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Sonic's Follow Up Guide

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FRiSKruns

Smash Ace
Premium
Joined
Mar 23, 2010
Messages
500
Location
San Antonio, Texas
This thread is for those who can't quite figure how they could mix up their combos etc. There's also a bit of other info in there. If you want to make a combo you haven't tried just mix and match some of the follow ups I have here I didn't feel up to the task of chaining all of them together myself to create various combos, I'm leaving that up to you all, but what I have done is given you the list of moves and which one's chain with which. All you've got to do to make a multiple combo is find one move find something it chains to then a move that the previous move chains to etc etc. NOTE: all of them have started at 0 so some of these may vary a bit later on. nevertheless I will HOPE you all can make use of this. Thanks for your time.

Sonic's Follow Ups
=================
Dash Attack KO's @380%
Dash Attack-->Ftilt-->DashGrab
Dash Attack-->Spin Dash-->Shield Cancel/Release/VSDJ/SpinShot
Dash Attack-->Run Back Grab/Pivot Grab-->throw
Dash Attack-->Dash Attack
Dash Attack-->Shield/Roll/Sidestep
Dash Attack-->Utilt(if spaced as needed)
Dash Attack-->turn around Dtilt
Dash Attack-->SH Bair
Dash Attack-->Jab(if spaced and quick)
Dash Attack-->pivot-->grab (must begin dash from furthest distance to be able to grab immediately after)
Dash Attack-->Spring Jump (Higher Percents, bounces opponent on spring)
Dash Attack-->Retreating Instant Dash Attack
Dash Attack-->Fox Trot
Dash Attack-->Dash
Dash Attack Just Out of Range-->Grab/Ftilt/Dtilt/Utilt/Jab (basically use it for positioning, but at your own risk)
----------------------------------------------------------
Jab (Kick KO's at 300% useful for Sudden Death)
Jab-->Jab-->Kick(Jab3)
Jab-->Jab-->Ftilt
Jab-->Jab-->Dtilt
Jab-->Utilt
Jab-->Grab(good for grabbing shields :D)
Jab-->SH Fair
Jab-->Usmash
Jab-->SH Uair(recommend jump holding forward on control stick use up on C-stick)
---------------------------------------------------------
Dtilt KO 290%
Dtilt-->Dtilt-->Utilt
Dtilt-->Jab Lock (if spaced precisely enough to trip w/ Dtilt)[spacing is near max length if not exactly]
Dtilt-->Jab
Dtilt-->Dtilt-->Ftilt
Dtilt-->Dtilt-->Dtilt-->(if spaced properly you can...)Dtilt/Utilt
Dtilt-->Dtilt-->Grab
Dtilt-->Dtilt-->Fair
Dtilt-->Nair
Dtilt-->Dair
Dtilt-->Dtilt-->Uair
Dtilt-->Dtilt-->Dash Attack
Dtilt-->Shield
Dtilt-->Sidestep
Dtilt-->Roll
Dtilt-->Spin Dash
Dtilt-->Spin Charge
Dtilt-->Grounded Spring Jump(do this right and you'll send your opponent in the air with you,
due to invincibility frames your opponent won't be able to immediately hit you either)
Dtilt-->Aerial Spring Jump
Note: as you can See Dtilt is pretty useful for combo set up.
