Combo: Difference between revisions

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In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks.
In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks.


In ''[[Super Smash Bros. Ultimate]]'', every character received a 3 frame [[jumpsquat]], which when combined with the generally faster run and air speeds makes air combos easier to perform than in ''Brawl'' and ''Smash 4''. The ability to perform any ground attack while running (including [[pivot]]s) and the much lower landing lag across the cast (rivaling L-cancelling in ''Melee'') also make combos easier to perform when on or close to the ground. [[Air dodge]]s have been significantly reworked; directional air dodges make a return from ''Melee'' and no longer cause [[helplessness]], but air dodges in general have much more endlag and can no longer be performed more than once without landing or getting hit. Thus, air combos tend to involve either guessing which direction the opponent will dodge, or pressuring the opponent into air dodging early. However, [[grab]]s have received a significant endlag increase and can now clang with each other, and [[shield grab]]s are slower overall, making ''Smash 4''-esque throw combos less prevalent across much of the cast. [[Jab lock]]s no longer force a standard getup and [[Footstool Jump|footstools]] can now be [[tech]]ed, reducing the effectiveness of both techniques in combos.
In ''[[Super Smash Bros. Ultimate]]'', every character received a 3 frame [[jumpsquat]], which when combined with the generally faster run and air speeds makes air combos easier to perform than in ''Brawl'' and ''Smash 4''. The ability to perform any ground attack while running (including [[pivot]]s) and the much lower landing lag across the cast (rivaling L-cancelling in ''Melee'') also make combos easier to perform when on or close to the ground. [[Air dodge]]s have been significantly reworked; directional air dodges make a return from ''Melee'' and no longer cause [[helplessness]], but air dodges, in general, have much more endlag and can no longer be performed more than once without landing or getting hit. Thus, air combos tend to involve either guessing which direction the opponent will dodge, or pressuring the opponent into air dodging early. However, [[grab]]s have received a significant endlag increase and can now clang with each other, and [[shield grab]]s are slower overall, making ''Smash 4''-esque throw combos less prevalent across much of the cast. [[Jab lock]]s no longer force a standard getup and [[Footstool Jump|footstools]] can now be [[tech]]ed, reducing the effectiveness of both techniques in combos.


==Types of combos==
==Types of combos==
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*True combo: a combo that is impossible to escape from, guaranteed if performed correctly, though many require properly reacting to DI.
*True combo: a combo that is impossible to escape from, guaranteed if performed correctly, though many require properly reacting to DI.
*Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''.
*Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''.
*Kill confirm: a combo where a weaker, often faster and safer move links into a powerful kill move at a certain percent range. Fox's neutral-air to up smash is an example from SSB4.
*Kill confirm: a combo were a weaker, often faster and safer move links into a powerful kill move at a certain percent range. Fox's neutral-air to up smash is an example from SSB4.
*[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths.
*[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths.
*Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. [[Zero Suit Samus]], [[Meta Knight]], [[Bayonetta]], and [[Byleth]] are characters with well-known ladder combos.
*Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. [[Zero Suit Samus]], [[Meta Knight]], [[Bayonetta]], and [[Byleth]] are characters with well-known ladder combos.
*[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain.
*[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain.
*50-50: not technically a combo, but if the attacker successfully responds to the opponent's decision to jump/attack or air-dodge, the combo can be extended. Most notably used in ''SSB4''. An example is Diddy Kong's up-throw to up-air in SSB4.
*50-50: not technically a combo, but if the attacker successfully responds to the opponent's decision to jump/attack or air-dodge, the combo can be extended. Most notably used in ''SSB4''. An example is Diddy Kong's up-throw to up-air in SSB4.
*DI dependent: a combo which will not work if the opponent uses a specific type of DI. Rosalina's back throw to up-air is an example of this.
*DI dependent: a combo that will not work if the opponent uses a specific type of DI. Rosalina's back throw to up-air is an example of this.


