SDFox
Smash Apprentice
- Joined
- Jan 29, 2015
- Messages
- 152
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SDFox
So Just wanted to post some research I'm doing and create a place for early combo-crafting for the community.
I'm no expert on this so please take this stuff with a grain of salt, This stuff is of course subject to change via patches and greater understanding, as well as more intended as a jumping off point for those more qualified then me to throw in their hat.
My methodology
All I'm doing for research and testing is taking a lvl8 bot into training mode and smacking it around at certain % thresholds.
I first test it with the bot inactive and on a flat plane, while double-checking it via the combo meter.
second put the bot into active and see if I can preform it 3 times in a row, while the combo meter remains the same.
This method is flawed and vulnerable to mistakes.
However it is also fast and I have no interest or capability in making a comprehensive guide at the moment, this is simply to start discussion on combo theory.
*This will mostly be throw combos*
*Also a good chunk of these combos might not depend on weight, OP will be updated later when I have more time to test*
I'll be updating this OP with more discoveries.
Throw combos
Heavies (tested on K-rool)
(0%)d-throw -> JC up-smash
old faithful, interestingly this seems to work up to significantly higher %s then in smash 4, though at higher % it seems di dependent
(0%) d-throw -> SHFF n-air ->
SHFF n-air -*> SHFF n-air
Old faith full, the first n-air is guarantied, however you can go further then that with good timing.
Just for notes, the full 5 rep SHFF n-air + f-air ender did ~70% from 0
(0%) d-throw -> Skid cancel u-tilt -> SHFF n-air -*> f-air
Easy BB combo, the f-air is pretty hard to get and might be di dependent, or might be that I'm not n-air-ing with the maximum distance, might be more pratical then the other combos as it requires less space.
~34%
(0%) d-throw -> SHFF n-air -> regrab -> SHFF n-air -*> regrab ->f-air
~49%
This one is pretty difficult, but I've managed to get it several times while the bot was active so idk. combo seems vulnerable to di as for each successive grab to work you need to be pretty specific distance from your target. However I'm pretty confident the first 2 reps are true.
(~30-90%) d-throw -> laser
This is actually a extremely good set up combo, the laser hits forcing them to fall onto the ground a lot of the time, allowing for a regrab or any number of things.
Medium (Tested on Link)
(0%)d-throw -> JC up-smash
works on medium weights
(0%) d-throw -> SHFF n-air -*> SHFF n-air *
Same as in the heavy section, only now getting the farthest distance with the first n-air is key. If you don't see yourself going past link while you're n-air-ing, end it with a f-air instead.
(0%) d-throw -*> SHFF crashing up-air -> Up-smash
-> Regrab?
Tight timing and requires a missed tech, but potentially a good and flashy combo starter.
(0%) d-throw -> skid cancel f-tilt (angled up) -*> dash regrab
not actually a combo but the window for getting out of the re-grab is very short, and if they shield they obviously get punished.
(~30-90%) d-throw -> laser
This is actually a extremely good set up combo, the laser hits forcing them to fall onto the ground a lot of the time, allowing for a regrab or any number of things.
(~30-90%) d-throw(near the edge of the stage) -> laser -> n-air (Falling offstage)
This, again, isn't a true combo, but rather a hard to get out off and sets up for edge guarding really well.
Too late for me to continue, will update list later, please post your own findings below.
peace
-SDFox
(. " .)~~ )`~}}
\o/\ /---~\\ ~}}
_// _// ~}
SDFox
So Just wanted to post some research I'm doing and create a place for early combo-crafting for the community.
I'm no expert on this so please take this stuff with a grain of salt, This stuff is of course subject to change via patches and greater understanding, as well as more intended as a jumping off point for those more qualified then me to throw in their hat.
My methodology
All I'm doing for research and testing is taking a lvl8 bot into training mode and smacking it around at certain % thresholds.
I first test it with the bot inactive and on a flat plane, while double-checking it via the combo meter.
second put the bot into active and see if I can preform it 3 times in a row, while the combo meter remains the same.
This method is flawed and vulnerable to mistakes.
However it is also fast and I have no interest or capability in making a comprehensive guide at the moment, this is simply to start discussion on combo theory.
*This will mostly be throw combos*
*Also a good chunk of these combos might not depend on weight, OP will be updated later when I have more time to test*
I'll be updating this OP with more discoveries.
Throw combos
Heavies (tested on K-rool)
(0%)d-throw -> JC up-smash
old faithful, interestingly this seems to work up to significantly higher %s then in smash 4, though at higher % it seems di dependent
(0%) d-throw -> SHFF n-air ->
SHFF n-air -*> SHFF n-air
Old faith full, the first n-air is guarantied, however you can go further then that with good timing.
Just for notes, the full 5 rep SHFF n-air + f-air ender did ~70% from 0
(0%) d-throw -> Skid cancel u-tilt -> SHFF n-air -*> f-air
Easy BB combo, the f-air is pretty hard to get and might be di dependent, or might be that I'm not n-air-ing with the maximum distance, might be more pratical then the other combos as it requires less space.
~34%
(0%) d-throw -> SHFF n-air -> regrab -> SHFF n-air -*> regrab ->f-air
~49%
This one is pretty difficult, but I've managed to get it several times while the bot was active so idk. combo seems vulnerable to di as for each successive grab to work you need to be pretty specific distance from your target. However I'm pretty confident the first 2 reps are true.
(~30-90%) d-throw -> laser
This is actually a extremely good set up combo, the laser hits forcing them to fall onto the ground a lot of the time, allowing for a regrab or any number of things.
Medium (Tested on Link)
(0%)d-throw -> JC up-smash
works on medium weights
(0%) d-throw -> SHFF n-air -*> SHFF n-air *
Same as in the heavy section, only now getting the farthest distance with the first n-air is key. If you don't see yourself going past link while you're n-air-ing, end it with a f-air instead.
(0%) d-throw -*> SHFF crashing up-air -> Up-smash
-> Regrab?
Tight timing and requires a missed tech, but potentially a good and flashy combo starter.
(0%) d-throw -> skid cancel f-tilt (angled up) -*> dash regrab
not actually a combo but the window for getting out of the re-grab is very short, and if they shield they obviously get punished.
(~30-90%) d-throw -> laser
This is actually a extremely good set up combo, the laser hits forcing them to fall onto the ground a lot of the time, allowing for a regrab or any number of things.
(~30-90%) d-throw(near the edge of the stage) -> laser -> n-air (Falling offstage)
This, again, isn't a true combo, but rather a hard to get out off and sets up for edge guarding really well.
Too late for me to continue, will update list later, please post your own findings below.
peace
-SDFox
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