Pye
Smash Journeyman
Hey Melee Community,
I have a pair of quick questions, one on game physics and one specifically about the Ken Combo that's related to it.
First of all, I've always understood that each individual attack, regardless of context, has its own knockback, its own momentum, hitstun and its own potential for DI, etc etc. For example, lets say I'm Marth against another Marth. My opponent is at 50%, and I land a tippered fair on him. It has a certain knockback and direction, and a certain hitstun.
Now take a similar situation, except I use a nair, which brings him to 50%, then combo into a tippered fair. This fair, to my understanding, will have the same properties (knockback, direction, hitstun and DI-ability) as the fair in the first example.
A friend of mine claims that momentum from previous attacks in a combo tack on to subsequent attacks. By his claim, in the above example, the tipped fair that followed the nair will have slightly more knockback in the direction that the nair sent my opponent (this is without any DI).
Which one of us is correct?
Second of all, my friend claims that a straight-up Ken Combo (meaning fair -> dair) with no other lead-up is inescapable (except at high percents. He said 120+). I'm almost certain he's wrong. Any clip I've shown him of a Ken Combo missing, he claims was either due to the lead-up in the combo adding momentum (which is what my first question is for) that allowed escape, or because the Marth used his double jump before the dair. He claims that if there's no lead-up, you can't even DI out of a fair -> dair combo; you won't get far enough away.
Can someone explain just how consistant and/or situational the Ken Combo is? I was under the impression it was situational, but he claims it's a sure thing.
Thanks in advance!
I have a pair of quick questions, one on game physics and one specifically about the Ken Combo that's related to it.
First of all, I've always understood that each individual attack, regardless of context, has its own knockback, its own momentum, hitstun and its own potential for DI, etc etc. For example, lets say I'm Marth against another Marth. My opponent is at 50%, and I land a tippered fair on him. It has a certain knockback and direction, and a certain hitstun.
Now take a similar situation, except I use a nair, which brings him to 50%, then combo into a tippered fair. This fair, to my understanding, will have the same properties (knockback, direction, hitstun and DI-ability) as the fair in the first example.
A friend of mine claims that momentum from previous attacks in a combo tack on to subsequent attacks. By his claim, in the above example, the tipped fair that followed the nair will have slightly more knockback in the direction that the nair sent my opponent (this is without any DI).
Which one of us is correct?
Second of all, my friend claims that a straight-up Ken Combo (meaning fair -> dair) with no other lead-up is inescapable (except at high percents. He said 120+). I'm almost certain he's wrong. Any clip I've shown him of a Ken Combo missing, he claims was either due to the lead-up in the combo adding momentum (which is what my first question is for) that allowed escape, or because the Marth used his double jump before the dair. He claims that if there's no lead-up, you can't even DI out of a fair -> dair combo; you won't get far enough away.
Can someone explain just how consistant and/or situational the Ken Combo is? I was under the impression it was situational, but he claims it's a sure thing.
Thanks in advance!