DungeonMaster
Smash Lord
Start Here:
For the purpose of familiarization if you want to test these on your own I suggest using Rob as target.
He's a tall, heavyweight with a big hurtbox and huge hitstun tumble window, basically combo food.
The percentages here are all for ROB.
Nomenclature:
SH = short hop, lightly tap jump
FJ = full jump
J = 2nd jump
u d f b n = up down front back neutral
tilt = angle but to not tap direction
smash = tap direction + A
CS = charge shot
Smash is an analog fighter, so the SH-FJ is not always completely appropriate, it's used to give and idea of height as best I can in words.
This list is intended to be exhaustive, and input sensitive, so there is a lot of repetition with jump type and this or that aerial. The big combos and strings will be highlighted, but reality is against a good opponent you will likely get the most mileage out of the small stuff and that's why it's all in here in gory detail.
Dash attack starter:
Dash attack has many positions of launched opponent depending on where and when you hit your opponent.
It can naturally launch the opponent in front of Samus, or if it crosses up, directly on top or even behind (i.e. she dashes through them). There are combos and strings for each situation, the easiest to perform and least likely to be escaped are when the opponent is launched directly above. The attack has 2 hitboxes, one light launcher 6%, one strong launcher 10%. 6% only occurs at the very tip end of the dash, but provides the biggest combo window.
Dash attack combos:
0-10% Dash attack -> Up-smash 28% [takes practice lining up just right - not suggested]
0-20% Dash attack -> Up-tilt 18% [best window if 6% dash hits and oppponent directly above - not suggested]
0-20% Dash attack -> SH -> up-air 21%
0-20% Dash attack -> SH -> f-air 21%
0-20% Dash attack -> SH -> n-air 18% [tight, disconsider]
0-40% Dash attack -> FJ -> up-air 21%
0-40% Dash attack -> FJ -> f-air 21%
0-35% Dash attack -> FJ -> n-air 18%
20% Dash attack -> SH -> b-air 22% [disconsider this one for sure...]
0-20% Dash attack -> SH -> up-air -> J -> up-air 32%
0-20% Dash attack -> SH -> up-air -> J -> f-air 32%
0-30% Dash attack -> FJ -> up-air -> J -> f-air 32%
0-25% Dash attack -> FJ -> up-air -> J -> n-air 29%
20-30% Dash attack -> FJ -> f-air -> J -> f-air 32% [land the first f-air exactly as you would land an up-air, tight in and almost vertical]
30-45% Dash attack -> FJ -> f-air -> J -> z-air 25% [ there are better combos at the low end.... at 45% it's not bad]
0-20% Dash attack -> SH -> up-air -> J -> up-air -> up-B 44% [hit them dead center with dash attack shoulder]
0-30% Dash attack -> FJ -> up-air -> J -> up-air -> up-B 44% [the full jump simply works better than short-hop ]
0-40% Cross-up Dash attack -> up-B 20% [Continues to work until much later %s but never for full damage]
0-20% Cross-up Dash attack -> up-air -> J -> b-air 33%
20-30% Dash -> FJ -> up-air -> J -> CS 46% [ lines up best when opponent is level with Samus during up-air, hard to do out of a dash - CS must be released instantly with jump and Samus must be close to target]
35-45% Dash -> FJ -> up-air -> J -> CS 42% [ only with 6% final hit of the dash - lower knockback means you can land the up-air -> CS later]
- Dash attack -> Up-smash -> Up-B [ONLY true combo on DDD 10%, not rob, here for completeness]
35-105 % Dash attack -> Dash -> FJ -> CS 31% [Only works with late 6% hit from dash - giving you enough timing window to do a rising CS out of a short dash- despite large range, timing is strict - can kill] credit: Afro Smash
Dash attack strings:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air 46% [the Roach Cake string]
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> Rev CS 58%
Not truly a proper string but truly nasty, particularly if they get knocked prone from final b-air:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air (sweet) -> Rev CS 72% [the DM string]
0-10% dash attack -> SH -> n-air -> n-air -> J -> n-air [offstage to string n-air, this is a zero-to-death on some of the cast an RC favorite]
0% dash attack -> Up-smash -> Up-B [a bad string, very character dependant]
N-air starter
These combos come from a jump in, they work only with forward momentum. Like all jump-in combos, the closer you land the attack to the ground, the deeper you jump in, the better. They come out naturally of a short hop air-dodge, going through a projectile for instance.
One N-air can hit twice, I haven't explored this yet, or the back kick, slightly different launch angle/force.
Forward kick N-air Combos:
0-15% N-air -> jab1 + [jab02] Not suggested but happens
0-30% N-air -> land -> d-tilt 20%
0-45% N-air -> land -> f-tilt 15-17% [down tilt for small - not safe at zero - tech chase at high end]
15-55% N-air -> land -> dash attack 18% [use insta-dash attack - deep jump in for low range]
15-45% N-air -> land -> dash attack -> FJ -> f-air 29%
15-45% N-air -> land -> dash attack -> FJ -> up-air 29%
15-25 % N-air -> land -> dash attack -> FJ -> up-air -> J -> f-air 40%
15-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> up-air 40% [not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> J -> n-air 37% [likewise not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> up-B 40% [tight due to combo momentum]
20-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> CS 54%
This dash strings well enough until about the 65% range if you miss the true combo, it's more often than not a tight string.
