Many new combos tested, including the Trainer's pokemon.. Some I tested are talked about here, but some other ones are updated in this post...
http://smashboards.com/showthread.php?p=4450847#post4450847
technically Zamus can combo anything from her D-smash and N-B
d-smash>d-smash>up-b>(repeat) will work on many characters and is normally referred to as pillaring
although you might be able to DI out of the up-b
ZSS also has dsmash -> bair in the inescapables. In fact, dsmash -> anything works. I don't know why people are acting like there are set things you can do after dsmash. It's all about knowing what's best at a given percent.
I like Zamus's D-Smash > Up-B > Up tilt, but someone mentioned a Dash attack > D-Smash > D-Smash > Forward B that's probably better.
If there is more then one possible ending to a combo, then I'll only list the most damaging one. I've yet to confirm which it is for Zamus's d-smash.
I'm not sure if this meets the requirements, but one of Sonic's finishing 'combos' that I use actually registers as a combo in training mode, but it can be DI'd out of. What bothers me is not that- it's that the person can airdodge out of it even if it counts them as 'consecutive hits' :[
(vs Marth, 115-120%): assuming no DI-
u throw> spring> bair
Wow, this actually works, and it doesn't look like Marth can airdodge in time if you do it right. To be on the list though, I'll have to see if this isn't too character specific.
~Olimar~
an add-on to the combo you listed: (low percentage)
dthrow,fair,ff,dthrow,fair
upair,uptilt
consecutive dtilts at low percentage.
dtilt,dtilt,dtilt
~yoshi~
upair,2nd of two DJ,upair
dair,fs?
~shiek~
If done right:
SHnair,jab multiple times,ftilt,ftilt,uptilt
please verify these.
~Olimar~
dthrow,fair,ff,dthrow,fair
Technically this is a chain throw
upair,uptilt
Doesn't work. U-air has considerable landing lag
consecutive dtilts at low percentage.
dtilt,dtilt,dtilt
Doesn't work.
~yoshi~
upair,2nd of two DJ,upair
This won't work.
dair,fs?
D-air has high landing lag.
~shiek~
If done right:
SHnair,jab multiple times,ftilt,ftilt,uptilt
Nair and jabs don't combo.
there is a list of 19 different combos in this Lucario guide:
http://smashboards.com/showthread.php?t=167767
also there is a video for Reverse Double Team that shows a couple more interesting combos in that same guide
1. Fair > Fair - Luc's Fair finishes quickly and has just enough hitstun so that you can get another out before they regain control most of the time.
2. Fair > Nair- Same story as above, with more knockback.
3. Fair > Dair- Again, same story. You may have to jump to get the dair to hit, however.
7. Fair > Uair- Nice if you don't wanna blow your jump and they're too high for your attacks.
These are true combos at very high percents.
17. Dtilt > Force Palm Grab- I haven't checked to see if this is escapable. Just throwin' it out there. =o
19. A>A>Force Palm Grab > ShFair > Nair > A>A>Force Palm Grab >ShFair > Nair > A > Force Palm Grab > Aura Sphere- The second AA is optional and this only works PERFECTLY on some characters like Samus. It's incredibly fun to do and feels so rewarding. http://www.youtube.com/watch?v=UoZqcPnsVa4 if you don't believe me.
4. A>A>Force Palm Grab- Pretty much your bread&butter. First two hits for extra damage and to defer spotdodges while the Force Palm Grab pulls them from a shield.
5. A>A>Grab- Not as gauranteed to work as the above, but still pretty reliable.
You may or may not be able to DI and spot dodge. I'll have to test more.
18. A>A>Force Palm Grab Chain > Dash Grab > Throw of your choice- It's fun. =3
6. Force Palm Grab > Force Palm Grab > etc.....- Works until ~32% with the exception of heavier characters being able to be chained for longer.
Chaingrab.
8. Fair > Aura Sphere- Pretty hawt. Also makes for a classy KO.
Not a real combo
9. Bair > Jump > Bair- Works at mid to high percentages. Done quickly, they can't get out of it. Done slowly, bair should outprioritize anyway.
Not true
10. Dthrow > Fair/Nair- If they don't DI or DI forward, this will catch them.
11. Dthrow > Full Jump or Double Jump > Uair- If they DI Up, this is inescapable.
12. Uthrow > Utilt > Usmash- At near zero percentages this works. Hits with the sweetspot of utilt and it ends quickly and you take advantage of your opponent's mind to connect the usmash. Haven't tested to see if you can combo out of the usmash. Prolly not.
