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Brawl's Best Combos: by Snake

Tub

Smash Apprentice
Joined
Aug 28, 2008
Messages
163
Location
Southwest Florida
This is a place to not only list the possible ways snake can set up and use combos, but a description of each one.
Although these are not all going to work 100% of the time, you will hopefully have a better feel of what is possible. You can also learn new ideas from others, and maybe even combine others ideas with your own, but don't forget to share!


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1. (near mine) f-throw into mine > follow up with an aerial:
This is very basic, most opponents will see it coming, at higher %'s they will fly too far for this to work, especially if the mine is fully charged.

2. fully charged u-smash > uncharged u-smash:
This is best used when edge guarding, if they hit the lower mortar shell, they should hit the upper one, if timing is perfect, and they are at a high enough %, or simply light enough, this could be lethal. Sometimes you might have to hit them upwards in order for them to be hit by the first mortar.

3. (when c4 is on a platform) f-tilt, f-smash, f-throw, or nair > c4:
this is a little less predictable due to the c4 being offscreen (usually) when this is done, the timing, and %'s could be anywhere depending on the situation so you just need a good grasp on snake, and what you're doing.

4."Head Held Down" charged Up-Smash > Up Smash
Both will land at the same time (often times making both hit)
"Head Held Down" refers to right after his head goes down in the charging animation.


7. 1/2 charged Up Smash > Utilt
They hit the mortar. (This also works with uncharged up-smashes)

6. pull a nade. nade drop. pick it back up. run up to them. when they shield because of the nade, you c4 stick them.
doesn't always work, and not really a combo, but still cool enough to be up here

7. (after c4 sticky) utilt > detonate
pretty obvious, can be hard to pull off (but, easier than you'd think) and can kill at rather low percentages.


8. now its your turn:
there are MANY more of these, so lets hear 'em!









I will update every saturday
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SuSa

Banned via Administration
Joined
Jul 20, 2008
Messages
11,508
Location
planking while watching anime with Fino
You should add the fact that almost all of these can be DI'd out of.


"Head Held Down" charged Up-Smash > Up Smash = Both land at same time (often times making both hit)

"Head Held Down" refers to right after his head goes down in the charging animation.



1/2 charged Up Smash > Utilt = They hit the mortar. (This also works with uncharged up-smashes)


C4/Mine > Aerial = The mine hits them up, and the hitstun MAY last long enough for you to nair/bair/uair them.


Ftilt > If they trip > Utilt if far, C4 sticky if close. Also allows for things like grabs, upsmash, finish the ftilt, or jab.
 

tEhrXXz0r

Smash Journeyman
Joined
Oct 26, 2007
Messages
409
Location
Las Vegas, NV
C4 stick > Utilt > Detonate.
Very basic and cool if you pull it off. Try to predict when they air dodge after being sent vertically by Utilt. Kills at mid-percents.

Edit: I guess it's not really a combo, now that I think about it. Regardless, it's still a cool tactic to use.
 

xsephirot

Smash Apprentice
Joined
Mar 26, 2009
Messages
90
Most of these combos is based on the fact that something has to occur first so I guess I will contribute to the highly situational combos.

Nade toss (without shield drop so it lands right where your opponent autopicks up if they do any move), rush and pivot grab, grab attack 1~2 times, uthrow, and the nade should go off at the apex of where your opponent is in the air.

Again highly situational but if pulled off is like a version of the omnigay.
 

Superspright

Smash Lord
Joined
Dec 26, 2008
Messages
1,334
Pull a grenade, and then grab them if they screw up their approach, then up throw grab the grenade and throw it straight up. If timed right then it will star KO them at relatively lower percents.

I've done it a few times, but this is highly unreliable.
 
Joined
Aug 6, 2008
Messages
19,345
Not much of a pure combo I think, but normally unexpected enough that it usually works.

FFed Uair -> Utilt (At low percents)
 

worldidiot

Smash Rookie
Joined
Oct 14, 2008
Messages
2
powershield *stick

then land an uptilt abit later and *boom
dunno if it counts as a combo tho, but it has class.
 

Smash G 0 D

Leave Luck to Heaven
BRoomer
Joined
Oct 5, 2005
Messages
3,571
Location
Charlottesville, VA
I was fighting a Sheik. She was hanging off the edge with tether. I threw a grenade and canceled its momentum above the momentum. I followed with missile. The grenade dropped, exploded and hit Sheik up into my missile into death.

SEXY
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
crystal were u talkin about my combo?

another combo....DTHROW TECH CHASE....BEST COMBO EVERS.

BTW what happened to the regular q and a?
i think they made a new one so they could update the first post because the other guy didnt really update it much

this is not a true combo because they can airdodge it but i like to use it so: at low % uthrow > rising bair
 

CouRt

Smash Cadet
Joined
Jul 22, 2008
Messages
56
Location
Upstate Newyork
what i like to do, is pull a nade. nade drop. pick it back up. run up to them. when they shield because of the nade, you c4 stick them.
works almost every time.
 

Panix

Smash Ace
Joined
Sep 26, 2008
Messages
583
Location
NJ, Barnegat
Pull nade < nade grab < back/foward throw < Pick up nade < throw nade at oppenent.

^^^^

Professional snake skillzz
 

Gadokan

Smash Cadet
Joined
Jun 7, 2008
Messages
32
Location
Luton, England
Not really a combo, but I always seem to be able to set up a combo with Snake's Back Air, that move is brutal :3

Probably could chain it (unless DR is a concern) and maybe a Up tilt? , correct me if Im wrong xD

Oh, anyone got a good way of planting C4s on opponents? I can only seem to do it after a block if they are close, but I always get chaingrabbed .__.
 
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