Forward kick N-air Strings:
The smallest window for n-air to grab string is when you knock them horizontally without knocking prone, circa 20%
20-80% N-air -> CS
nair sends them horizontally and flattens them prone, if they miss the tech they eat a CS
There a window near 30-45% where N-air-> land -> f-tilt knocks prone and allows for an immediate CS tech chase
B-air Sourspot starter:
B-air has some odd hitbox properties, on certain large tall characters you can hit them from the front and send them in the direction you came from, the follow up lands very easily in this rare instance.
B-air Sourspot combos:
15-45% B-air -> f-tilt 18-21%
25-50% B-air -> dash attack 22%
25-40% B-air -> dash attack -> FJ -> f-air 33%
25-40% B-air -> dash attack -> FJ -> u-air 33%
B-air Sourspot string:
B-air starts knocking characters prone in the 20% range (23% for R.O.B.). This sets up a reverse CS tech chase. Also the tech is often missed, meaning even if your timing is a bit off if the tech is missed the dash attack will connect. F-tilt sweetspot will always connect after 35% and it is a good CS tech chase. Note that it will actually RUIN a b-air tech chase if you f-tilt at too low a %.
Up-air starter:
This is the most versatile combo move in Samus' arsenal.
It is a multihit 11 damage total and it combos into itself. All of the hitstun is in the 4% final hitbox. The final hitbox must connect, otherwise the combo potential is lost. This move can be angled, either into the opponent, away from the opponent, and it can cross up the opponent in either configuration as well. Samus' whole body (except the head) is a hitbox. Figuring out which way the opponent will launch to follow up the combo or string is an essential skill to succeeding with these combos. If the bulk of their hurtbox is above the Samus spin axis, they will launch perpendicular to the spin axis. If the bulk of their hurtbox is below the Samus spin axis, they will launch along the direction of the spin axis. To land this move against grounded opponents, always pull straight up on the stick, you have a much better chance that duringthe multihit delays you get that last hitbox in to start something. Once it locks in, follow their DI!
Up-Air literally combos into ANY move. CS and D-air are particularly deadly and flashy. The hitstun needs to be long enough for this to happen, and the timing is tight.
Listing damage on this one is difficult, you're rarely going to get all initial hits in, most likely just the 4%, so I use that as base.
Up-air combos:
0-10% U-air -> land -> d-tilt 11-23%
0-25% U-air -> land -> jab 1 [not suggested]
0-30% U-air -> land -> u-tilt 17-23% [ solid ]
0-20% U-air -> land -> u-smash [tight - range to start is broad but precise positioning is key at any percent] 22-29%
0-20% U-air -> land -> f-smash 18-22%
10-20% U-air -> land -> SH-> n-air 12-19% [tight - do not suggest n-air out of this combo starter]
20-40% U-air -> land -> FJ -> n-air 11-19%
35-80% U-air -> land -> FJ -> J -> n-air 11-19% [tight]
20-40% U-air -> land -> SH-> b-air 16-23%
30-65% U-air -> land -> FJ -> b-air 16-23% [ solid ]
40-90% U-air -> land -> FJ -> J -> b-air 16-23%
20-40% U-air -> land -> SH-> f-air 15-22%
30-65% U-air -> land -> FJ -> f-air 15-22% [ solid ]
40-90% U-air -> land -> FJ -> J -> f-air 15-22%
45-70% U-air -> land -> FJ -> d-air 19-26% [d-air must be started v. early, double jump not good for this one spike in middle of range easiest]
25-45 U-air -> SH -> CS 32% [not suggested, just FJ]
25-75 U-air -> FJ -> CS 32%
70-80 U-air -> FJ -> J -> CS 32% [like the d-air the CS must be started so early that it's not worth it to try for this, it nets you nothing and more likely a miss]
0-35% U-air -> land -> SH -> u-air 15-22%
20-55% U-air -> land -> FJ -> u-air 15-22%
0-35% U-air -> land -> SH -> u-air -> J -> u-air 26-33%
0-25% U-air -> land -> SH -> u-air -> J -> f-air 26-33%
15-35% U-air -> land -> FJ -> u-air -> J -> f-air 26-33%
26-36% U-air -> land -> FJ -> f-air -> J -> f-air 29% [like dash f-air f-air but unreliable at low end of range because of multi-hits and f-air not locking from full jump]
36-55% U-air -> land -> FJ -> f-air -> J -> z-air 19% [not a bad option at high %]
0-25% U-air -> land -> SH -> u-air -> J -> b-air 27-36% [started by jumping in reverse and landing head first into them]
15-35% U-air -> land -> FJ -> u-air -> J -> b-air 27-36%
0-20% U-air -> land -> SH or FJ -> u-air -> J -> u-air -> up-B 42% [of all this style of combo I find this starter the LEAST forgiving]
U-air strings:
After neutral air follow up CS is obvious. B-air, reverse charge shot. But it depends a lot on how you use this combo set,
the majority of the use will have it end after just 1 step, my personal preference in the higher % range with b-air.