---------------------------------------------------------
Utilt KO 160%
Utilt-->SH Uair
Utilt-->SH Fair
Utilt-->Ftilt
Utilt-->Dtilt(only works on an empty DI w/o attack)[ie. if they expect you to sidestep]
Utilt-->SH Bair
Utilt-->Grab
Utilt-->Shield
Utilt-->Sidestep
Utilt-->Roll
Utilt-->Spin Dash
Utilt-->Spin Charge
Utilt-->Grounded Spring Jump(to be above them/or follow@ high damage)
Utilt-->Aerial Spring Jump
Utilt-->Jab(as they land)
Utilt-->Dash Attack
Utilt-->Dash
Utilt-->Fox Trot
----------------------------------------------------------
Ftilt KO 210%
Ftilt-->Dash Attack
Ftilt-->Dash Grab
Ftilt-->Fox Trot
Ftilt-->SH Fair
Ftilt-->SH Uair(jump forward tilt C-stick Up for ease)
Ftilt-->SH Bair(jump forward tilt C-stick Back for ease)
Ftilt-->Dair(wouldn't reccommend due to this one being laggy w/ lack of cancel)
Ftilt-->Spin Dash
Ftilt-->Spin Charge
Ftilt-->Grounded Spring Jump
Ftilt-->Aerial Spring Jump
Ftilt-->Dash
--------------------------------------------------------------
Dair KO 200%
Canceled Dair-->Buffered Reverse Jab(if you miss the Dair)
Canceled Dair-->Jab(if you miss the Dair)
Dair-->Spin Dash
Dair-->Spin Charge
Canceled Dair-->Dash Grab
Dair-->Shield
Canceled Dair-->SH Fair
Canceled Dair-->SH Dair(not recommended[lack of Cancel])
Canceled Dair-->SH Bair
Canceled Dair-->Dash Attack(spaced for attack or retreat)
Dair-->Ftilt(Dair doesn't have to be canceled[same result])
Dair-->Dash
Dair-->Fox Trot
Canceled Dair-->Dtilt (if you miss Dair)
Canceled Dair-->Ftilt(if you miss Dair)
Canceled Dair-->Utilt(if you miss Dair)
Canceled Dair-->Grab(if you miss Dair)
Note: A Canceled Dair Can be used for spikes if you hit with the Blue Aura in the air. [spikes side]
If you canceled it properly you should still be able to recover.
Note:an Instant Dair can be initiated by pressing up on the control stick
and down on the C-Stick at the same time,I've yet to find a use for it aside from on
Yoshi's Island by Hitting someone through the platform when it tilts.
------------------------------------------------------------------
Nair KO 180%(Sweet Spot)
Nair-->Instant Dash Attack
Nair--> Dash Grab
Nair-->Ftilt
Approaching Nair-->Dtilt
Nair-->SH Uair/Dair/Fair
Nair-->Spin Charge
Nair-->Spin Dash
Approaching Nair-->Jab
Nair-->Homing Attack(works pretty decently for gimping offstage)
Note: Nair has long lasting frames thus making it a decent edge guarder,
but only for making sure you hit, not so much for knockback)
Note2: Nair has just about no landing lag at all.

-------------------------------------------------------------------
Fair KO 200%
Fair-->Double Jump-->Bair
Fair-->Double Jump-->Fair
Fair-->Homing Attack
Fair-->Dair(preferably a canceled Dair)
Fair-->Double Jump-->Dair
Fair-->Spin Shot
Fair-->Double Jump-->Uair
SH Fair-->Ftilt
SH Fair-->Dtilt
SH Fair-->Utilt
SH Fair-->Jab Lock(assuming opponent doesn't DI or retaliate)
SH Fair-->Instant Dash Attack
SH Fair-->Dash Grab(if done quickly and spaced properly)
SH Fair-->Spin Dash
SH Fair-->Spin Charge
SH Fair-->Tech Chase
Fair-->Uair(decent on full jumps or spring jumps)
Fair-->Bair(decent on full jumps or spring jumps
SH Fair-->Shield/Sidestep/Roll
Fair-->Air Dodge
Note: SH Fair will make them tumble as they land making them good for a tech chase or jab lock ;)
At the same time, you can't follow up with more aerials using a SH Fair. Unless they get up Obv.
Note2:Shield Pokes and it comes out in only 6 frames, which makes it all the more useful.
Note3: bad landing lag if you do it too close to the ground or forget to use it while rising after a Short Hop.
----------------------------------------------------------------------
Uair KO 200%
SH Uair--> SH Uair
SH Uair--> Uair
SH Uair-->Dash Grab
SH Uair-->Instant Dash Attack
SH Uair-->SH Bair/Fair/Nair
SH Uair-->Jab Lock(if they're weird enough not do anything before landing...)
SH Uair--> Double Jump-->Uair/Fair/Nair/Dair/Bair(wouldn't recommend that Dair though...)
SH Uair-->Spin Dash
SH Uair-->Spin Charge
SH Uair-->Homing Attack
SH Uair-->Grounded Spring Jump
Uair-->Aerial Spring Jump
Uair-->Fair/Bair/Dair/Nair/Uair/AirDodge/Homing Attack/Spin Shot
Double Jump-->Uair-->Fair/Bair/Nair/Uair/AirDodge/Homing Attack/AerialSpinCharge
Note: pretty common knowledge, but using an Uair out of a spring jump tends to KO pretty easily when it hits.
