I'm not going to work on this anymore. Anyone may use this however they wish without asking me.
What This Is
These are lists of the true combos discovered in Brawl. The opponent can't airdodge, double jump, attack, tech, or shield during the sequence of attacks.
The first moves listed under a character are the truly inescapable combos. The second set shows combos that can only be escaped through DI.
The second list is for combos that involve using attacks that "stay out." In other words, you're creating multiple existing hitboxes.
All of these combos were tested against a Mario at 0% in training mode. Smash DI with a second controller in slow motion was used in the testing of the inescapable combos.
It's likely I've missed some combos. If you know any that aren't on the list, test it first, and then post it here please.
If I respond to a combo simply saying, "This isn't a true combo," be rest assured that I have throughly tested it.
Criteria For The List
- No chainthrows
- No walls
- Combos requiring setting up, I.E. bananas, mines etc, are in their own list
- No jab locks
- Attacks causing tripping are only included if it has at least a 50% chance of doing so
- Has to work on at least half the cast
- Please use the consecutive hits counter before submitting a combo. Most often that will tell you
For an inescapable, all moves in the combo, expect the finisher, have to have one of these three qualities...
- Set knockback (can't be DId)
- Trips
- Stuns
How to Read the List
To learn the abbreviations, follow this link...
http://smashboards.com/showthread.php?t=42749
Assume all combos are being done to a standing opponent.
Example Combo
If the attack is an aerial, a letter in parenthesizes will appear to tell you how to use it.
(A) Auto-cancel. You have to complete the move in the air, to avoid any landing lag.
(L) Land-cancel. You have to use the aerial at the very last moment before touching the ground. The landing lag for this move is shorter then the air lag.
"(#-#%)" This tells you at what percent the combo works at. The first number is the minimum, and the last is the maximum. These percents are based on Mario. Some adjusting will be needed against other characters. Some inescapable combos become combos escapable with DI when you go past the listed maximum. If it says "high %," that only means they have to be somewhere higher then 0% for the combo to work.
Some attack have a smaller percent range then the starter for working. It will be listed the same way as before. A "%" alone means the attack works in the same range as what the starter has listed.
Attack Modifiers
Note: Most of the time when you have to do an U-smash, you have to do a foxtrot first to get a slide.
"trip" The attack has to make the opponent fall down for the combo to work.
"Air:" This combo is done entirely in the air.
"Dash" Do a dash attack. Usually you have to do the quick version by tapping forward on the control stick, and down on the C-stick.
"Glide" Do a glide attack near the ground.
"weak" Hit with the weak timing of a sex kick, or the weak part of a hitbox.
"strong" Strike with the hardest hitting part of the attack, usually this means the very start.
"first hit" Make contact with ONLY the first hit
"spike" Hit with the part that sends straight down.
"backwards" A few attacks, mainly U-tilts, work differently if your back is facing the opponent
"angled up/down" Some F-tilts and F-smashes can be aimed by holding the control stick slightly above or below. A few of these moves have different properties when angled.
The Combos
Bowser
Unknown
Captain Falcon
weak F-air(A) (0-105%):
> Jab x3
> Dash
> F-tilt
> D-tilt
weak F-air(A) trip:
> ?
first hit N-air(L) (0-999%):
> Jab x3
> N-air
> F-tilt
> Dash
D-air(A) spike (high %):
> B-air
> U-air
U-air(L):
> Jab x3
Charizard
Glide:
> F-tilt
Diddy
U-air(L) (22-29%):
> U-tilt
> U-smash
> U-air
strong N-air(L):
> U-air
> N-air
> U-tilt
> U-smash
> F-air
Dash:
> U-smash
> U-tilt
> F-air
U-tilt (10-27%):
> U-tilt
> U-smash
D-tilt (33-##%):
> D-tilt
DK
D-throw (0-6%):
> F-tilt
Side-B (0-999%):
> Most anything, it depends on percent. In early percents, attacks won't un-bury the foe.