U-air sourspots starter:
If you miss the last hitbox even at high % there is still not enough hitstun for the computer to register true combo into several other moves but it is very close, f-tilt, d-smash even f-smash can all readily connect. The knockback growth is nil, does not kill at 999%, looks exactly the same. D-tilt and up-B are actual true combos, despite the computer not registering it, because of landing lag and frame advantage, there is no escape for the target.
The most important (in my opinion) sourspot string is up-air sourspots -> up-tilt. You are at frame advantage against many characters and with a cross up all characters MUST shield. Thing is their shield attempt may cause more harm then good, causing them to air-dodge into the ground and/or miss the tech to avoid meteor.
As of writing, opponents have a 5-frame window. Any character with a 5-frame jab cannot interrupt the up-tilt - it will beat them out.
U-air sourpsots combos:
Any % U-air sour -> D-tilt 17% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> Up-B 16% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> jab1 [training mode registers true combo with 3 sourspot hits on 1/2 the cast]
95-125% U-air sour (x4) -> jab1 -> F-smash [KILLS, registers true combo sweetspots f-smash, jab must be crouch-cancelled] (credit Scream)
130-190% U-air sour (x4) -> jab 1 -> Dash attack [KILLS, but really so would simple up-B, not suggested]
D-Throw starter:
D-throw combos:
0-15% D-throw -> SH -> f-air 17%
15-100% D-throw -> FJ -> fair 17%
24-34% D-throw -> Dash -> f-air -> J > f-air 28% [tight string earlier and later percents, you must dash ]
34-55% D-throw -> Dash -> f-air > J -> z-air 21% [does not fully register but it is a true combo, lower % you get 1 bonus damage]
0-15% D-throw -> Dash -> SH -> u-air 17% [tight, the dash movement IS necessary and it has to be tiny]
0-15% D-throw -> Dash -> SH -> u-air -> J -> u-air -> up-B 38% [tight]
15-100% D-throw -> Dash -> FJ -> u-air 17% [tight]
15-25% D-throw -> Dash -> FJ -> u-air -> J -> u-air [tight]
20-35% D-throw -> Dash -> FJ -> u-air -> J -> CS 42% [not as hard to do as it sounds! Easier than dash starter]
5-15% D-throw -> Dash -> SH -> n-air 14% [tight - Credit Scream]
15-65% D-throw -> Dash -> FJ -> n-air 14% [best at mid % - Credit Scream]
65-85% D-throw -> Dash -> FJ -> J > n-air 14% [tight - not suggested]
0-15% D-throw -> Pivot -> SH -> b-air 20% [tight! not RAR] credit Afro Smash
15-110% D-throw -> Pivot -> FJ -> b-air 20% [tight! KILLS] credit Afro Smash
0-85% D-throw -> FJ -> z-air 7-10%
Only the first hit of z-air is true combo, realistically this is a spacing string and you're not going to aim for the actual combo, jump back and z-air instead of into them. It's here for completeness.
D-throw strings:
D-throw -> Dash -> u-air is actually quite a solid technique when you get the hang of it and works against humans even with DI. N-air variant naturally strings into CS tech-chase in 20-30% range.
Up-throw starter:
Up-throw against some members of the cast combos into up-B for an additional 1-2% when they are at 0%. Not recommended since those characters can fast fall and hit before Samus returns to the ground.
DDD, Bowser JR, Link, Ike, Falcon, Lucario, Dark Pit, Pit, Robin, Duck Hunt, Lucina, Marth, Shiek, Little Mac, Falco, Zamus, MK, Fox.
This is just for completeness. It can be difficult to land a low % throw combo against these former in general.
Jab starter:
Jab1 has wierd properties, it is still being investigated. It sometimes full combos out of other combos when alone it wouldn't have. Not clear if it's hitstun carry over, hitbox 1 or 2, no idea right now.
Jab combos:
75%+ Jab1 + jab2 11%
110-140% Jab1 -> d-tilt 15%
130-150% Jab1 -> f-tilt 10% [fairly tight but sets up a CS tech chase]
160-200% Jab1 -> dash 13% [Kills]
Jab strings:
0-75% Jab1 + jab2 11% [LOL]
0-110% Jab1 -> d-tilt 15% [often better than jab 2]
0-130% Jab1 -> f-tilt 10%
90-150% Jab1 -> f-tilt -> CS 35% [kills ]
Up-tilt starter:
If they miss the tech, they can be in a world of hurt. The up-tilt meteor is stronger than the d-air meteor. There are necessarily percentages where the up-tilt combos stop working and the d-air continues where it left off. The combo window from the missed tech is huge, super forgiving, my pet rabbit could combo off this move. Up-tilt can combo into pretty much ANYTHING.
