Combo: Difference between revisions

1,337 bytes added ,  3 years ago
Added combos.
No edit summary
(Added combos.)
Line 92: Line 92:
*{{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 an 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|Donkey Kong}}: Aerial [[Hand Slap]] can combo into every one of his tilts and jab 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|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|Fox}}: At low percents, dash attack can combo into up tilt, and at mid-high percents, falling neutral aerial can combo into all tilts and jab.
*{{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.
Line 98: Line 100:
*{{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.
*{{SSBU|Kirby}}: Forward throw can combo into forward aerial at low-mid percents, as well as a back aerial into reversed forward tilt at low percents.
*{{SSBU|Link}}: Falling neutral aerial can combo into up and down tilts, down smash, grounded [[Spin Attack]], and although rare, up smash, all at low percents.
*{{SSBU|Little Mac}}: Down tilt can combo into itself, [[KO Punch]], and his other tilts at low percents, or at high percents, will combo into dash attack, [[Jolt Haymaker]], or [[Rising Uppercut]].
*{{SSBU|Little Mac}}: Down tilt can combo into itself, [[KO Punch]], and his other tilts at low percents, or at high percents, will combo into dash attack, [[Jolt Haymaker]], or [[Rising Uppercut]].
*{{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]].
*{{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]].
*{{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.
*{{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}}: Starting with a tipper dash attack or downthrow, Meta Knight can from there choose options or directly convert into a string of up-airs, fast-falling after each one. While hard to pull off with 5 mid-air jumps and due to the fact this combo is non-airdodgable or jumpable this combo can be a guaranteed kill given the player is skilled enough. Generally ends with either [[Shuttle Loop]] or [[Mach Tornado]].
*{{SSBU|Meta Knight}}: Starting with a tipper dash attack or downthrow, Meta Knight can from there choose options or directly convert into a string of up-airs, fast-falling after each one. While hard to pull off with 5 mid-air jumps and due to the fact this combo is non-airdodgable or jumpable this combo can be a guaranteed kill given the player is skilled enough. Generally ends with either [[Shuttle Loop]] or [[Mach Tornado]].
*{{SSBU|Mr. Game and Watch}}: Down throw can combo into [[Judge]], and, depending on the opponent's weight, can be a [[one-hit KO]].
*{{SSBU|Mr. Game and Watch}}: Down throw can combo into [[Judge]], and, depending on the opponent's weight, can be a [[one-hit KO]].
*{{SSBU|Ness}}: Can chain [[PK Fire]] into itself, and can combo into a throw or forward smash.
*{{SSBU|Ness}}: Can chain [[PK Fire]] into itself, and can combo into a throw or forward smash.
*{{SSBU|Palutena}}: Neutral aerial can be chained into itself, and on large characters can be chained until high percents.
*{{SSBU|Palutena}}: Neutral aerial can be chained into itself, and on large characters can be chained until high percents.
*{{SSBU|Pichu}}: A down throw can combo into a chain of up aerials, then [[Thunder]] if Pichu and the opponent is offstage. This combo mainly works at low percents.
*{{SSBU|Pichu}}: A down throw can combo into a chain of up aerials, then [[Thunder]] if Pichu and the opponent is offstage. This combo mainly works at low percents, as well as up throw to Thunder as a KO confirm at high percents, plus a up tilt or short hop up aerial to a fastfall back aerial chain together until offstage, which Pichu can then use its down aerial spike, as a zero-to-death combo.
*{{SSBU|Pikachu}}: Down throw combos into a chain of up aerials at low percents, and at high percents, up throw combos into [[Thunder]] as a KO confirm.
*{{SSBU|Samus}} and {{SSBU|Dark Samus}}: From farther away, they can combo [[Missile]] and its super variants into a fully charged [[Charge Shot]] at low to high percents, while at higher percents, they must use Super Missile and jump before the Charge Shot, which is also a KO confirm around these percents.
*{{SSBU|Sheik}}: Can [[juggle]] opponents easily with forward tilt at low percents.
*{{SSBU|Sheik}}: Can [[juggle]] opponents easily with forward tilt at low percents.
*{{SSBU|Terry}}: Jab can combo into a variety of moves such as [[Burning Knuckle]], [[Rising Tackle]], [[Power Dunk]], and even [[Buster Wolf]]. Up tilt can combo into [[Crack Shoot]] at low percents, and Rising Tackle at higher percents. Down tilt can combo into Rising Tackle and Power Dunk at low percents as well.
*{{SSBU|Terry}}: Jab can combo into a variety of moves such as [[Burning Knuckle]], [[Rising Tackle]], [[Power Dunk]], and even [[Buster Wolf]]. Up tilt can combo into [[Crack Shoot]] at low percents, and Rising Tackle at higher percents. Down tilt can combo into Rising Tackle and Power Dunk at low percents as well.
Anonymous user