These aren't true
13. Utilt > Utilt > Utilt >etc....- Works at percentages below 50 or until you sweetspot the utilt.
This works like described.
14. Ftilt > Ftilt > Etc...- Works at percentages below 50 depending on weight.
Not true
15. Ftilt > Dash Grab/Force Palm Grab- Low percentages only so they don't get sent back too far.
Not true
16. Ftilt > Aura Sphere- This one's pretty reliable as a string.
Not true
I'll have to look at this reverse counter move.
Yoshi:
Dthrow, Uair (requires that you don't royally screw up)
Bair, Utilt
Bair, Dtilt
Bair, Ftilt (as stated)
Bair, 2nd jump, Uair (this is a rising Uair that is pretty fast and hard to escape if controlled correctly)
Utilt, Uair
these dair ones requires that you don't land during the attack, usually when coming from off the edge...
Dair, Nair
Dair, Uair
Most of those are at below 100% of course.
Ness:
Dthrow, Fair
Dthrow, Uair
Dthrow, Nair
Fair, Nair
Dash attack, Uair
SideB, dash grab (firebuster is what the ness mains call it apparently), dthrow, Fair (basically anything after Dthrow as stated above)
Those are the only character I use where comboing seems possible, from what I've seen fox has some annoying ones though for sure.
I only list the finisher that does the most damage for simplicities sake.
U-tilt does work better then F-tilt after B-air, and you can U-air after U-tilt! But the percents means you can't do all three together, too bad.
The Ness D-throw works. F-air to Nair doesn't work.
fox- up smash, sh, down air, down smash
Nothing in this combo works.
MK combo: Uair, Uair, Uair, Uair, Uair(Going up with only the controlstick) then tornado(nspecial)
If you do this fast enough the other player cant dodge and you will get a Tornado KO. Killer move :D
Keep in mind while doing the last uair and your going up immediatetly after the last uair do your tornado so this wont lose height and goes up. If you do it right its a KO combo!!
You're right, the tornado does combo. They can DI the up-airs though, so you won't be getting KOs.
Excellent thread, my friend. The effort you put into it just shines. If this is only update #1, the final product is going to be gorgeous.
Such high praise! Thank you!
For Zelda, try a dash attack close up and then:
Uair if your opponent has lots of damage and/or you are close to the top for a KO
Bair (sweet spotted) if you are close to the edge for a KO
Nair if the above does not apply
Neu-B? Haven't tried yet but possible.
It's a great setup, but it doesn't combo.
And they said Brawl had no combos, whatever! Nice job compiling this list!
Oh Brawl definitely has combos, just not as big as Melee's.
Game and Watch combo at low percents - works a lot better against larger people. SH - N-air - Double jump - Bair/N-air. it does about 30%ish and you have to be quick with the double jump right after the SH-Nair hits.
Already listed
Ah, I made a thread about ones for Falcon, I'll dig that up later. A good one off the top of my head:
Landing n-air/uair -> jab/throw/dash attack(dash attack's timing is tough, though)
Since landing n-air does set knockback it works at any percentage.
And of course there's followups when a flubbed knee trips...
I'll have to get back to you on those.
Pit
Nonsweatspotted back air to forward smash (good timing has to be used to hit your opponent at the end of the attack to stun your opponent right)
Jab cancel to downsmash/forward smash
B-air, F-smash does indeed work at high percents.
Jab canceling doesn't work.
Link:
zair > boost smashing (makes 27% dmg)
zair > dash attack (makes 22% dmg)
zair > throw bomb (makes 18% dmg)
works on any %, not airdodgeable
U-smash does work, I'll change it.
I made a topic on the MK boards about it (No one responded, I guess no one thinks it's good

). But it is a true combo, I tested it out for a handful of hours with my friend (with all kinds of DI with all the characters) and even started incorporating it into my game.
Only hitting with the first hit in a bair and auto-cancelling the rest of the move by hitting the ground leaves the opponent popped in the air in a stunlock. They can't shield cause they're in the air and can't airdodge or attack from the stunlock. There's minimal lag on the MK's end, so it can be followed up right away by a ftilt, dsmash or a shuffle loop. It always pops them up the same way, at 0% and at 999%. Only character we had escape via DI + air-dodge was Mr.G&W and Jiggs when slowed down to 1/4h speed.
I guess it might be too lengthy to explain if it were added to the list though
Excellent find! Also, N-air works best!
yoshis release grab -> u-air is painful to say the least...
i dont know if its DI-able though
I'll try this later