Up-tilt combos:
8-20% Up-tilt -> d-tilt 25% [combos without up-tilt launching even]
14-19% Up-tilt -> d-smash 23% [really not great but sets up tech chase for CS]
8-35% Up-tilt -> f-tilt 19-22% [angled up - combos at very low % even no launch - tech chase CS at high range - do not use in close]
20-40% Up-tilt -> f-smash 25-27% [angling up at higher %]
30-55% Up-tilt -> up-tilt 25%
25-50% Up-tilt -> up-smash 31% [opponent hurtbox MUST be directly within first up-smash blast]
20-30% Up-tilt -> dash-attack 23% [may be better option than f-smash with spaced up-tilt]
20-25% Up-tilt -> dash-attack -> FJ -> u-air 31%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> u-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> f-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> b-air 39% [More difficult than former to connect all hits, since dash is connecting opponent in the air]
30-50% Up-tilt -> SH -> n-air 21%
50-80% Up-tilt -> FJ -> n-air 21%u%
25-50% Up-tilt -> SH -> u-air 24%
30-70% Up-tilt -> FJ -> u-air 24%
60-100% Up-tilt -> FJ -> J -> u-air 24%
25-50% Up-tilt -> SH -> f-air 24%
40-80% Up-tilt -> FJ -> f-air 24%
60-100% Up-tilt -> FJ -> J -> f-air 24%
50% Up-tilt -> SH -> b-air 22-25%
50-80% Up-tilt -> FJ -> b-air 22-25%
50-100% Up-tilt -> FJ -> J -> b-air 22-25%
15-35% Up-tilt -> up-B 25%
30-65% Up-tilt -> SH -> up-B 25%
45-80% Up-tilt -> FJ -> up-B 25%
60-110% Up-tilt -> FJ -> J -> up-B 25% [kills readily]
25-35% Up-tilt -> SH -> F-air -> J -> F-air 35% [only works off-stage can kill at edge]
45-50% Up-tilt -> FJ -> F-air -> Z-air 28% [Not ideal ]
15-35% Up-tilt -> SH -> up-air -> J -> f-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> f-air 35%
15-32% Up-tilt -> SH -> up-air -> J -> n-air 32%
25-40% Up-tilt -> FJ -> up-air -> J -> n-air 32%
30-35% Up-tilt -> FJ -> up-air -> cross up J -> b-air 36-38% [tight]
15-35% Up-tilt -> SH -> up-air -> J -> Up-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> Up-air 35%
15-25% Up-tilt -> SH -> up-air -> J -> Up-air -> Up-B 43%
25-35% Up-tilt -> FJ -> up-air -> J -> Up-air -> Up-B 43%
15-30% Up-tilt -> SH -> up-air -> J -> CS 49% [Full jump version is easier in general]
25-45% Up-tilt -> FJ -> up-air -> J -> CS 49% [Not as difficult as it sounds! Quite solid.]
50-60% Up-tilt -> SH -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
50-60% Up-tilt -> SH -> d-air -> Up-B 39% [Yes this works]
60-70% Up-tilt -> FJ -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
60-70% Up-tilt -> FJ -> d-air -> up-B 39% [Yes this works, nearly impossible vs. good opponent, and yes it is glorious fun]
20-25% Up-tilt -> SH -> up-air -> J -> d-air 35-38% [tight]
30-45% Up-tilt -> FJ -> up-air -> J -> d-air 35-38% [Can connect many ways, including spike, up-air can position opponent over the edge leading to kill]
30-40% Up-tilt -> CS 38%
40-60% Up-tilt -> SH -> CS 38%
70% Up-tilt -> FJ -> CS 38%
80% Up-tilt -> FJ -> J -> CS 38%
Up-tilt strings:
Very low % up-tilt -> d-smash which combos poorly sets up for a CS tech chase.
Much more reliable at mid percents up-tilt -> nair likewise sets up CS tech chase.
D-air starter:
The D-air combos look and feel almost identical to the up-tilt, the only difference is your combo options are now shifted up in percentages,This is all good, if something stops with up-tilt it likely can be recovered using a d-air.
The combo window is like the up-tilt, huge, however it remains easiest if the d-air lands closest to the ground.
Because of the way the hitboxes come out, you want to cross up a reversed D-air ideally on grounded target i.e. attack the back of your opponent with Samus before jump facing away from the opponent. That way you avoid the 10% initial side hit and can go deep with the spike. In essence take the entire d-tilt combo list and add 20% and forget the 4-layer deep ones.
