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Lists of All True Combos In Brawl *Discontinued*

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
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
F-air(L) (0-105%):
> D-tilt (50-70%)
> Jab x3 (%)
Thanks to Ulevo for suggesting this new format!

F-air(L) (0-105%):
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.

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.

> D-tilt (50-70%)
> Jab x3 (%)
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.

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 :bowser2:
Unknown

Captain Falcon :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 :charizard:
Glide:
> F-tilt

Diddy :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 :dk2:
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 :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 :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 :gw:

first hit N-air(L):
> Jab
> D-tilt

U-tilt (high %):
> Up-B

N-air(A):
> N-air
> U-air

Ganondorf :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) :popo:
Inescapable
To be done

Ivysaur :ivysaur:
backwards, don't do last hit, N-air(L):
> U-tilt
> Neutral-B
> F-tilt

Ike :ike:
N-air(L):
> Jab x3
> U-tilt
> B-air

Jigglypuff :jigglypuff:
U-tilt (0-6%):
> U-tilt
> N-air

D-air(A) (53-132%):
> Down-B
> Jab x2

King Dedede :dedede:
D-tilt trip (0-15%):
> D-tilt

D-throw (0-999%):
> F-tilt

Kirby :kirby2:
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 :link2:
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 :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 :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 :luigi2:
Inescapable
D-tilt trip > Up-B (0-96%)

Escapable with DI
N-air > U-tilt
D-throw > U-air
D-air > Jab x3

Mario :mario2:
D-air(L) (0-999%):
> Jab

strong N-air(L)
> F-tilt
> D-tilt

D-air(A):
> Up-B

Marth :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 :metaknight:
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 :ness2:
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 :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 :pikachu2:
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 :olimar:
D-throw (0-12%):
> F-air (%)
> U-smash

U-throw (0-12%):
> F-air (%)
> U-smash

Pit :pit:
Inescapable
weak B-air > F-smash (high %)

Escapable with DI
Glide > U-smash
D-throw > U-air
Air: D-air > N-air

ROB :rob:
Inescapable
D-tilt trip > D-smash (0-75%)

Escapable with DI
U-tilt > U-tilt

Samus :samus2:
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 :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 :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 :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 :toonlink:
Inescapable
Dash trip > D-smash (0-999%)
B-air > ?

Escapable with DI

Wario :wario:
Inescapable
strong N-air > Jab x2

Escapable with DI
U-air > Up-B

Wolf :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 :yoshi2:
Inescapable
Neutral-B > ?
N-air > D-smash

Escapable with DI
Air: B-air > B-air/U-air/N-air
B-air > U-tilt

Zelda :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 :zerosuitsamus:
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) :popo:

Explosives :snake:
U-smash > U-tilt > mortar hit
Down-B (activation) > B-air/N-air

Bananas :diddy:

Boomerang&Bombs :link2:

Boomerang&Bombs:toonlink:

Loop Arrow :pit:
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 :dedede:
W.D. Beam > F-smash

Bomb :samus2:

PK Fire :ness2:
Side-B > F-smash

Gyro :rob:

Turnips :peach:
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
You didn't read the beginning, I said this doesn't account for DI. Melee combos could be DI'd out of. Move deterioration doesn't matter since it uses a move only once.

This thread isn't an attempt to say "SEE! Brawl has combos too!" I realize that there aren't as many as Melee, or as big. I'm just posting my findings.

And actually, many of these combos can't be escaped by DI.
 

∫unk

Smash Master
Joined
Mar 22, 2008
Messages
4,952
Location
more than one place
Okay fair points, but I just noticed G&W dthrow -> dsmash, which all characters can avoid (see the G&W forum). So if those sorts of escapable 'combos' are included then what's the point of this thread?
 

Tyr_03

Smash Champion
Joined
Mar 4, 2008
Messages
2,805
Location
OH
Lucas: Dthrow to Utilt
PK Freeze to PK Freeze/bair
PK Freeze to PKT1 to PKT2
 

Trapt497

Smash Ace
Joined
Apr 23, 2008
Messages
685
Location
Georgia
hey! Lucario having no combos? Are you serious? Have you never heard of the jab>jab>force palm> whatever you want combo? He definetly has some more too. He doesn't have 'none'

>.<
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
Okay fair points, but I just noticed G&W dthrow -> dsmash, which all characters can avoid (see the G&W forum). So if those sorts of escapable 'combos' are included then what's the point of this thread?
The point is that no one is ever going to always DI correctly, or know how to.