More Important Note: If you hit with the 2nd Kick of Uair it has pretty high priority and thus beats out many opponent's attacks
Useful Note: 1st hit of Uair has a set KnockBack, keep in mind if you use it too close to the ground you can make Sonic land on his head... landing lag.
--------------------------------------------------------------------
Bair KO 125%(Sweet Spot)
SH Bair-->Dash Grab
SH Bair-->Instant Dash Attack
SH Bair-->SH Bair/Uair/Nair
SH Bair-->Fox Trot
SH Bair-->Dash
SH Bair-->Hyphen USmash
Full Jump Bair-->Nair(other aerials not recommended due to landing lag)
Bair-->Double Jump-->Uair/Dair/Nair/Fair(used only in FFA mostly)
Bair-->Double Jump-->Bair
Spring Jump--> Bair-->Fair/Uair/Dair/Bair(if the first Bair missed and you couldn't get an Uair instead)
Bair-->Aerial Spring Jump
Note: Use as a KO move mostly.
----------------------------------------------------------------------
Usmash
Usmash-->Shield
Usmash-->Grab
Usmash-->Aerial
Usmash-->Utilt
Usmash-->Sidestep
Usmash-->Wait
Usmash-->Dash
Usmash-->Spin Dash
Usmash-->Spin Charge
Usmash-->Jab Lock(under the rare occasion that it spikes while not knocking them off stage)
Usmash-->Gimp(if it spikes them off stage)
Note:Occassionally known to spike, does decent damage, not too great for KO's due to the frequency to miss the last hit which has the most knockback.
------------------------------------------------
Homing Atttack 210%
Homing Attack-->Bair
Homing Attack-->Spin Shot
Homing Attack-->Spin Dash
Homing Attack-->Spring Jump
Homing Attack-->Air Dodge
Note: Generally you only want to use this to finish off combos, gimp offstage, and occasionally for recovery.(useful when caught under a stage)
Note2: Try not to use for recovery too much if you opponent is already on the stage as they can shield then retaliate.
Note3:Can be used to Stall in the ai and slow your decent when unlocked.
Note4:Very Noticable Start-Up Lag when used on the ground, it's best used/canceled in the air. ;)
-----------------------------------------------------------------------
Spin Dash KO 320%
Spin Dash-->Spin Dash Hop-->SpinDashRoll/DoubleJump-->Aerial/Homing attack
Spin Dash-->Shield Cancel
Spin Dash-->Vertical Spin Dash Jump
Spin Dash-->Spin Shot(useful for recovery and for Air game)
[at times you can surprise an opponent with a bair to the back of their head :D]
Note:Spin Dash is not only useful for combos but mindgames, grab setups etc.
--------------------------------------------------------------------------
Spin Charge KO 340%
Spin Charge-->Spin Dash Roll-->Spin Dash Jump-->Aerial/Homing Attack
Spin Charge-->Spin Dash Jump-->Aerial(s)/Homing Attack-->Spin Shot/Spin Dash-->DoubleJump/-->Aerial Spring Jump/Land on stage/grab ledge
[makes for a pretty good gimp/edgeguard combo]
-------------------------------------------------------------------------
Aerial Spin Charge KO 180%
ASC-->Shield Cancel
ASC-->SDR-->SDJ-->Aerial/Homing Attack(if you wanted you could use this in the same way of edge guarding as regular Spin Charge.)
ASC-->Spin Shot-->Aerial/Homing Attack/AirDodge
ASC-->Jump Cancel-->Aerial/Homing Attack/AirDodge
Note: Great for setting up combos. Also great for mindgames. :3
---------------------------------------------------------------------------
Grounded Spring Jump
GSJ-->Aerials/Airdodge
GSJ-->Spam Dair into spring--> more aerials if you abort doing so.
GSJ-->Dair--> Re-use spring :3
Dash Attack@high/decent damage-->GSJ(opponent will bounce on it as well)-->aerials [can def lead to KO :D]
Note: Spring becomes re-usable... obviously.
---------------------------------------------------------------------------
Aerial Spring Jump KO 360%
ASJ-->Dair-->Jab Lock (assuming you missed them with Dair)
ASJ-->Dair-->Jab/tilts/SH aerials/Spin Dash/Spin Charge/Shield/Dash/InstantDashAttack/DashGrab
ASJ-->Aerials/Airdodge
Note: The spring causes hitstun.