D-air combos:
20-50% D-air -> d-tilt 26%
25-45% D-air -> d-smash 24 % [combos poorly, sets up CS tech chase]
40-60% D-air -> f-tilt 19-22% [angled up - not suggested sourspots all the time]
40-60% D-air -> f-smash 26-29% [angling up at higher %]
40-80% D-air -> Up-tilt 26% (credit: Roach Cake)
50% D-air -> jab1 + jab 2 25% [not suggested, but does full combo]
45-60% D-air -> up-smash 32% [opponent hurtbox MUST be directly within first up-smash blast]
40-70% D-air -> SH -> n-air 22%
50-110% D-air -> FJ -> n-air 22%
90-125% D-air -> FJ -> J -> nair 22%
50-80% D-air -> SH -> u-air 25%
60-100% D-air -> FJ -> u-air 25%
90-125% D-air -> FJ -> J -> u-air 25%
50-80% D-air -> SH -> f-air 25%
60-110% D-air -> FJ -> f-air 25%
90-125% D-air -> FJ -> J -> f-air 25%
60-80% D-air -> SH -> b-air 26% [hard to land with D-air geometry]
60-110% D-air -> FJ -> b-air 26-28%
90-120% D-air -> FJ -> J -> b-air 26-28%
30-70% D-air -> up-B 26%
50-90% Up-tilt -> SH -> up-B 26%
80-110% Up-tilt -> FJ -> up-B 26% [kills]
90-130% Up-tilt -> FJ -> J -> up-B 25% [kills readily]
50% D-air -> SH -> u-air -> J -> f-air 36%
60% D-air -> FJ -> u-air -> J -> f-air 36%
50% D-air -> SH -> u-air -> J -> b-air 37-39%
60% D-air -> FJ -> u-air -> J -> b-air 37-39%
50% D-air -> SH -> u-air -> J -> n-air 33%
60% D-air -> FJ -> u-air -> J -> n-air 33%
50% D-air -> SH -> u-air -> J -> u-air 36%
60% D-air -> FJ -> u-air -> J -> u-air 36% [a lot harder to land than former]
50% D-air -> SH -> u-air -> J -> up-B 32% [up-B never lands flush]
60% D-air -> FJ -> u-air -> J -> up-B 32% [a lot harder to land than former]
35-45% D-air -> SH -> u-air -> J -> CS 50% [tight]
45-70% D-air -> FJ -> u-air -> J -> CS 50% [a lot easier than former, not that difficult to land, kills, where the d-air lands on target is important, hit high for higher %]
75-90% D-air -> FJ -> d-air 24-28% [Kills readily if opponent is right at the edge, model collision pushes them over lip]
75% D-air -> FJ -> d-air -> up-B 40% [buy lottery ticket ]
35-45% D-air -> SH -> u-air -> J -> d-air 36-39% [tight]
45%-65% D-air -> FJ -> u-air -> J -> d-air 36-39% [kills, much like CS variant where d-air lands on target is important, less bounce from high impact, more from deep impact]
60-70% D-air -> CS 39%
70-80% D-air -> SH -> CS 39% [kills]
80-90% D-air -> FJ -> CS 38% [kills]
90-110% D-air -> FJ -> J -> CS 38% [kills readily]
Z-air starter:
Z-air s multiple hitboxes. This following assumes point blank and a deep jump in.
Z-air combos:
0-40% Z-air -> jab1 2% [ point blank - jab2 does not combo]
70%+ Z-air -> jab1 + jab 2 14%
130+ Z-air -> d-tilt 13-15%
130+ Z-air -> up-B 12% credit Afro Smash [kills ]
140+ Z-air -> f-tilt 6-10% [kills at tip ]
150+ Z-air -> f-smash 18% [extremely tight - 1 frame ]
0+ Z-air -> jab1 or d-tilt or f-tilt or up-B [must connect with ONLY the first hitbox immediately before landing - frame canceled] credit: -_ellipsis_- , Afro Smash (up-B variant)
Z-air strings:
70%+ z-air -> dash attack
70%+ z-air -> grab
F-tilt strings:
F-tilt at high percents launches horizontally and sets up a CS tech chase. At high percents it's a good bet.
F-tilt has as of 1.06 4 hitboxes. Very detailed analysis is being done on it by Depth_ , the values listed here are
for R.O.B of course.
144% thigh F-tilt -> CS [kills] - does not hit R.O.B! Too large, sourspots all the time. Number is for falcon.
168% sourspot knee F-tilt -> CS [kills]
46% shin F-tilt -> CS [can still reach kill %]
40% sweetspot Tip F-tilt -> CS
original credit: ChileZeRo
F-air Starter:
Fair has enormous end-lag if it is used out of a short hop for instance. However if used immediately into a full jump onto a platform the move terminates and there is no end-lag. This can also been done with very strict timing when hanging from the ledge. Under these circumstances the final hit can provide enough hitstun to combo. Approach angle and target location is important to reach higher ends of the combo range.
F-air combos:
0- % F-air -> land -> jab1 14%
0-15% F-air -> land -> d-tilt 23% [Tight. Disconsider. Risk of fast-falling to get d-tilt = endlag]
15% F-air -> land -> d-smash 21% [Tight. Same advice as above.]
5-45% F-air -> land -> f-tilt 16-20% [Solid. CS tech chase at extreme end of range easy to acheive on multiple platforms, not on stage]
15-25% F-air -> land -> f-smash 25% ( credit Tumultus )
15-55% F-air -> land -> dash attack 17-21% [very tight at low range] ( credit Depth_ )
15-30% F-air -> land -> dash attack -> FJ -> u-air 32%
15-30% F-air -> land -> dash attack -> FJ -> f-air 32%
15% F-air -> land -> dash attack -> FJ -> u-air -> J -> u-air 43% [tight]
15-20% F-air -> land -> dash attack -> FJ -> u-air -> J -> f-air 43% [less tight than former but still tight]
20% F-air-> land -> dash attack -> FJ -> u-air -> J -> CS 57% [ MOST difficult combo in the game ]
The CS out of dash is already a finicky combo. Add into that getting a frame perfect stage canceled f-air and you don't really get to pick how the dash attack lands. Insanely hard to get to register as a true combo. It's a tight string otherwise. It's real, but wow just wow. Look elsewhere IMHO.
