Weruop
Smash Ace
Hey guys! So I've been messing around in training mode and have found a nice way to get early kills on a few characters. If the opponent doesnt DI/vector out of the combo then it appears to be pretty solid. This seems to work best on Marth (52%-62) , King Dedede, Link (45%-60%), Bowser, and a few of the other heavier characters. You can pull it off on a good amount of characters if your opponent slips up a bit , but its going to be easiest with a couple of the characters i mentioned.
It seems that based on the strictness due to hitstun and knockback, its best performed as follows-
Get a mechakoopa in hand and use side-b. Once you hit you opponent, jump cancel and wait until just after bowser jr begins descending from his peak height. Then throw the mechakoopa upward, hitting the opponent. You're going to want to be as far "in" under your opponent as possible when you throw it - to where you almost barely pass them and throw it upward and it misses the opponent.
When you land, it may be useful to be holding forward for just a moment before the next step so that your hammer reaches. Then, up-b and throw out the hammer. If everything goes as planned you just dealt some nice damage and if their damage and stage placement is right you can get some pretty early kills.
Messing around in training mode seemed to show that this is the best way to get the most consistent executions, as opposed to the previous way mentioned in the post that involved using a Dash-started Up-B to get a horizantal boost at the end of the combo. The dash started up b is probably only going to be helpful at specific percentages and against specific characters who are hard to reach based off of DI or slightly different trajectory.
if you want to see how it looks, try it on a Marth or Link at about 55% and if done correctly it should say "4" for "combo". I should have a working video in the afternoon though
It seems that based on the strictness due to hitstun and knockback, its best performed as follows-
Get a mechakoopa in hand and use side-b. Once you hit you opponent, jump cancel and wait until just after bowser jr begins descending from his peak height. Then throw the mechakoopa upward, hitting the opponent. You're going to want to be as far "in" under your opponent as possible when you throw it - to where you almost barely pass them and throw it upward and it misses the opponent.
When you land, it may be useful to be holding forward for just a moment before the next step so that your hammer reaches. Then, up-b and throw out the hammer. If everything goes as planned you just dealt some nice damage and if their damage and stage placement is right you can get some pretty early kills.
Messing around in training mode seemed to show that this is the best way to get the most consistent executions, as opposed to the previous way mentioned in the post that involved using a Dash-started Up-B to get a horizantal boost at the end of the combo. The dash started up b is probably only going to be helpful at specific percentages and against specific characters who are hard to reach based off of DI or slightly different trajectory.
if you want to see how it looks, try it on a Marth or Link at about 55% and if done correctly it should say "4" for "combo". I should have a working video in the afternoon though
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