> Side-B
D-tilt trip (0-54%):
> D-smash
> F-tilt
> Jab x2
> U-tilt
> D-tilt
Falco
D-throw:
> Dash
> U-smash
> Down-B
> F-tilt
> U-tilt
> F-air
> D-air
> Neutral-B
> N-air
> B-air
Dash:
> U-smash
weak Dash (high %):
> Jab x2
last hit N-air:
> U-tilt
> F-tilt
> Dash
> Jab x2
> Down-B
D-tilt (high %):
> Jab x2
> U-tilt
> D-smash
> Down-B
SH Neutral-B(L) (0-999%):
> Jab x2
strong D-air(L):
> U-tilt
> D-smash
> Jab x2
> D-tilt
> U-smash
> F-tilt
> D-air
> F-smash
> F-air
> N-air
> B-air
> Neutral-B
> Down-B
U-air(L):
> U-tilt
> Jab x2
> Down-B
Fox
strong N-air(L):
> backwards U-tilt
> Dash
> Jab x2
strong B-air(L)
> backwards U-tilt
> Jab
D-air (high %):
> U-tilt
> D-smash
> U-smash
> Jab x2
> Down-B
> D-tilt
> F-tilt
G&W
first hit N-air(L):
> Jab
> D-tilt
U-tilt (high %):
> Up-B
N-air(A):
> N-air
> U-air
Ganondorf
Side-B (0-999%):
> Jab
> D-tilt
> F-tilt
U-smash:
> Jab
D-throw:
> Dash
> Down-B
D-air(A) (0-47%):
> F-tilt
> U-smash
> Up-B
> Jab
> N-air
> U-air
> B-air
Ice Climbers (Popo alone)
Inescapable
To be done
Ivysaur
backwards, don't do last hit, N-air(L):
> U-tilt
> Neutral-B
> F-tilt
Ike
N-air(L):
> Jab x3
> U-tilt
> B-air
Jigglypuff
U-tilt (0-6%):
> U-tilt
> N-air
D-air(A) (53-132%):
> Down-B
> Jab x2
King Dedede
D-tilt trip (0-15%):
> D-tilt
D-throw (0-999%):
> F-tilt
Kirby
D-tilt trip (0-160%)
> F-smash
> Jab x2
> D-smash
> U-smash
> D-tilt
> F-tilt
> Dash
backwards U-air (0-33%)
> U-tilt
U-tilt
> U-tilt
> F-tilt angled up
strong N-air(L)
> Jab x2
D-air(L)
> F-tilt
> Jab x2
> D-tilt
B-air(L)
> F-tilt
> U-tilt
> Jab x2
Link
Inescapable
Z-air > U-smash/Dash (0-311%)
strong N-air > D-smash
first hit F-air > Jab x3/D-smash
Escapable with DI
Lucario
Inescapable
Side-B > Jab (0-12%)
Escapable with DI
weak Dash > U-tilt (High %)
Air: F-air > F-air > N-air/U-air/D-air (high %)
U-tilt > U-tilt (high %)
Lucas
Inescapable
D-throw > U-tilt (0-17%)
Neutral-B > PKT1 > PKT2 (0-1##%)
D-air last hit > ?
U-air > Jab x3
Escapable with DI
D-throw > U-air
Luigi
Inescapable
D-tilt trip > Up-B (0-96%)
Escapable with DI
N-air > U-tilt
D-throw > U-air
D-air > Jab x3
Mario
D-air(L) (0-999%):
> Jab
strong N-air(L)
> F-tilt
> D-tilt
D-air(A):
> Up-B
Marth
Inescapable
U-air > U-smash/U-tilt (0-17%)
weak F-air > Side-B forward x4 (0-36%)
first hit N-air > Up-B (0-3##%)
F-throw > F-smash (0-5%)
Escapable with DI
D-tilt > Side-B forward x4
Meta Knight
D-tilt trip (0-71%):
> F-tilt x3
> Dash
> Up-B
> U-smash
> Jab
> D-tilt
> D-smash
D-tilt (high %):
> D-tilt
> F-tilt
> D-smash
first hit B-air(L) (0-999%):
> N-air
> U-tilt
> U-smash
> Jab
> F-tilt
> D-air
> Up-B
> U-air
strong N-air(L):
> D-tilt
Glide:
> U-air
> U-smash
U-air(A):
> Neutral-B multiple input
> U-air
> Up-B
> D-air
> N-air
> B-air
> F-air
first hit F-air(L) (0-999%):
> Up-B
D-throw:
> U-smash
Ness
Inescapable
U-air > U-tilt
D-tilt trip > U-smash (0-999%)
B-air > Jab x3
weak N-air > ?