Long range combos:
Any % Homing missile -> CS 30% [two thirds of FD away]
0-65% Super-missile -> SH -> Z-air 14% [~1/3 of FD away] credit: AgentM
30-90% Super-missile -> FJ -> Z-air 14% [~1/4 of FD away ]
80%-120% Super-missile -> FJ -> J -> Z-air 14% [ close to point blank ]
20-45% Super-missile -> CS 35% [~1/2 of FD away - tight]
35-85% Super-missile -> forward SH -> CS 35% [1/2 of FD away or greater -kills]
45-115% Super-missile -> forward FJ -> CS 35% [1/2 of FD away or greater at high % can get very close, less than 1/4 FD - kills readily]
Jump towards them! Always! Rising forward jump CS.
Bomb combos:
Bombs have very very little hitstun, if a bomb hits after a move it will in fact cancel the hitstun and end the combo. If it hits before, it creates a timing window where essentially any move can land, even d-smash.
Personally, if someone is fool enough to run into a bomb, up-tilt punish them. The combo damage resulting is quite severe...
The Dirty Bomb - Shield Break Spike:
Bombs can also lead to a spike (credit Zaprong), against the truly unwary it is in fact a true combo:
Any % bomb -> roll off stage -> SH -> D-air [opponent must be right beside the ledge with bomb behind them and blast pushing them over the lip]
This also works exceptionally well against characters with a broken shield. Walk - not run - and push the character right to the edge of the ledge then perform combo to get a very early spike kill. Particularly good at low% and vs. characters with bad vertical recovery, can be a very early kill.
No Fail Dirty bomb combo prescription: Push character to edge -> Pivot -> down b -> SH FF D-air.
The pivot is necessary to avoid bomb detonating early on character and giving enough room for the 5 damage explosion. The pivot also causes Samus' d-air arm hitbox to hit sufficiently fast. The fast fall is essential to hit short characters. This prescription works against EVERY character, olimar to DDD, true combo, spike, no guesswork.
Push-into-bomb combos:
Dropping a bomb behind the target gives a window of opportunity to land and push the target into the bomb explosion. This allows for links that would otherwise not be possible and jab1 can be cancelled into grounded moves, particularly smashes. It also allows jab1->jab2 to connect at any %. Out of a double jump up-air sourspots can also have the same effect as jab1 from fast-fall but keeps you close to the target so up-B is great option.
Any% J-> Bomb (behind)
Any% J-> Bomb (behind) -> jab1 (cancel) -> smash [can kill ] (credit ShinkiPrime and Rikkhan)
Any% FJ->J->Bomb (behind) -> FF -> Up-air sour -> Up-B 24% [can kill] (credit KayJay)
Air-to-air combos and strings:
These are here for completeness more than anything else.
Up-air:
Up-air of course combos in and out of itself in every possible way. See above. It's pretty clear.
35-65% U-air -> CS 36% [Big range depending on how you connect initial up-air, glancing angle is best at higher %]
35-55% U-air -> D-air spike [Slightly lower than CS range is the d-air combo range to get the spike, range extends to 65% but you'll only get sourspots, glancing angle is best again]
B-air Combos:
To land the b-air true combo you want to jump into an opponent as they are descending.
42-48% B-air -> b-air 26% (credit Afrosmash)
B-air Strings:
B-air has 2 sourspots, one consistent 12% one very inconsistent 9%.
B-air sourspot strings into itself with one jump.
0-40% FJ -> b-air -> b-air
0-40% FJ -> b-air -> Rev. CS
0-30% FJ -> b-air -> b-air -> Rev. CS [offstage, tight]
F-air Combos:
To best true combo f-air into f-air you ideally want to get the target sucked in fairly deep in the mulithit, i.e have a lot of overlap between Samus and the other character, and ideally lower than level with Samus in mid-air.
27-40% J -> F-air -> f-air 22% (credit Afro smash and Xygonn)
40-65% J -> F-air -> z-air 15% [Combo counter does not register full hits, can be done starting 0% but only 1% extra damage over f-air, do something else... this is good for end-of-follow up range] (credit Afro smash)
F-air Strings:
F-air naturally strings into itself *very* tight in the range just below true-combo, 15-27%. CS also is also a good string.
15-40% J -> F-air-> J -> CS
Forward kick N-air Strings:
N-air strings nicely with itself much like B-air. It flattens opponents hit close to the ground setting up for a charge shot string.
0-30% FJ -> n-air -> n-air
0-30% FJ -> n-air -> CS
0-30% FJ -> n-air -> n-air -> CS [offstage]
D-air Strings:
D-air aerialy strings into itself and up-B most readily. The computer will register these as true combos much like the grounded d-air. f-air will lock if stars align.
Zero-to-death strings and combos:
Under particular circumstances Samus can get a zero-to-death.
For true combos any stage with a low ceiling and/or platforms can have an up-air X ccombo ->up-B kill. Up-air combos must be extended by fast-falling onto platforms before the next up-air.
Dash-attack -> SH -> n-air -> n-air -> J -> nair will kill many characters [credit RC]
Dash-attack -> SH -> n-air -> d-air will kill many characters with poor vertical recovery [credit RC]
Dash-attack -> RAR SH -> b-air -> d-air likewise
If you see anything missing, or something you feel is in error, please say so!
For the purpose of familiarization if you want to test these on your own I suggest using Rob as target.
He's a tall, heavyweight with a big hurtbox and huge hitstun tumble window, basically combo food.
The percentages here are all for ROB.