I added a section for unescapable combos. There could be more that fit in there.

Lucas: Dthrow to Utilt
PK Freeze to PK Freeze/bair
PK Freeze to PKT1 to PKT2
Forgot about that, thanks.

hey! Lucario having no combos? Are you serious? Have you never heard of the jab>jab>force palm> whatever you want combo? He definetly has some more too. He doesn't have 'none'

>.<
I said I didn't find everything, I'm listening for any combos I've missed.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I don't know if you count this but for Pit:
Rising Dair>Footstool>WoI>Dair>You may be able to finish with any ground combo
Only works at low percent but Footstool>WoI>Dair works all the time
 

Ryanarius

Smash Journeyman
Joined
Sep 19, 2006
Messages
416
Location
Memphis, TN
for lucario did you try the dash attack to utilt. I'm not sure that it works at 0% mario but I think it does. It only works if only the very end of the dash attack hits.
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
Keep the combos coming guys! I'm tired right now, I've spent over 4 hours testing and compiling everything. I'll save everything being posted here for a big update later.
 

Zankoku

Never Knows Best
Administrator
BRoomer
Joined
Nov 8, 2006
Messages
22,906
Location
Milpitas, CA
NNID
SSBM_PLAYER
Marth's inescapable combo is autocanceling after hitting with the first hit of nair into practically anything reasonably quick. Like fsmash. If you want to learn the timing, try doing a SH double fair, but on the second fair do a nair instead, and you'll only get the first hit.
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
I'm suspicious that Lucario has ZERO combos. That doesn't seem right. What % was the testing Lucario at?
I used the wrong word. Instead of "none", it should be "unknown" like I have it now. The first draft of the list only contains combos I've found.

Marth's inescapable combo is autocanceling after hitting with the first hit of nair into practically anything reasonably quick. Like fsmash. If you want to learn the timing, try doing a SH double fair, but on the second fair do a nair instead, and you'll only get the first hit.
Thanks, I'll try it when I get the chance.
 

Crizthakidd

Smash Champion
Joined
Oct 1, 2007
Messages
2,619
Location
NJ
zss has a LOT of inescapes or ones that actually do a decent amount of damage.

olimar too its the D-throw, F-air
U-throw, F-air follwoed by dair
 

sagemoon

Smash Lord
Joined
May 22, 2006
Messages
1,162
Location
Lynnwood, WA
True combos for pit that cant be DI, but very situational and precise.

Okay so lets say mario is to the right of me within grabbing range. I shoot an arrow left and while looping it, i grab mario and throw him down, if you looped the arrow precise enough, it will hit mario when he is going up, however while he is going up, jump and do a bair, you will sweetspot it and the arrow will hit right before making the airdodge impossible.

2nd combo is the same set up, except you do a b-throw instead and the arrow will hit him when hes coming out of it so you can do multiple moves depending on how close the arrow stunned him to you (you can grab again,, f-tilt, or jab, d-smash and f-smash works too, but thats not a true combo i guess lol)

3rd arrow loop, f-smash (arrow hits) f-smash Works at low percents only. I'm assuming that this arrow loop thing can lead to a lot of combos, I'll test it out more later.

Not sure if this counts as setting up.. it probably does, With the grab parts though its a very small amount of time from the arrow to grab so its worth mentioning here i guess...?
 

Nintendo_lord

Smash Journeyman
Joined
Jul 19, 2007
Messages
217
Marth can do a shorthop fair-uair-utilt. Easy 30 or so percent from 0 :)! (It can't be escaped by DI!)
 

Browny

Smash Hater
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Mar 22, 2008
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meh ill help

Sonic:
spin dash/charge - spin dash jump - footstool hop - reverse spring - dair

its inescapable, 28% damage, not affected by enemy %, but is quite difficult to time perfectly. amazingly easy to pull off against anyone bigger than zelda.