PKT1 > PKT2
Escapable with DI
Dash > U-air
D-air > U-air
D-throw > F-air
Peach
Inescapable
D-tilt > U-tilt
strong N-air > Jab x2
strong B-air > Jab x2
Escapable with DI
Air: D-air > U-air/Up-B
D-air > U-tilt
F-air > F-tilt
Pikachu
U-tilt (0-15%):
> U-tilt
> U-smash
> U-air
> N-air
D-tilt trip:
> D-tilt
> Jab
> F-tilt
> U-smash
> Dash
> D-smash
U-air(A) (high %):
> U-air
> N-air
Pikmin & Olimar
D-throw (0-12%):
> F-air (%)
> U-smash
U-throw (0-12%):
> F-air (%)
> U-smash
Pit
Inescapable
weak B-air > F-smash (high %)
Escapable with DI
Glide > U-smash
D-throw > U-air
Air: D-air > N-air
ROB
Inescapable
D-tilt trip > D-smash (0-75%)
Escapable with DI
U-tilt > U-tilt
Samus
Inescapable
Z-air > Dash (0-11#%)
N-air > Jab x2/Dash
Escapable with DI
U-tilt > U-smash/U-air (high %)
D-air > U-smash/U-air (high %)
U-air (don't do last hit) > U-smash/Up-B
Snake
Inescapable
Unknown
Escapable with DI
Sheik :shiek:
Inescapable
F-tilt > F-tilt > U-tilt/U-air/U-smash (31-75%)
strong N-air > D-smash/Dash
F-air > D-smash
Escapable with DI
D-throw > U-air
Sonic
Inescapable
strong N-air > Jab x3
Escapable with DI
Air: F-air > F-air
Side-B/Down-B > jump cancel hit > aerial
Side-B/Down-B > jump cancel hit > footstool jump > Up-B > D-air
U-throw > U-air
Squirtle
Inescapable
B-air > Jab x3/F-tilt (0-61%)
Escapable with DI
N-air > Jab x3
Air: U-air > U-air > F-air (high %)
U-tilt > U-tilt (0-17%)
F-tilt > Jab x3 (high %)
F-air > Jab x3
Toon Link
Inescapable
Dash trip > D-smash (0-999%)
B-air > ?
Escapable with DI
Wario
Inescapable
strong N-air > Jab x2
Escapable with DI
U-air > Up-B
Wolf
Inescapable
first hit N-air > F-smash (0-23%)
weak F-smash trip > F-smash (0-170%)
B-air > Jab x3/F-Smash (0-26%)
D-tilt trip > F-smash
Escapable with DI
D-air > B-air (high %)
Down-B > Jab
Yoshi
Inescapable
Neutral-B > ?
N-air > D-smash
Escapable with DI
Air: B-air > B-air/U-air/N-air
B-air > U-tilt
Zelda
D-tilt trip (0-82%):
> D-tilt
> Jab
> Dash
> D-smash
> F-tilt
> U-smash
D-tilt (49-82%):
> D-tilt
> D-smash
> Jab
> Dash
Zero Suit Samus
Inescapable
angled down F-tilt trip > angled down F-tilt (0-29%)
Neutral-B > Dash/F-smash (0-999%)
D-smash > D-smash > Jab x3 (33-999%)
Escapable with DI
N-air > Dash
Up-B > Up-B
D-throw > F-air
Setup Combos
Ice Climbers (Popo&Nana)
Explosives
U-smash > U-tilt > mortar hit
Down-B (activation) > B-air/N-air
Bananas
Boomerang&Bombs
Boomerang&Bombs
Loop Arrow
Loop arrow, D-throw > arrow hit > B-air
Loop arrow, B-throw > arrow hit > Jab x3
Loop arrow, F-smash > arrow hit > F-smash
Waddle Doos
W.D. Beam > F-smash
Bomb
PK Fire
Side-B > F-smash
Gyro
Turnips
What This Is
These are lists of the true combos discovered in Brawl. The opponent can't airdodge, double jump, attack, tech, or shield during the sequence of attacks.
The first moves listed under a character are the truly inescapable combos. The second set shows combos that can only be escaped through DI.