-------------------------------------------------------------------------
Uthrow 180%
Uthrow-->Uair-->Double Jump-->Aerial/ASC/ASJ
Uthrow-->Bair
Uthrow-->VSDJ-->Bair
Uthrow-->Regrab
Uthrow-->Shieldgrab
Uthrow-->Spin Dash-->Shield Cancel
Uthrow-->DashGrab
Uthrow-->Fair
Uthrow-->Jab Lock(if for whatever reason they choose not to do anything and tumble)
Uthrow-->Utilt
Uthrow-->Usmash
Note:has pretty nice damage for a throw as well as decent knockback, easy to combo from, though must always take into account DI.
----------------------------------------------------------------
D-throw
D-throw-->Tech Chase
D-throw-->Jab Lock
D-throw-->Instant Dash Attack
D-throw-->Spin Dash
D-throw-->Spin Charge
Note: Pretty obvious, very useful for tech chases and Jab Lock set up, sadly they can tech it.
-----------------------------------------------------------------
B-throw KO 220%
B-throw-->Dash Grab
B-throw-->Hyphen Up Smash
B-throw-->Instant Dash Attack
B-throw-->Dash Over to them
Note: It has decent knockback and thus is pretty nice for sending an opponent over the edge to pressure them.
------------------------------------------------------------------
F-throw KO 290%
F-throw-->ShieldGrab
F-throw--> Fair
F-throw-->DashGrab
F-throw-->Instant Dash Attack
F-throw-->Dash
F-throw-->SpinDash/SpinCharge
Note: pretty good for re-grabbing if you mindgame it a little ;) just make it so your opponent DI's towards you/tries to attack you then shield grab ;)
--------------------------------------------------
Grab
Grab-->Pummel-->Throw
Grab-->Throw
Note: make sure to mixup your throws and get the free pummels whenever you can. Free damage never hurt anybody, except maybe their opponents ;)
----------------------------------------------------
Airdodge
Airdodge-->Aerials/Land
SH Airdodge--->Shield/Grab
----------------------------------------------------
Spin Shot
Spin Shot-->Aerials-->Spring/Land
Note: Useful for AirGame,Gimping, and Recovery.
----
Spin Dash Shield Cancel
Spin Dash Shield Cancel-->Grab
Spin Dash Shield Cancel-->Any Attack except Homing Attack(this includes Aerials OoS)
Spin Dash Shield Cancel-->Sidestep/Roll
Note: Mindgames.
---
Spin Dash Roll
Spin Dash Roll-->Spin Dash Jump--> Aerials/Homing Attack/ASC/Spring/AirDodge
Note:Racks up some decent damage.
----
Vertical Spin Dash Jump
VSDJ-->any Aerial-->Double Jump-->Any Aerial/ASC/SpinDash-->
Note:Good for canceling a spin dash that you've fully charged.
----
Spin Dash Jump
SDR-->SDJ into opponent-->Aerials/Homing Attack
SDJ to offstage opponent-->Aerials-->Aerials/Homing Attack-->Spindash then jumpcancel/Spinshot back onstage
SDJ behind opponent-->Bair
SDJ into the air @ opponent above stage-->Aerials
Note:Good for both Combos and Gimping.
----
Jump
Empty Jump-->Grab
Jump-->Aerial
Jump-->ASJ
Jump-->ASC
Note: Frequent Empty jumps are nice as they keep your opponent
guessing as to when they should shield and when to attack.
Don't do them so frequent that you leave yourself open all the time.
Note2: Jumping can also be a nice way to evade an opponent's Dtilt Dsmash, you can always punish from that position if you anticipated it.
----
Double Jump
Double Jump-->Aerial
Double Jump-->Recover
Double Jump-->ASJ
Note: they're useful to evade attacks while staying in the air but at the same time don't do this too often
as if your opponent knocks you off stage afterwards you'll be stuck with only Homing Attack and Spring Jump to recover.
----
Roll
Roll-->Roll
Roll-->Sidestep
Roll-->Shield
Roll-->Grab
Roll-->Any attack but Homing Attack/Dair
Roll-->Dash
Roll-->Fox Trot
Roll-->Jump/ShortHop
Roll-->Pivot Grab
Note:Don't Spam it. Just don't. Bad idea.