==Notable combos==
==Notable combos==
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===''Brawl''===
===''Brawl''===
*{{SSBB|Falco}}: His down throw chaingrab racks on about 50%, and can lead into a [[dash attack]], which can be cancelled into an up smash, for a total of over 60% damage. Alternatively, Falco can finish with a down air meteor smash, which is effective at the ledge.  
*{{SSBB|Falco}}: His down throw chaingrab racks on about 50%, and can lead into a [[dash attack]], which can be canceled into an up smash, for a total of over 60% damage. Alternatively, Falco can finish with a down air meteor smash, which is effective at the ledge.  
*{{SSBB|Ice Climbers}}: Well-known for their variety of chain-throws, which can be used to 0-death any character in the game.
*{{SSBB|Ice Climbers}}: Well-known for their variety of chain-throws, which can be used to 0-death any character in the game.
*{{SSBB|King Dedede}}: His down throw, with its uniquely set knockback, can chain-throw many characters at any percent, and can be finished with his back throw for a KO.  
*{{SSBB|King Dedede}}: His down throw, with its unique set knockback, can chain-throw many characters at any percent, and can be finished with his back throw for a KO.  
*{{SSBB|Kirby}}: The Gonzo combo, consisting of a forward throw, which leads into an up aerial, followed by an up tilt, and finishes with a back aerial, for 38% damage.
*{{SSBB|Kirby}}: The Gonzo combo, consisting of a forward throw, which leads into an up aerial, followed by an up tilt, and finishes with a back aerial, for 38% damage.
*{{SSBB|Meta Knight}}: Being one of the fastest attacks in the game, his up aerial, when combined with his multiple jumps, can combo itself for 30% damage. For finishers, [[Mach Tornado]] can be used, for a total of 50% and an early KO if done near the upper blast line. [[Shuttle Loop]] can be used as well, and its [[semi-spike]] angle is useful for starting [[Edgeguarding|edgeguards]]. Lastly, [[neutral aerial]] can add on another 19%. The variation using Mach Tornado is known as the Rufio combo.
*{{SSBB|Meta Knight}}: Being one of the fastest attacks in the game, his up aerial, when combined with his multiple jumps, can combo itself for 30% damage. For finishers, [[Mach Tornado]] can be used, for a total of 50% and an early KO if done near the upper blast line. [[Shuttle Loop]] can be used as well, and its [[semi-spike]] angle is useful for starting [[Edgeguarding|edgeguards]]. Lastly, [[neutral aerial]] can add on another 19%. The variation using Mach Tornado is known as the Rufio combo.
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*{{SSB4|Diddy Kong}}: Known as the "Hoo-hah", prior to patch 1.0.6, Diddy could combo his down throw into an up aerial, or even two at low percents, being a quick and easy damage-racker and KO string. The aforementioned patch changed the angle and knockback of his down throw and decreased its hitstun, and also drastically decreased the damage and knockback of his up aerial.  
*{{SSB4|Diddy Kong}}: Known as the "Hoo-hah", prior to patch 1.0.6, Diddy could combo his down throw into an up aerial, or even two at low percents, being a quick and easy damage-racker and KO string. The aforementioned patch changed the angle and knockback of his down throw and decreased its hitstun, and also drastically decreased the damage and knockback of his up aerial.  
*{{SSB4|Donkey Kong}}: Dubbed the "Ding-Dong", his [[forward throw|cargo]] up throw can chain into his up aerial for racking up damage and KOing.
*{{SSB4|Donkey Kong}}: Dubbed the "Ding-Dong", his [[forward throw|cargo]] up throw can chain into his up aerial for racking up damage and KOing.
*{{SSB4|Fox}}: Up tilt combos into itself, and can finish with one of his aerials. At high percents, his down aerial combos into his up smash for a KO. In battles with [[custom moves]] enabled, a down throw at around 15% to 30% can also lead into a clean [[Fox Illusion#Customization|Wolf Flash]].  
*{{SSB4|Fox}}: Up tilt combos into itself, and can finish with one of his aerials. At high percents, his down aerial combos into his up smash for a KO. In battles with [[custom moves]] enabled, a down throw at around 15% to 30% can also lead to a clean [[Fox Illusion#Customization|Wolf Flash]].  
*{{SSB4|Kirby}}: Down aerial is almost guaranteed to be followed by tilts (up tilt in particular), [[grab]]s, [[jab]]s, aerials, and or smash attacks based on percentage and which way the opponent DIs. The smashes in particular, if successful, can lead to KOs. Under certain circumstances, forward aerial can also chain into itself repeatedly to carry opponents offstage. Up tilt also combos into itself and lead into his aerials, mostly at lower percents.
*{{SSB4|Kirby}}: Down aerial is almost guaranteed to be followed by tilts (up tilt in particular), [[grab]]s, [[jab]]s, aerials, and or smash attacks based on percentage and which way the opponent DIs. The smashes in particular, if successful, can lead to KOs. Under certain circumstances, forward aerial can also chain into itself repeatedly to carry opponents offstage. Up tilt also combos into itself and lead into his aerials, mostly at lower percents.
*{{SSB4|Little Mac}}: At low percents, [[Straight Lunge#KO Uppercut|KO Uppercut]] can notoriously combo from neutral attack's first hit and down tilt, and can be used immediately after getting pushed off a ledge during Little Mac's jab infinite for a guaranteed KO.
*{{SSB4|Little Mac}}: At low percents, [[Straight Lunge#KO Uppercut|KO Uppercut]] can notoriously combo from neutral attack's first hit and down tilt, and can be used immediately after getting pushed off a ledge during Little Mac's jab infinite for a guaranteed KO.
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*{{SSB4|Villager}}: His down smash can be followed up by his forward smash if the foe does not escape from the former fast enough, although they will only be effectively launched at high percents.
*{{SSB4|Villager}}: His down smash can be followed up by his forward smash if the foe does not escape from the former fast enough, although they will only be effectively launched at high percents.
*{{SSB4|Zelda}}: At low percents, her down tilt can combo into up tilt and then into neutral aerial. Down throw is also a kill confirm into up aerial at high percents.
*{{SSB4|Zelda}}: At low percents, her down tilt can combo into up tilt and then into neutral aerial. Down throw is also a kill confirm into up aerial at high percents.
*{{SSB4|Zero Suit Samus}}: Her down throw can lead into two up aerials, finishing with aerial [[Boost Kick]], KOing very early if done properly. At medium percents, her neutral aerial combos into her [[Flip Jump]], KOing if she lands the spiking hitbox.
*{{SSB4|Zero Suit Samus}}: Her down throw can lead to two up aerials, finishing with aerial [[Boost Kick]], KOing very early if done properly. At medium percents, her neutral aerial combos into her [[Flip Jump]], KOing if she lands the spiking hitbox.