The second list is for combos that involve using attacks that "stay out." In other words, you're creating multiple existing hitboxes.
All of these combos were tested against a Mario at 0% in training mode. Smash DI with a second controller in slow motion was used in the testing of the inescapable combos.
It's likely I've missed some combos. If you know any that aren't on the list, test it first, and then post it here please.
If I respond to a combo simply saying, "This isn't a true combo," be rest assured that I have throughly tested it.
Criteria For The List
- No chainthrows
- No walls
- Combos requiring setting up, I.E. bananas, mines etc, are in their own list
- No jab locks
- Attacks causing tripping are only included if it has at least a 50% chance of doing so
- Has to work on at least half the cast
- Please use the consecutive hits counter before submitting a combo. Most often that will tell you
For an inescapable, all moves in the combo, expect the finisher, have to have one of these three qualities...
- Set knockback (can't be DId)
- Trips
- Stuns
How to Read the List
To learn the abbreviations, follow this link...
http://smashboards.com/showthread.php?t=42749
Assume all combos are being done to a standing opponent.
Example Combo
Thanks to Ulevo for suggesting this new format!F-air(L) (0-105%):
> D-tilt (50-70%)
> Jab x3 (%)
This is the starter. The name of that attack is given first. If the text of the name is white, that means the combo is inescapable. If the text is green, then the combo can be escaped with DI.F-air(L) (0-105%):
If the attack is an aerial, a letter in parenthesizes will appear to tell you how to use it.
(A) Auto-cancel. You have to complete the move in the air, to avoid any landing lag.
(L) Land-cancel. You have to use the aerial at the very last moment before touching the ground. The landing lag for this move is shorter then the air lag.
"(#-#%)" This tells you at what percent the combo works at. The first number is the minimum, and the last is the maximum. These percents are based on Mario. Some adjusting will be needed against other characters. Some inescapable combos become combos escapable with DI when you go past the listed maximum. If it says "high %," that only means they have to be somewhere higher then 0% for the combo to work.
Attacks following the starter are listed next. Different possible attacks are separated with a ">". If the text is white, then the attack finishes the combo. If the text is red, that means the attack doesn't end the combo. To see what could be done next, find the attack listed as a starter.> D-tilt (50-70%)
> Jab x3 (%)
Some attack have a smaller percent range then the starter for working. It will be listed the same way as before. A "%" alone means the attack works in the same range as what the starter has listed.
Attack Modifiers
Note: Most of the time when you have to do an U-smash, you have to do a foxtrot first to get a slide.
"trip" The attack has to make the opponent fall down for the combo to work.
"Air:" This combo is done entirely in the air.
"Dash" Do a dash attack. Usually you have to do the quick version by tapping forward on the control stick, and down on the C-stick.
"Glide" Do a glide attack near the ground.
"weak" Hit with the weak timing of a sex kick, or the weak part of a hitbox.
"strong" Strike with the hardest hitting part of the attack, usually this means the very start.
"first hit" Make contact with ONLY the first hit
"spike" Hit with the part that sends straight down.
"backwards" A few attacks, mainly U-tilts, work differently if your back is facing the opponent
"angled up/down" Some F-tilts and F-smashes can be aimed by holding the control stick slightly above or below. A few of these moves have different properties when angled.
The Combos
Bowser
Unknown
Captain Falcon
weak F-air(A) (0-105%):
> Jab x3
> Dash
> F-tilt
> D-tilt
weak F-air(A) trip:
> ?
first hit N-air(L) (0-999%):
> Jab x3
> N-air
> F-tilt
> Dash
D-air(A) spike (high %):
> B-air
> U-air
U-air(L):
> Jab x3
Charizard
Glide:
> F-tilt
Diddy
U-air(L) (22-29%):
> U-tilt
> U-smash
> U-air
strong N-air(L):
> U-air
> N-air
> U-tilt
> U-smash
> F-air
Dash:
> U-smash
> U-tilt
> F-air
U-tilt (10-27%):
> U-tilt
> U-smash
D-tilt (33-##%):
> D-tilt
DK
D-throw (0-6%):
> F-tilt
Side-B (0-999%):
> Most anything, it depends on percent. In early percents, attacks won't un-bury the foe.
