- Game Versions
- Smash Wii U
This is a mini guide for the Blue Blur listing out notes on some combos and kill setups with percents I have compiled over the past year. I must stress that these are SETUPS, thus not fully guaranteed due to DI/SDI. Regardless, it is good to fish for these every so often to mix up your rhythm and collect data on opponents. This will keep the stress levels on your opponents high and catch bad/lazy DI habits.
note: All percents assume FD as baseline stage and blastzones and moves unstaled. When accounting for rage (say 90% rage), minus all numbers by about 5-10% damage
-spin dash to f-air offstage kill starts at ~100%
-u-throw--> spring--> u-air kill ~110%
-d-tilt--> jab lock--> near full charge f-smash set up starts at ~70%. This percent is when d-tilt will start sending opponents into the air at a super low angle. Opponent must have missed tech and be positioned near the ledge.
-spindash--> u-air--> spring--> u-air kill setup starts at ~80% (~75% on lighter characters, ~95% on heavier characters)
-spring ride 50:50 setup (u-throw--> jump--> spring under opponent) starts at ~45%, super risky, recommend do not do without stock lead
-spring lock setup (spindash/charge--> footstool--> spring) works only between 0-29% damage with no rage (certain heavies can be extended by about 5-10%). Optimized followups can lead to almost 40-48% total damage
example: spring lock at 0%--> autocancel d-air--> spindash/charge-->spring lock--> autocancel dair--> spindash/charge--> n-air
Once at those percents, this can setup a opportunity for the next combo listed below.
---------------------
The following setup is one I have labbed extensively and pulled off in live matches. Weight categories referenced are those listed at kuroganehammer.com.
-spindash/charge--> u-air--> jump--> u-air (only 2nd hit will be connecting)--> spring--> tippered u-air (both hits will connect, but the 2nd hit of u-air needs to be tippered to ensure the kill)
Feather weight
start combo at 30-50%
Mid weight
start combo at 40-55%
Heavyweight
start combo at 45-55%
Super heavy weight
start combo at 55-70%
Notes
--Higher gravity(?), higher percents needed
--Characters hard to perform on: ZSS, Rosalina, Kirby(?)
--General percent to aim for is 45% to start kill setup on majority of cast. numbers listed above are the lowest I can get them to work.
--Anything past the second u-air is not a guarantee. Susceptible to similar counterplay as with spring ride (DI/SDI/airdodge) but opponent is in stun and has tighter window to act, thus forcing opponent into possibly flinching.
--Recommend performing after getting stock lead. Though it makes a statement if done on the first stock.
--Kills well below Sonic's norm off top
--SDI can possibly escape start of set up
--Side B is an easier opener than down B to start set up
--Marth, Lucina, and Bowser have weird weight/gravity mechanics that make them exceptions to the norm. Marcina needs higher than average damage to start initial combo while Bowser needs less damage to start than average for respective weight classes.
I do not claim credit for being the discoverer of these setups. All numbers were gathered from training mode but have been applied in actual matches.
note: All percents assume FD as baseline stage and blastzones and moves unstaled. When accounting for rage (say 90% rage), minus all numbers by about 5-10% damage
-spin dash to f-air offstage kill starts at ~100%
-u-throw--> spring--> u-air kill ~110%
-d-tilt--> jab lock--> near full charge f-smash set up starts at ~70%. This percent is when d-tilt will start sending opponents into the air at a super low angle. Opponent must have missed tech and be positioned near the ledge.
-spindash--> u-air--> spring--> u-air kill setup starts at ~80% (~75% on lighter characters, ~95% on heavier characters)
-spring ride 50:50 setup (u-throw--> jump--> spring under opponent) starts at ~45%, super risky, recommend do not do without stock lead
-spring lock setup (spindash/charge--> footstool--> spring) works only between 0-29% damage with no rage (certain heavies can be extended by about 5-10%). Optimized followups can lead to almost 40-48% total damage
example: spring lock at 0%--> autocancel d-air--> spindash/charge-->spring lock--> autocancel dair--> spindash/charge--> n-air
Once at those percents, this can setup a opportunity for the next combo listed below.
---------------------
The following setup is one I have labbed extensively and pulled off in live matches. Weight categories referenced are those listed at kuroganehammer.com.
-spindash/charge--> u-air--> jump--> u-air (only 2nd hit will be connecting)--> spring--> tippered u-air (both hits will connect, but the 2nd hit of u-air needs to be tippered to ensure the kill)
Feather weight
start combo at 30-50%
Mid weight
start combo at 40-55%
Heavyweight
start combo at 45-55%
Super heavy weight
start combo at 55-70%
Notes
--Higher gravity(?), higher percents needed
--Characters hard to perform on: ZSS, Rosalina, Kirby(?)
--General percent to aim for is 45% to start kill setup on majority of cast. numbers listed above are the lowest I can get them to work.
--Anything past the second u-air is not a guarantee. Susceptible to similar counterplay as with spring ride (DI/SDI/airdodge) but opponent is in stun and has tighter window to act, thus forcing opponent into possibly flinching.
--Recommend performing after getting stock lead. Though it makes a statement if done on the first stock.
--Kills well below Sonic's norm off top
--SDI can possibly escape start of set up
--Side B is an easier opener than down B to start set up
--Marth, Lucina, and Bowser have weird weight/gravity mechanics that make them exceptions to the norm. Marcina needs higher than average damage to start initial combo while Bowser needs less damage to start than average for respective weight classes.
I do not claim credit for being the discoverer of these setups. All numbers were gathered from training mode but have been applied in actual matches.