===''Ultimate''===
===''Ultimate''===
*{{SSBU|Byleth}}: (Only works against {{SSBU|Donkey Kong}}) To initiate the combo, start with [[Sword of the Creator]] then buffer neutral aerial into another up special, then buffer neutral aerial again. At low percents this will drag Donkey Kong into the upper blast zone.
*{{SSBU|Byleth}}: (Only works against {{SSBU|Donkey Kong}}) To initiate the combo, start with [[Sword of the Creator]] then buffer neutral aerial into another up special, then buffer neutral aerial again. At low percents this will drag Donkey Kong into the upper blast zone.
*{{SSBU|Bayonetta}}: A held [[Heel Slide]] combos into a [[Witch Twist]], followed by two [[After Burner Kick]]s, and ending with a back aerial.
*{{SSBU|Bayonetta}}: A held [[Heel Slide]] combos into a [[Witch Twist]], followed by two [[After Burner Kick]]s, and ending with a back aerial.
*{{SSBU|Captain Falcon}}: Down throw combos into two neutral aerials, then a up aerial, then into either a [[Knee Smash]] or down aerial if the opponent doesn't DI.
*{{SSBU|Captain Falcon}}: Down throw combos into two neutral aerials, then an up aerial, then into either a [[Knee Smash]] or down aerial if the opponent doesn't DI.
*{{SSBU|Falco}}: Up tilt and up throw combo into every one of his aerials besides down aerial at low to mid percents. Down throw also combos into dash attack or forward aerial at low percents.
*{{SSBU|Falco}}: Up tilt and up throw combo into every one of his aerials besides down aerial at low to mid percents. Down throw also combos into dash attack or forward aerial at low percents.
*{{SSBU|Ganondorf}}: Down throw into either jab, forward tilt, dash attack, neutral aerial, or if they don't roll in time, down air to up/neutral aerial. [[Flame Choke]] can also lead to mixups and combos such as down tilt on shorter characters, jab or forward tilt on taller characters, and if they tech-roll towards Ganondorf, Forward or Up Smash could hit them.
*{{SSBU|Ganondorf}}: Down throw into either jab, forward tilt, dash attack, neutral aerial, or if they don't roll in time, down air to up/neutral aerial. [[Flame Choke]] can also lead to mixups and combos such as down tilt on shorter characters, jab or forward tilt on taller characters, and if they tech-roll towards Ganondorf, Forward or Up Smash could hit them.
*{{SSBU|Jigglypuff}}: Down aerial can combo into [[Rest]], if auto-cancelled.
*{{SSBU|Jigglypuff}}: Down aerial can combo into [[Rest]], if auto-cancelled.
*{{SSBU|Joker}}: Up throw can combo into up aerial or up tilt, which can then lead into . Down tilt can combo into up tilt.
*{{SSBU|Joker}}: Up throw can combo into up aerial or up tilt, which can then lead into. Down tilt can combo into up tilt.
*{{SSBU|Ken}}: Tapped jab hits 1 and 2 can combo into a Shoryuken variation.
*{{SSBU|Ken}}: Tapped jab hits 1 and 2 can combo into a Shoryuken variation.
*{{SSBU|King K. Rool}}: Down throw combos into up tilt at lower percents. At higher percents, down throw can combo into a downward angled forward smash or other tilt attacks.
*{{SSBU|King K. Rool}}: Down throw combos into up tilt at lower percents. At higher percents, down throw can combo into a downward angled forward smash or other tilt attacks.
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