Ness :
his side b combos best into a running grabbed dthrow. getting an fsmash out of it is near impossible unless the enemy doesnt DI and all and you PK fired right in front of them

Lucario:
uptilt spam. is inescapable unless the enemy gets hit by the sweet spot of the attack. traps heavies and lightweights all the same

A-A (side b)x2-6 grab dthrow fair nair
lucarios pseudo chain grab is only escapable if the enemy spot dodges between the a-a combo. chances of this happening might as well be non existant since players will be attempting to DI away instead of into, and holding shield. force palm comboes into itself multiple times for every character, comboes into a running grab, dthrow. once the enemy is thrown they have 2 options. either attack lucario as he is chasing them, which will never work since lucarios aerials are faster than the hitstun wear off time, or airdodge, and get hit by the long lasting n-air
 

Fire!

Smash Champion
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Its amazing how some of the best charaters have the worst combos.....
 

Aran

Smash Apprentice
Joined
May 3, 2008
Messages
174
edit. nevermind, i clearly can't read the combo list for combos that were already posted. :mad:
 

Browny

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Its amazing how some of the best charaters have the worst combos.....
notice a trend here... the same people who like to whine about there being no combos in brawl, also happen to only use top-tier character with no need to combo since camping is more effective, hmmmmm.
 

ZodiakLucien

Smash Ace
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Walnut Creek, Ca
for wolf bair to fsmash does register as three hits , asfsmash is 2 hits (It works better at a percent a little higher than 0). If you are really close to the ground and use the front part of the bair you can bair to jab combo (registers as 4). Also using the front part of the bair to shine registers as 2.

for fox dair to utilt does register. The spacing is a little weird as you have to hit the last that comes out before you hit the ground then utilt. It should register.

for lucario on certain characters such as ike, snake, wolf, etc. Uthrow to utilt registers.

edit:This is a useful thread
 

Sonic The Hedgedawg

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you might be able to get in more than one zelda Dtilt before you F-smash depending on location and character.

Sheik's Ftilt can combo into itself.... for exactly how long is dependent on location and character. can be comboed into different moves in different situations... often Utilt then Uair... but that might be escapable through DI
 

orintemple

Smash Lord
Joined
Sep 5, 2005
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Chicago, IL
Fox has combos.

Full hopped(only autocancels with a fullhop) d-air -> u-tilt/shine/maybe others

(at low %s) n-air->d-tilt
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
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Unlimited Blade Works
I can see this thread definitely having uses. Even though some of these combos may in fact be avoidable, and can be DI'd out of, they are STILL USEFUL. Knowing these tactics and attempting to apply them to your game can always help out.

Anyway. Zamus, to my knowledge, pulls off Down Throw > Fair/Nair/Uair nicely. Also, Dash Attack > DSmash > DSmash > Forward B is deadly.

Jiggly also has her famous Dair > Rest combo.
 

Browny

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if were gonna include low % 2 hit combos (shouldnt count imo, since the list will be HUGE)

sonics upthrow can be comboed into upsmash, nair or u-air for very low %
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
A whole mess of inescapable combos have been added. I think it will be worthwhile to find the damage ranges for those eventually.

I'll update this post later with the results of my testing the combos given in these replies.


Ankoku, the N-air autocancel will only combo with a jab or Up-B. The f-smash is just slow enough to be powershielded.

Why do you not allow the use of bananas or mines just out of curiosity.
It goes without saying that you can combo any attack after a mine or banana.

Dedede's d-throw to f-tilt is a true combo, I think. Only a few characters can avoid it.
This is a true combo, added.

zss has a LOT of inescapes or ones that actually do a decent amount of damage.

olimar too its the D-throw, F-air
U-throw, F-air follwoed by dair
They are inescapable, added.

True combos for pit that cant be DI, but very situational and precise.

Okay so lets say mario is to the right of me within grabbing range. I shoot an arrow left and while looping it, i grab mario and throw him down, if you looped the arrow precise enough, it will hit mario when he is going up, however while he is going up, jump and do a bair, you will sweetspot it and the arrow will hit right before making the airdodge impossible.