Nomenclature:
SH = short hop, lightly tap jump
FJ = full jump
J = 2nd jump
u d f b n = up down front back neutral
tilt = angle but to not tap direction
smash = tap direction + A
CS = charge shot
Smash is an analog fighter, so the SH-FJ is not always completely appropriate, it's used to give and idea of height as best I can in words.
This list is intended to be exhaustive, and input sensitive, so there is a lot of repetition with jump type and this or that aerial. The big combos and strings will be highlighted, but reality is against a good opponent you will likely get the most mileage out of the small stuff and that's why it's all in here in gory detail.
Dash attack starter:
Dash attack has many positions of launched opponent depending on where and when you hit your opponent.
It can naturally launch the opponent in front of Samus, or if it crosses up, directly on top or even behind (i.e. she dashes through them). There are combos and strings for each situation, the easiest to perform and least likely to be escaped are when the opponent is launched directly above. The attack has 2 hitboxes, one light launcher 6%, one strong launcher 10%. 6% only occurs at the very tip end of the dash, but provides the biggest combo window.
Dash attack combos:
0-10% Dash attack -> Up-smash 28% [takes practice lining up just right - not suggested]
0-20% Dash attack -> Up-tilt 18% [best window if 6% dash hits and oppponent directly above - not suggested]
0-20% Dash attack -> SH -> up-air 21%
0-20% Dash attack -> SH -> f-air 21%
0-20% Dash attack -> SH -> n-air 18% [tight, disconsider]
0-40% Dash attack -> FJ -> up-air 21%
0-40% Dash attack -> FJ -> f-air 21%
0-35% Dash attack -> FJ -> n-air 18%
20% Dash attack -> SH -> b-air 22% [disconsider this one for sure...]
0-20% Dash attack -> SH -> up-air -> J -> up-air 32%
0-20% Dash attack -> SH -> up-air -> J -> f-air 32%
0-30% Dash attack -> FJ -> up-air -> J -> f-air 32%
0-25% Dash attack -> FJ -> up-air -> J -> n-air 29%
20-30% Dash attack -> FJ -> f-air -> J -> f-air 32% [land the first f-air exactly as you would land an up-air, tight in and almost vertical]
30-45% Dash attack -> FJ -> f-air -> J -> z-air 25% [ there are better combos at the low end.... at 45% it's not bad]
0-20% Dash attack -> SH -> up-air -> J -> up-air -> up-B 44% [hit them dead center with dash attack shoulder]
0-30% Dash attack -> FJ -> up-air -> J -> up-air -> up-B 44% [the full jump simply works better than short-hop ]
0-40% Cross-up Dash attack -> up-B 20% [Continues to work until much later %s but never for full damage]
0-20% Cross-up Dash attack -> up-air -> J -> b-air 33%
20-30% Dash -> FJ -> up-air -> J -> CS 46% [ lines up best when opponent is level with Samus during up-air, hard to do out of a dash - CS must be released instantly with jump and Samus must be close to target]
35-45% Dash -> FJ -> up-air -> J -> CS 42% [ only with 6% final hit of the dash - lower knockback means you can land the up-air -> CS later]
- Dash attack -> Up-smash -> Up-B [ONLY true combo on DDD 10%, not rob, here for completeness]
35-105 % Dash attack -> Dash -> FJ -> CS 31% [Only works with late 6% hit from dash - giving you enough timing window to do a rising CS out of a short dash- despite large range, timing is strict - can kill] credit: Afro Smash
Dash attack strings:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air 46% [the Roach Cake string]
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> Rev CS 58%
Not truly a proper string but truly nasty, particularly if they get knocked prone from final b-air:
0-20% Cross-up dash attack -> SH -> up-air -> J -> b-air -> b-air (sweet) -> Rev CS 72% [the DM string]
0-10% dash attack -> SH -> n-air -> n-air -> J -> n-air [offstage to string n-air, this is a zero-to-death on some of the cast an RC favorite]
0% dash attack -> Up-smash -> Up-B [a bad string, very character dependant]
N-air starter
These combos come from a jump in, they work only with forward momentum. Like all jump-in combos, the closer you land the attack to the ground, the deeper you jump in, the better. They come out naturally of a short hop air-dodge, going through a projectile for instance.
One N-air can hit twice, I haven't explored this yet, or the back kick, slightly different launch angle/force.
Forward kick N-air Combos:
0-15% N-air -> jab1 + [jab02] Not suggested but happens
0-30% N-air -> land -> d-tilt 20%
0-45% N-air -> land -> f-tilt 15-17% [down tilt for small - not safe at zero - tech chase at high end]
15-55% N-air -> land -> dash attack 18% [use insta-dash attack - deep jump in for low range]
15-45% N-air -> land -> dash attack -> FJ -> f-air 29%
15-45% N-air -> land -> dash attack -> FJ -> up-air 29%
15-25 % N-air -> land -> dash attack -> FJ -> up-air -> J -> f-air 40%
15-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> up-air 40% [not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> J -> n-air 37% [likewise not as easy as f-air]
15-20% N-air -> land -> dash attack -> FJ -> up-air -> up-B 40% [tight due to combo momentum]
20-25% N-air -> land -> dash attack -> FJ -> up-air -> J -> CS 54%
This dash strings well enough until about the 65% range if you miss the true combo, it's more often than not a tight string.