> Side-B
D-tilt trip (0-54%):
> D-smash
> F-tilt
> Jab x2
> U-tilt
> D-tilt
Falco
D-throw:
> Dash
> U-smash
> Down-B
> F-tilt
> U-tilt
> F-air
> D-air
> Neutral-B
> N-air
> B-air
Dash:
> U-smash
weak Dash (high %):
> Jab x2
last hit N-air:
> U-tilt
> F-tilt
> Dash
> Jab x2
> Down-B
D-tilt (high %):
> Jab x2
> U-tilt
> D-smash
> Down-B
SH Neutral-B(L) (0-999%):
> Jab x2
strong D-air(L):
> U-tilt
> D-smash
> Jab x2
> D-tilt
> U-smash
> F-tilt
> D-air
> F-smash
> F-air
> N-air
> B-air
> Neutral-B
> Down-B
U-air(L):
> U-tilt
> Jab x2
> Down-B
Fox
strong N-air(L):
> backwards U-tilt
> Dash
> Jab x2
strong B-air(L)
> backwards U-tilt
> Jab
D-air (high %):
> U-tilt
> D-smash
> U-smash
> Jab x2
> Down-B
> D-tilt
> F-tilt
G&W
first hit N-air(L):
> Jab
> D-tilt
U-tilt (high %):
> Up-B
N-air(A):
> N-air
> U-air
Ganondorf
Side-B (0-999%):
> Jab
> D-tilt
> F-tilt
U-smash:
> Jab
D-throw:
> Dash
> Down-B
D-air(A) (0-47%):
> F-tilt
> U-smash
> Up-B
> Jab
> N-air
> U-air
> B-air
Ice Climbers (Popo alone)
Inescapable
To be done
Ivysaur
backwards, don't do last hit, N-air(L):
> U-tilt
> Neutral-B
> F-tilt
Ike
N-air(L):
> Jab x3
> U-tilt
> B-air
Jigglypuff
U-tilt (0-6%):
> U-tilt
> N-air
D-air(A) (53-132%):
> Down-B
> Jab x2
King Dedede

D-tilt trip (0-15%):
> D-tilt
D-throw (0-999%):
> F-tilt
Kirby
D-tilt trip (0-160%)
> F-smash
> Jab x2
> D-smash
> U-smash
> D-tilt
> F-tilt
> Dash
backwards U-air (0-33%)
> U-tilt
U-tilt
> U-tilt
> F-tilt angled up
strong N-air(L)
> Jab x2
D-air(L)
> F-tilt
> Jab x2
> D-tilt
B-air(L)
> F-tilt
> U-tilt
> Jab x2
Link
Inescapable
Z-air > U-smash/Dash (0-311%)
strong N-air > D-smash
first hit F-air > Jab x3/D-smash
Escapable with DI
Lucario
Inescapable
Side-B > Jab (0-12%)
Escapable with DI
weak Dash > U-tilt (High %)
Air: F-air > F-air > N-air/U-air/D-air (high %)
U-tilt > U-tilt (high %)
Lucas
Inescapable
D-throw > U-tilt (0-17%)
Neutral-B > PKT1 > PKT2 (0-1##%)
D-air last hit > ?
U-air > Jab x3
Escapable with DI
D-throw > U-air
Luigi
Inescapable
D-tilt trip > Up-B (0-96%)
Escapable with DI
N-air > U-tilt
D-throw > U-air
D-air > Jab x3
Mario
D-air(L) (0-999%):
> Jab
strong N-air(L)
> F-tilt
> D-tilt
D-air(A):
> Up-B
Marth
Inescapable
U-air > U-smash/U-tilt (0-17%)
weak F-air > Side-B forward x4 (0-36%)
first hit N-air > Up-B (0-3##%)
F-throw > F-smash (0-5%)
Escapable with DI
D-tilt > Side-B forward x4
Meta Knight
D-tilt trip (0-71%):
> F-tilt x3
> Dash
> Up-B
> U-smash
> Jab
> D-tilt
> D-smash
D-tilt (high %):
> D-tilt
> F-tilt
> D-smash
first hit B-air(L) (0-999%):
> N-air
> U-tilt
> U-smash
> Jab
> F-tilt
> D-air
> Up-B
> U-air
strong N-air(L):
> D-tilt
Glide:
> U-air
> U-smash
U-air(A):
> Neutral-B multiple input
> U-air
> Up-B
> D-air
> N-air
> B-air
> F-air
first hit F-air(L) (0-999%):
> Up-B
D-throw:
> U-smash
Ness
Inescapable
U-air > U-tilt
D-tilt trip > U-smash (0-999%)
B-air > Jab x3
weak N-air > ?
