 2008 (UTC)

Up throw to up air to another up air to vanish, works on enemy's with about marios falling speed about 80% of the time JtM =^] (talk) 15:16, 22 August 2008 (UTC)

Side A, to up A. A three combo attack. Works on low percentages and heavy characters. Learner4 (talk) 14:37, 18 October 2008 (UTC)

Snake[edit]

You can down throw your opponent, and try to predict what they will do. If you guess right, you can chain throw them. Another method is to grab, up throw, jump and try to up mid A them. OR you can time his side A and knee lock them. Learner4 (talk) 14:48, 18 October 2008 (UTC)

plant a mine(down smash) then grab the enemy and use down throw, then follow up with up smash.

Sonic[edit]

(only works near a wall) forward special, jump, then nuetral/forward A, after oppenent rebounds off of wall, any attack that can connect.


damage needed on opponent: 30-50. depends on how much you charge attack. probability of attack succeeding:10%.difficult but rewarding. damage dealt:50-70. again, depends on your attack choices

Combos using his specials (Especially his up B) are quite successful. Just don't go spamming his up b followed by down A. It's too predictable. Always try to be UNpredictable. it helps you very much. Learner4 (talk) 14:40, 18 October 2008 (UTC)

Squirtle[edit]

Side B to up B. (what were you expecting, all characters need A combo eventually right?) Learner4 (talk) 22:14, 27 October 2008 (UTC)

Toon Link[edit]

1. Position yourself in the air above an opponent. 2. Pull out a Bomb and drop it. 3. Use a downward-aerial attack.

This combo should inflict around 25% if done right.

It should work at any damage percentage.


Take out a bomb, then(without throwing the bomb) use the boomerang on the enemy, then use the hero's bow, then throw the bombSelfdestructer (talk) 20:50, 2 November 2008 (UTC)selfdestructer

Wario[edit]

  • Boost Up Smash, then follow up with any arieal.
  • Right after the opponent gets released from Chomp, try boost Up Smashing them. --TStick (talk) 14:27, 11 July 2008 (UTC)

Wolf[edit]

do forward smash, then use blaster

Yoshi[edit]

In Melee, this combo is win. Brawl doesn't really have combos. But it is fun to juggle Bowser with up-tilts. --Posted by Pikamander2 (Talk) at 20:48, 27 August 2008 (UTC)

Zelda[edit]

There's actually a combo for Zelda in Brawl that functions like the Ken Combo. Grab the opponent then throw them off the edge. Use an f-air. If it sweet-spots, let them fly and edgeguard like normal. But if it doesn't, use the hit stun that the attack gives to set up a d-air sweet-spotted spike. Clarinet Hawk (talk · contributions) 01:46, 27 June 2008 (UTC)

Zero Suit Samus[edit]

Fully charged neutral B, if the foe shields or gets paralyzed use the grab and d throw, either f air or u air Cree318 (talk) 12:20, 21 October 2008 (UTC)

Use her suit pieces at the start of a match to either rack up damage or get a KO.Cree318 (talk) 13:30, 24 October 2008 (UTC)


use the paralyzer, then the down smash, then a forward smash.yay!!! (made by:selfdestructer)