- Game Versions
- Smash 3DS, Smash Wii U
Fox Strings/Combos:
fair to grounded opponent to up air (17% damage)
fair to grounded opponent to fast fall fair to down smash (16-19% damage, do it if close to edge of stage) /up smash (19-21% damage)
All percentages
Grounded Bair to upsmash (29% damage)
Works 40% and up
strong nair to illusion to dash attack (18% damage)
70%
strong nair to illusion to up smash (28% damage) or fsmash (26% damage) pending DI of opponent
60% -110%
Above 90% wait a moment before doing illusion
strong nair to illusion to up smash (on an air dodge) or up air (28% damage, safest option) pending DI of opponent
110%-120%
Do Nair with forward momentum to connect illusion
weak nair to up smash (22% damage)
110% and up
strong nair to up smash (25% damage)
60%-170% (unreliable at 130)
down throw to Fair to up air (25-30% damage)
0-40% reliable for 30% damage
40-50% reliable for 25% damage
down throw to reverse back air (20% damage)
reliable All percentages
down throw to reverse back air to down smash (34% damage)/up smash (36% damage)
reliable 0-30% for down smash
reliable 0-70%
down throw to reverse back air to grab down throw to fair to up air (45-50% damage)
0-20% reliable for 50% damage
20-25% reliable for 45% damage
strong forward tilt to up smash (24% damage)
60% and up
regular forward tilt to upsmash (22% damage)
80% and up
low forward tilt to up smash (23% damage)
70% up
close up down tilt to up smash (24% damage)
50% up
Down throw then jump and get them with the Shine which fast fall and try to hit them with the up smash while they are still in stun or they do not tech (25% damage)
Works 40% and up
down air to grounded (facing) opponent’s front to up smash (25% damage)/ to (facing) opponent’s back to up smash (20% damage)
100% up
Down air also pops opponents into the air so in this case go for the up air
This to me is a tricky string as it is hard for me to predict where the opponent goes from the down air
General set-ups:
Jab-jab to forward tilt to up smash (generally works above 70%)
Up tilts to jab jab
Jab-jab to up smash (if jabs are basically tipped)
Jab-jab to Ftilt to grab-down air-Fair (this one works at low percentage)
Running dash attack into a quick Nair
Weak Nair grounded hit also leads to a down tilt which will lead to more follow ups if you’re quick enough
Practice your Fair fast fall because that will spike your opponents giving you a free up smash or down smash
At low percentages, down air may cause the opponent to pop up forward or backward. If he goes forward, use Fair fast fall to do a Dsmash or Upsmash, or a reverse up tilt to extend the combo
If popped backward, throw a quick Bair
At low percentages, the down air may also give you the opportunity to do a string of down airs. Try this!
Jab-jab turnaround up tilt also leads to a lot of follow ups
Jab jab also throws the opponent in front of you around 30% which may allow you to either jab jab again or turn around up tilts, or smash attacks (up smash)
Space down tilt correctly will pop up opponent into air and can lead to an up air
fair to grounded opponent to up air (17% damage)
fair to grounded opponent to fast fall fair to down smash (16-19% damage, do it if close to edge of stage) /up smash (19-21% damage)
All percentages
Grounded Bair to upsmash (29% damage)
Works 40% and up
strong nair to illusion to dash attack (18% damage)
70%
strong nair to illusion to up smash (28% damage) or fsmash (26% damage) pending DI of opponent
60% -110%
Above 90% wait a moment before doing illusion
strong nair to illusion to up smash (on an air dodge) or up air (28% damage, safest option) pending DI of opponent
110%-120%
Do Nair with forward momentum to connect illusion
weak nair to up smash (22% damage)
110% and up
strong nair to up smash (25% damage)
60%-170% (unreliable at 130)
down throw to Fair to up air (25-30% damage)
0-40% reliable for 30% damage
40-50% reliable for 25% damage
down throw to reverse back air (20% damage)
reliable All percentages
down throw to reverse back air to down smash (34% damage)/up smash (36% damage)
reliable 0-30% for down smash
reliable 0-70%
down throw to reverse back air to grab down throw to fair to up air (45-50% damage)
0-20% reliable for 50% damage
20-25% reliable for 45% damage
strong forward tilt to up smash (24% damage)
60% and up
regular forward tilt to upsmash (22% damage)
80% and up
low forward tilt to up smash (23% damage)
70% up
close up down tilt to up smash (24% damage)
50% up
Down throw then jump and get them with the Shine which fast fall and try to hit them with the up smash while they are still in stun or they do not tech (25% damage)
Works 40% and up
down air to grounded (facing) opponent’s front to up smash (25% damage)/ to (facing) opponent’s back to up smash (20% damage)
100% up
Down air also pops opponents into the air so in this case go for the up air
This to me is a tricky string as it is hard for me to predict where the opponent goes from the down air
General set-ups:
Jab-jab to forward tilt to up smash (generally works above 70%)
Up tilts to jab jab
Jab-jab to up smash (if jabs are basically tipped)
Jab-jab to Ftilt to grab-down air-Fair (this one works at low percentage)
Running dash attack into a quick Nair
Weak Nair grounded hit also leads to a down tilt which will lead to more follow ups if you’re quick enough
Practice your Fair fast fall because that will spike your opponents giving you a free up smash or down smash
At low percentages, down air may cause the opponent to pop up forward or backward. If he goes forward, use Fair fast fall to do a Dsmash or Upsmash, or a reverse up tilt to extend the combo
If popped backward, throw a quick Bair
At low percentages, the down air may also give you the opportunity to do a string of down airs. Try this!
Jab-jab turnaround up tilt also leads to a lot of follow ups
Jab jab also throws the opponent in front of you around 30% which may allow you to either jab jab again or turn around up tilts, or smash attacks (up smash)
Space down tilt correctly will pop up opponent into air and can lead to an up air
In regards to F-tilt not being a true combo. Of course it isn't a true combo, I don't think I said it was. Depending on the opponent's percentage, the f-tilt might hit them too far to get the upsmash reliably. But at 60% plus the Ftilt will hit them just far enough for you to get the Up smash reliably, IF they do not tech the ground. If no tech, you will get the up smash guaranteed.
And in regards to the illusion stuff, try them out! They will ever expect the illusion. If you try the illusion how I explained it, you will be able to get a follow up for sure.