PKT1 > PKT2
Escapable with DI
Dash > U-air
D-air > U-air
D-throw > F-air
Peach
Inescapable
D-tilt > U-tilt
strong N-air > Jab x2
strong B-air > Jab x2
Escapable with DI
Air: D-air > U-air/Up-B
D-air > U-tilt
F-air > F-tilt
Pikachu
U-tilt (0-15%):
> U-tilt
> U-smash
> U-air
> N-air
D-tilt trip:
> D-tilt
> Jab
> F-tilt
> U-smash
> Dash
> D-smash
U-air(A) (high %):
> U-air
> N-air
Pikmin & Olimar
D-throw (0-12%):
> F-air (%)
> U-smash
U-throw (0-12%):
> F-air (%)
> U-smash
Pit
Inescapable
weak B-air > F-smash (high %)
Escapable with DI
Glide > U-smash
D-throw > U-air
Air: D-air > N-air
ROB
Inescapable
D-tilt trip > D-smash (0-75%)
Escapable with DI
U-tilt > U-tilt
Samus
Inescapable
Z-air > Dash (0-11#%)
N-air > Jab x2/Dash
Escapable with DI
U-tilt > U-smash/U-air (high %)
D-air > U-smash/U-air (high %)
U-air (don't do last hit) > U-smash/Up-B
Snake
Inescapable
Unknown
Escapable with DI
Sheik :shiek:
Inescapable
F-tilt > F-tilt > U-tilt/U-air/U-smash (31-75%)
strong N-air > D-smash/Dash
F-air > D-smash
Escapable with DI
D-throw > U-air
Sonic
Inescapable
strong N-air > Jab x3
Escapable with DI
Air: F-air > F-air
Side-B/Down-B > jump cancel hit > aerial
Side-B/Down-B > jump cancel hit > footstool jump > Up-B > D-air
U-throw > U-air
Squirtle
Inescapable
B-air > Jab x3/F-tilt (0-61%)
Escapable with DI
N-air > Jab x3
Air: U-air > U-air > F-air (high %)
U-tilt > U-tilt (0-17%)
F-tilt > Jab x3 (high %)
F-air > Jab x3
Toon Link
Inescapable
Dash trip > D-smash (0-999%)
B-air > ?
Escapable with DI
Wario
Inescapable
strong N-air > Jab x2
Escapable with DI
U-air > Up-B
Wolf
Inescapable
first hit N-air > F-smash (0-23%)
weak F-smash trip > F-smash (0-170%)
B-air > Jab x3/F-Smash (0-26%)
D-tilt trip > F-smash
Escapable with DI
D-air > B-air (high %)
Down-B > Jab
Yoshi
Inescapable
Neutral-B > ?
N-air > D-smash
Escapable with DI
Air: B-air > B-air/U-air/N-air
B-air > U-tilt
Zelda
D-tilt trip (0-82%):
> D-tilt
> Jab
> Dash
> D-smash
> F-tilt
> U-smash
D-tilt (49-82%):
> D-tilt
> D-smash
> Jab
> Dash
Zero Suit Samus
Inescapable
angled down F-tilt trip > angled down F-tilt (0-29%)
Neutral-B > Dash/F-smash (0-999%)
D-smash > D-smash > Jab x3 (33-999%)
Escapable with DI
N-air > Dash
Up-B > Up-B
D-throw > F-air
Setup Combos
Ice Climbers (Popo&Nana)
Explosives
U-smash > U-tilt > mortar hit
Down-B (activation) > B-air/N-air
Bananas
Boomerang&Bombs
Boomerang&Bombs
Loop Arrow
Loop arrow, D-throw > arrow hit > B-air
Loop arrow, B-throw > arrow hit > Jab x3
Loop arrow, F-smash > arrow hit > F-smash
Waddle Doos

W.D. Beam > F-smash
Bomb
PK Fire
Side-B > F-smash
Gyro
Turnips