!IMPORTANT! - HERE IS A HIGH QUALITY .GIF SHOWING THE GOODNESS COMBO ENDING IN A FALCON PUNCH:
^Credit to wogrim for the accepting+turning my replay in a .gif =D
and I am the player controlling falcon in said^ .gif =D
Here is a video which sums up the content of this thread quite nicely: http://www.youtube.com/watch?v=nqEduIbMebE
~The goodness combo~
I've only tested this on rob, and am not sure if it works on other characters.
If it does work on other characters, it will probably only work on floaties.
The goodness combo = First hit Nair (abbreviation: FHN)-->footstool>-->FF-->Non-sweetspotted Bair lock-->force standup-->FHN-->footstool-->FF-->Non-sweetspot Bair lock-->force standup-->falcon punch/sweetknee*
*IMPORTANT: The combo can be ended with a falcon punch without rob beeing able to escape. BUT the timing is so strict, that you are better off ending the goodness combo with a sweet knee. I only got to end the goodness combo with a falcon punch without rob beeing able to escape once.. So one can better end the goodness combo with a knee, as that isnt hard to do at all, and only does 9% damage less and also has good knockback.
One is able to do the whole thing of the FHN-->footstool-->FF-->Non sweetspot Bair lock up to 3 maybe 4 times in a row when you start when the opponent has 0 % damage, but as that situation will not always be the case, doing the whole thing twice will do the trick just fine.
But when you do get to setup this (hit with the FHN) when the opponent has 0%, feel free to start of the combo with a sweetspotted bair lock. But this only works the first time when the opponent has 0%, after that you will have to use non-sweetspotted Bair locks, as the sweetspotted bair will just knock the opponent away.
Offcourse one can end the combo with any move you want, but the sweet knee is probably the best ender imo. (good damage+knockback). But smashes are a good option too.
Also, this is not easy to do at first. It was difficult enough for me to doubt it works at first, as I thought that pulling it off 2 times in a row was near impossible, but as I got the hang of it, it became quite easy, and I got it to work consistently, making me able to do it 2+ times in a row. So just practice a little, and you'll get it down.
(When performed correctly, and you start the combo with fresh moves, the goodness combo deals 42% damage using the knee as an ender, and 51% damage with the falcon punch as an ender, and sets up for edgeguarding. It may be able to KO when you perform it near the edge of the level you are fighting on, but that will be rare if it even happens.).
~A variation of the goodness combo - Mixing in A Ftilt lock/Ftilt locks
I'll quote myself from further in this thread to explain said variation of the goodness combo:
~A lock/0-Death on rob (The Nair-->footstool loop lock)
Also, here is the video+video tutorial of falcons infinite on rob: http://www.youtube.com/watch?v=Lkv6zazgGH4
I quote myself from further in this thread about said lock/0-death (as it stands now) on rob:
I quote myself again from further in this thread about how to make the 0-death (as it stands now) on rob more practical:
~More~
Alot of nice things can come out of the FHN-->footstool(-->FF).
The video shows some of them, but feel free to mess around with this yourself.
Here is a list of the combo's using the FHN-->footstool(-->FF) shown in the video:
FHN-->footstool-->Dair-->sweet knee
FHN-->footstool-->FF-->Bair lock-->FHN--footstool-->FF-->sweet knee
Please mess around with this yourself, too
^Credit to wogrim for the accepting+turning my replay in a .gif =D
and I am the player controlling falcon in said^ .gif =D
Here is a video which sums up the content of this thread quite nicely: http://www.youtube.com/watch?v=nqEduIbMebE
~The goodness combo~
I've only tested this on rob, and am not sure if it works on other characters.
If it does work on other characters, it will probably only work on floaties.
The goodness combo = First hit Nair (abbreviation: FHN)-->footstool>-->FF-->Non-sweetspotted Bair lock-->force standup-->FHN-->footstool-->FF-->Non-sweetspot Bair lock-->force standup-->falcon punch/sweetknee*
*IMPORTANT: The combo can be ended with a falcon punch without rob beeing able to escape. BUT the timing is so strict, that you are better off ending the goodness combo with a sweet knee. I only got to end the goodness combo with a falcon punch without rob beeing able to escape once.. So one can better end the goodness combo with a knee, as that isnt hard to do at all, and only does 9% damage less and also has good knockback.
One is able to do the whole thing of the FHN-->footstool-->FF-->Non sweetspot Bair lock up to 3 maybe 4 times in a row when you start when the opponent has 0 % damage, but as that situation will not always be the case, doing the whole thing twice will do the trick just fine.
