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Good Combo

AllLifeIsButADream

Smash Rookie
Joined
Sep 3, 2007
Messages
20
Location
SB, California
A fairly useful combo I tend to use quite often is G&W's dair to dsmash using the c-stick. Seeing as their is little lag time with the key, you can usually do the dsmash almost instantly, sending them sideways or vertical, setting up a combo either chasing using the bair, fair, or nair.

Also obviously is the dthrow to either ftilt or dsmash. The dthrow leaves your opponent on the ground long enough for you to perform a smash or tilt without them being able to tech out of it. If you're feeling saucy there is always judgement, but generally they tech in time to avoid judgement, so pepper it in sparringly.

Random sidenote: Has anyone tried footstool jump to dair? SH dair is always nice if you work it right, but i wonder if footstool could have some practical uses with the dair.
 

Famous

Smash Champion
Joined
Jan 15, 2008
Messages
2,271
Location
On the Runway
Good Players tend to tech out of the D-Throw...the best thing to follow up from a D-throw is a D-Tilt or jab. I ususaully chaingrab from the jab..

Tech Chasing is always an option if they try to roll away.

Footstool into a key spike? Thats do-able since I've done it a couple of times, it's very hard to sweetspot due to a persons DI.
 

PinkPwnageFrenzy

Smash Journeyman
Joined
Mar 13, 2008
Messages
272
Location
Bowie, MD
NNID
PinkPwnageFrenzy
NEW COMBS IN BRAWL!!!!!!!

I'm still messing with finding the exact spot on the key that spikes, and this whole pillaring deal. I've done it a few times inconsistently. =/
 

Cosmo!

nerf zelda's dsmash
Joined
Feb 5, 2008
Messages
2,368
Location
Chicago, Illinois
the key spikes on the first frame (possible for a few frames?) it is out over the whole hitbox

also dont be afraid to run way off and then slowfall a key at somebody. sometimes you get hot stagespikes
 

PinkPwnageFrenzy

Smash Journeyman
Joined
Mar 13, 2008
Messages
272
Location
Bowie, MD
NNID
PinkPwnageFrenzy
Oh yeah, keep forgetting about slowfalling, too. >_<

Thanks Cosmo! I'm gonna go play with it now.
 

In2D

Smash Apprentice
Joined
Mar 14, 2008
Messages
157
Location
Tucson
One of the combos that I like to use as often as possible is SH dair to fsmash, works on characters that are godly fast for an easy 40ish damage.

Also I wouldn't call this much of a combo but when you're up close in someones face and shielding, spot dodging/sidestepping to down smash works really well. If you're opponent shields it, side step again and dsmash again. Works really well for me most of the time.

And I'm bad at doing wall o' text often because I dont post much, so I'll chop this one up and try again for the eyes.
 

Trozz

Smash Ace
Joined
Mar 11, 2008
Messages
611
Location
Canada, BC
A good combo with G&W is b-air b-air b-air. [/sarcasm]
I see people use d-throw and either d-smash, d-tilt, or the air puffer.
 

Dizzynecro

Smash Journeyman
Joined
Aug 1, 2007
Messages
446
down throw tech chase into down throw ect. is fun
how do you slow fall?
 

DavieBoy

Smash Apprentice
Joined
Mar 20, 2008
Messages
125
Location
Illinois
If you mean slowfall while using D-air simply hold down after the attack.

Any way, These are not "true combos" but work often for me, was wondering if any one else uses them as well. First is B-Air (sometimes two in a row) to F-smash, Ive seen this in videos a lot and it works good at low percents since they will not get much knock back from the final hit of the turtle setting it up perfect for a Fsmash. Next is Dash Attack to B-air, Dash attack usually puts your opponent behind you so you can SH Bair right away.

Also when I use D-throw into a up-smash sometimes they are able to block my attack, am I just too slow after the throw or are they just very fast to react (my slowness could just be because of Wifi though =/)
 

In2D

Smash Apprentice
Joined
Mar 14, 2008
Messages
157
Location
Tucson
d-throw to d-smash will work if you opponent doesnt roll away right after being throw. It also always seems to work for playing against game and watch, my friend and I couldnt seem to get out of it unless we were able to tech the throw.
 

DavieBoy

Smash Apprentice
Joined
Mar 20, 2008
Messages
125
Location
Illinois
I am sure most of you know this but if you SH than N-air you can use your second jump after the areal before you land, takes some timing though. any way from this you can use another N-air or back-air out of the second jump, when I did this in training mode is actually counted both of the attacks as combos (was like 32% with N-air to b-air)
 

Lag

Smash Journeyman
Joined
Sep 21, 2007
Messages
238
Location
In your head.
i don't know if this is true but when someone airdodges your up air (just the pushing properties) they render it useless. is it true? i played a level 9 comp the other day and he airdodged my up air and he just fell through ignoring this property.
 
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