----
Sidestep
Sidestep-->Sidestep
Sidestep-->Shield
Sidestep-->Grab
Sidestep-->Any attack but Homing Attack/Dair
Sidestep-->Roll
Sidestep-->Dash
Sidestep-->Fox Trot
Sidestep-->Jump/Shorthop
Sidestep-->Pivot Grab
Note: Don't overly spam it, it's easily punishable with multi-hitting attacks, charged smashes, and people anticipating it.
----
Shield
Shield-->Grab
Shield-->Sidestep
Shield-->Roll
Shield-->Jump/ShortHop
Shield-->Any Attack but Homing Attack/Dair
Shield-->Lower Shield =.=
Note: when you shield attacks try to power shield them to reduce shield reduction... obv.
just the same as Roll and Sidestep, don't overly spam it.
-------------------------------------
Dash
Dash-->Screech Stop
Dash-->Turn Around
Dash-->Shield Cancel
Dash-->Roll
Dash-->Dash Attack
Dash-->Dash Attack Cancel Up Smash
Dash-->Hyphen Up Smash
Dash-->Spin Dash
Dash-->Reverse Spin Dash
Dash-->Jump
Dash-->Grounded Spring Jump
Dash-->Sidestep
Dash-->SH Aerials
Dash-->SH Airdodge
Dash-->Grab
-----------------------------------
Fox Trot
Fox Trot-->Fox Trot
Fox Trot-->Dash Attack
Fox Trot-->Grab
Fox Trot-->Fsmash
Fox Trot-->Usmash
Fox Trot-->Spin Dash
Fox Trot-->Reverse Spin Dash
Fox Trot-->Jump
Fox Trot-->Dash Dance Pivot
-----------------------------------
Screech Stop
Screech Stop-->Anything except for Homing attack. :p

====================================================
Some KO Setups
--------------------
Grab-->Uthrow-->Spring Jump-->Uair works fairly early. easily DI'd to avoid.
Grab-->Uthrow-->Spring Jump-->Bair works when opponents assume Uair and DI behind you.
Grab-->Bthrow @ edge-->Spinshot-->Aerials [basically gimp](Homing Attack Works nicely in these Scenarios)
Grab-->Dthrow@edge-->drop off edge Fair/Bair/Nair as need be Fast Fall can sometimes be a beautiful thing.
Grab-->Dthrow@edge--> Jump--> Canceled Dair Spike Opponent--> Double Jump --> Spring Jump to Safety.
Grab-->Dthrow@edge-->Fastfall-->Bair opponent into stage
(might wanna practice this one ^ , it's a bit dangerous for the inexperienced.)
Dash Attack-->Grounded Spring-->Uair
Spin Dash Hop-->Aerial FootStool Jump-->FSmash
Jab-->Jab-->Fsmash
Dash Attack-->Charge Dsmash -->Release as needed.
Short Hop-->Bair
Spin Dash Jump-->Bair behind opponent ;)
Jab Lock-->Fsmash :D obviously.
==========================
Jab Lock setups
Dthrow-->Jab Lock
Spin Dash Hop-->AFSJ-->Dair-->Jab
Dtilt trip-->Jab Lock
Anytime your opponent trips or tumbles-->Jab
-------
for the following Jab Lock the appropriate damage percentages are required, they are listed below.
Jab-->Jab-->Kick-->Screech Stop-->Jab
-----------75-85%-----------------------
Bowser
Donkey Kong
70-80%
Mario
Link
Samus
Charizard
Ike
Snake
Yoshi
Ganondorf
King Dedede
Wolf
Wario
R.O.B.
Captain Falcon
-------------65-75%-----------------------
Luigi
Diddy Kong
Pit
Ivysaur
Peach
Ice Climbers
Lucario
Ness
Sonic
Toon Link
Lucas
----------------60-70%-----------------------
Marth
Kirby
Fox
Pikachu
G&W
Zelda/Shiek
Meta Knight
Falco
Squirtle
Olimar
---------------55-60%--------------------------
Jigglypuff
=====================================

EDIT: btw, Fsmash and Dsmash aren't listed here because I honestly don't feel you should really have to be following up either of those w/ anything but a gimp considering that their primary/nearly only purpose is for KO'ing an Opponent.
Feel free to comment or give any input on what else might be possible to chain together that I may have overlooked.
 
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