But when you do get to setup this (hit with the FHN) when the opponent has 0%, feel free to start of the combo with a sweetspotted bair lock. But this only works the first time when the opponent has 0%, after that you will have to use non-sweetspotted Bair locks, as the sweetspotted bair will just knock the opponent away.
Offcourse one can end the combo with any move you want, but the sweet knee is probably the best ender imo. (good damage+knockback). But smashes are a good option too.
Also, this is not easy to do at first. It was difficult enough for me to doubt it works at first, as I thought that pulling it off 2 times in a row was near impossible, but as I got the hang of it, it became quite easy, and I got it to work consistently, making me able to do it 2+ times in a row. So just practice a little, and you'll get it down.
(When performed correctly, and you start the combo with fresh moves, the goodness combo deals 42% damage using the knee as an ender, and 51% damage with the falcon punch as an ender, and sets up for edgeguarding. It may be able to KO when you perform it near the edge of the level you are fighting on, but that will be rare if it even happens.).
~A variation of the goodness combo - Mixing in A Ftilt lock/Ftilt locks
I'll quote myself from further in this thread to explain said variation of the goodness combo:
Also, One can mix one or two Ftilt locks into the goodness combo, but only near the beginning (when the opponent doesnt have alot of damage on him/her yet. Please refer to face124's thread about the Ftilt lock for specific percents.).
So that will look like:
FHN-->Footstool-->FF-->Non-sweetspot bair lock-->Ftilt lock(-->Ftilt lock)-->Force standup-->FHN-->Footstool-->FF-->Non-sweetspotted Bair lock-->forced standup--> (if possible FHN-->Footstool-->FF-->Non-sweetspotted Bair lock-->forced standup again, but that will most likely not work due to the opponents damage percent at this point.)Falcon punch/knee.
~A lock/0-Death on rob (The Nair-->footstool loop lock)
Also, here is the video+video tutorial of falcons infinite on rob: http://www.youtube.com/watch?v=Lkv6zazgGH4
I quote myself from further in this thread about said lock/0-death (as it stands now) on rob:
~An idea about how to make the 0-death (as it stands now) on rob more practicalAlright, here's my report:
Even with DI+trying to roll away my opponent who played ROB couldnt escape the First hit Nair (abbreviation FHN)-->Footstool->FF-->FHN-->footstool--FF--FHN-->Footstool-->FF--FHN etc.
We tested only one serie of consecutive FHN-->Footstool-->FF-->FHN, as it is incredibly hard to do, and one seems to be able to reposition one's self during the FF enough to make this an infinite.
It really looks like we have an infinite on rob, but its soo incredibly hard to do, that I dont know if it is practical to use.
But according to my testing, versus a IRL opponent, it cannot be escaped.
But maybe very accurate/good SDI could serve a problem, but I doubt it now I've tested it, as one can just follow the opponent+footstool anyway if they SDI the FHN, as you initiate a dash before you jump anyway. That is what I think, and what I am almost certain of.
In short: It really looks like we have a, incredibly hard to pull off, infinite on rob. (and maybe other characters, too). using this combo: FHN-->Footstool-->FF-->FHN-->Footstool-->FF-->FHN-->Footstool-->FF-->FHN-->Footstool-->FF-->FHN etc.
And it seems one can make this a 0-death if you just replace the FHN with a sweetknee when the opponent has enough damage on him/her.
(So it at the end it will look like:
FHN-->Footstool-->FF-->FHN-->Footstool-->FF-->Sweet knee)
I will upload a video of this (as it stands now) infinite later today.
I quote myself again from further in this thread about how to make the 0-death (as it stands now) on rob more practical:
Last but not least, if we mix the goodness combo with the method used to infinite rob, we can speed up the process of the infinite (like: start with the goodness combo, and instead of finishing it with a falcon punch/knee, start the method of infiniting rob until he has enough damage on him to end with a sweet knee/Dair-->sweet knee).
As an infinite, which is already hard to pull of, that consists only (damage wise, as the footstool does no damage) of FHN's, is very impractical. And adding the goodness combo (which does more damage, with a little less trouble) before the infinite method, will make infiniting (as it stands now) rob, easier..
~More~
Alot of nice things can come out of the FHN-->footstool(-->FF).
The video shows some of them, but feel free to mess around with this yourself.
Here is a list of the combo's using the FHN-->footstool(-->FF) shown in the video:
FHN-->footstool-->Dair-->sweet knee
FHN-->footstool-->FF-->Bair lock-->FHN--footstool-->FF-->sweet knee
Please mess around with this yourself, too