2nd combo is the same set up, except you do a b-throw instead and the arrow will hit him when hes coming out of it so you can do multiple moves depending on how close the arrow stunned him to you (you can grab again,, f-tilt, or jab, d-smash and f-smash works too, but thats not a true combo i guess lol)

3rd arrow loop, f-smash (arrow hits) f-smash Works at low percents only. I'm assuming that this arrow loop thing can lead to a lot of combos, I'll test it out more later.

Not sure if this counts as setting up.. it probably does, With the grab parts though its a very small amount of time from the arrow to grab so its worth mentioning here i guess...?
These are set up combos, maybe I'll add a section for things like those.

hey man, this is really nice stuff. I will put it to good use :D
Glad you like it!

lol @ sonic's combo
It does work. If you're pressuring someone of the edge, they might DI towards you.

Marth can do a shorthop fair-uair-utilt. Easy 30 or so percent from 0 :)! (It can't be escaped by DI!)
F-air to U-air doesn't combo, sorry.

meh ill help

Sonic:
spin dash/charge - spin dash jump - footstool hop - reverse spring - dair

its inescapable, 28% damage, not affected by enemy %, but is quite difficult to time perfectly. amazingly easy to pull off against anyone bigger than zelda.

Ness :
his side b combos best into a running grabbed dthrow. getting an fsmash out of it is near impossible unless the enemy doesnt DI and all and you PK fired right in front of them

Lucario:
uptilt spam. is inescapable unless the enemy gets hit by the sweet spot of the attack. traps heavies and lightweights all the same

A-A (side b)x2-6 grab dthrow fair nair
lucarios pseudo chain grab is only escapable if the enemy spot dodges between the a-a combo. chances of this happening might as well be non existant since players will be attempting to DI away instead of into, and holding shield. force palm comboes into itself multiple times for every character, comboes into a running grab, dthrow. once the enemy is thrown they have 2 options. either attack lucario as he is chasing them, which will never work since lucarios aerials are faster than the hitstun wear off time, or airdodge, and get hit by the long lasting n-air
For the Sonic combo, the spring and D-air won't combo for me.

Lucario's U-tilt spam works at high percents. I won't list the chainthrow, but I'll put in the combo.

what about sonic:up throw to uair
This works.

for wolf bair to fsmash does register as three hits , asfsmash is 2 hits (It works better at a percent a little higher than 0). If you are really close to the ground and use the front part of the bair you can bair to jab combo (registers as 4). Also using the front part of the bair to shine registers as 2.

for fox dair to utilt does register. The spacing is a little weird as you have to hit the last that comes out before you hit the ground then utilt. It should register.

for lucario on certain characters such as ike, snake, wolf, etc. Uthrow to utilt registers.

edit:This is a useful thread
I can do a jab after B-air, but not F-smash.

I got the Fox combos to work now.

If lucario's grab combo only works on those, then it's too few for the list.

you might be able to get in more than one zelda Dtilt before you F-smash depending on location and character.

Sheik's Ftilt can combo into itself.... for exactly how long is dependent on location and character. can be comboed into different moves in different situations... often Utilt then Uair... but that might be escapable through DI
Does the second D-tilt depend on if it trips as well?

Sheik's F-tilt does combo at higher percents, added.

Fox has combos.

Full hopped(only autocancels with a fullhop) d-air -> u-tilt/shine/maybe others

(at low %s) n-air->d-tilt
I got these to work.

I can see this thread definitely having uses. Even though some of these combos may in fact be avoidable, and can be DI'd out of, they are STILL USEFUL. Knowing these tactics and attempting to apply them to your game can always help out.

Anyway. Zamus, to my knowledge, pulls off Down Throw > Fair/Nair/Uair nicely. Also, Dash Attack > DSmash > DSmash > Forward B is deadly.

Jiggly also has her famous Dair > Rest combo.
Dash doesn't combo into D-smash.

The rest combo does work at high percents!
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
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Location
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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
 

Tenki

Smash Hero
Joined
Apr 3, 2008
Messages
6,966
Location
GA
Sonic's stupid finisher combo. (?)

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
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,245
Location
NC
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.
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
I created a list for setup combos. I have loop arrows, and a couple other things. I really don't know much about these, but I know what the sections will be. Please look at them and see what can be added.

If you hold down A for Ike's jab combo, it's a 3-hit combo.
Forgot to put "x3"
 
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