Forward kick N-air Strings:
The smallest window for n-air to grab string is when you knock them horizontally without knocking prone, circa 20%
20-80% N-air -> CS
nair sends them horizontally and flattens them prone, if they miss the tech they eat a CS
There a window near 30-45% where N-air-> land -> f-tilt knocks prone and allows for an immediate CS tech chase
B-air Sourspot starter:
B-air has some odd hitbox properties, on certain large tall characters you can hit them from the front and send them in the direction you came from, the follow up lands very easily in this rare instance.
B-air Sourspot combos:
15-45% B-air -> f-tilt 18-21%
25-50% B-air -> dash attack 22%
25-40% B-air -> dash attack -> FJ -> f-air 33%
25-40% B-air -> dash attack -> FJ -> u-air 33%
B-air Sourspot string:
B-air starts knocking characters prone in the 20% range (23% for R.O.B.). This sets up a reverse CS tech chase. Also the tech is often missed, meaning even if your timing is a bit off if the tech is missed the dash attack will connect. F-tilt sweetspot will always connect after 35% and it is a good CS tech chase. Note that it will actually RUIN a b-air tech chase if you f-tilt at too low a %.
Up-air starter:
This is the most versatile combo move in Samus' arsenal.
It is a multihit 11 damage total and it combos into itself. All of the hitstun is in the 4% final hitbox. The final hitbox must connect, otherwise the combo potential is lost. This move can be angled, either into the opponent, away from the opponent, and it can cross up the opponent in either configuration as well. Samus' whole body (except the head) is a hitbox. Figuring out which way the opponent will launch to follow up the combo or string is an essential skill to succeeding with these combos. If the bulk of their hurtbox is above the Samus spin axis, they will launch perpendicular to the spin axis. If the bulk of their hurtbox is below the Samus spin axis, they will launch along the direction of the spin axis. To land this move against grounded opponents, always pull straight up on the stick, you have a much better chance that duringthe multihit delays you get that last hitbox in to start something. Once it locks in, follow their DI!
Up-Air literally combos into ANY move. CS and D-air are particularly deadly and flashy. The hitstun needs to be long enough for this to happen, and the timing is tight.
Listing damage on this one is difficult, you're rarely going to get all initial hits in, most likely just the 4%, so I use that as base.
Up-air combos:
0-10% U-air -> land -> d-tilt 11-23%
0-25% U-air -> land -> jab 1 [not suggested]
0-30% U-air -> land -> u-tilt 17-23% [ solid ]
0-20% U-air -> land -> u-smash [tight - range to start is broad but precise positioning is key at any percent] 22-29%
0-20% U-air -> land -> f-smash 18-22%
10-20% U-air -> land -> SH-> n-air 12-19% [tight - do not suggest n-air out of this combo starter]
20-40% U-air -> land -> FJ -> n-air 11-19%
35-80% U-air -> land -> FJ -> J -> n-air 11-19% [tight]
20-40% U-air -> land -> SH-> b-air 16-23%
30-65% U-air -> land -> FJ -> b-air 16-23% [ solid ]
40-90% U-air -> land -> FJ -> J -> b-air 16-23%
20-40% U-air -> land -> SH-> f-air 15-22%
30-65% U-air -> land -> FJ -> f-air 15-22% [ solid ]
40-90% U-air -> land -> FJ -> J -> f-air 15-22%
45-70% U-air -> land -> FJ -> d-air 19-26% [d-air must be started v. early, double jump not good for this one spike in middle of range easiest]
25-45 U-air -> SH -> CS 32% [not suggested, just FJ]
25-75 U-air -> FJ -> CS 32%
70-80 U-air -> FJ -> J -> CS 32% [like the d-air the CS must be started so early that it's not worth it to try for this, it nets you nothing and more likely a miss]
0-35% U-air -> land -> SH -> u-air 15-22%
20-55% U-air -> land -> FJ -> u-air 15-22%
0-35% U-air -> land -> SH -> u-air -> J -> u-air 26-33%
0-25% U-air -> land -> SH -> u-air -> J -> f-air 26-33%
15-35% U-air -> land -> FJ -> u-air -> J -> f-air 26-33%
26-36% U-air -> land -> FJ -> f-air -> J -> f-air 29% [like dash f-air f-air but unreliable at low end of range because of multi-hits and f-air not locking from full jump]
36-55% U-air -> land -> FJ -> f-air -> J -> z-air 19% [not a bad option at high %]
0-25% U-air -> land -> SH -> u-air -> J -> b-air 27-36% [started by jumping in reverse and landing head first into them]
15-35% U-air -> land -> FJ -> u-air -> J -> b-air 27-36%
0-20% U-air -> land -> SH or FJ -> u-air -> J -> u-air -> up-B 42% [of all this style of combo I find this starter the LEAST forgiving]
U-air strings:
After neutral air follow up CS is obvious. B-air, reverse charge shot. But it depends a lot on how you use this combo set,
the majority of the use will have it end after just 1 step, my personal preference in the higher % range with b-air.
U-air sourspots starter:
If you miss the last hitbox even at high % there is still not enough hitstun for the computer to register true combo into several other moves but it is very close, f-tilt, d-smash even f-smash can all readily connect. The knockback growth is nil, does not kill at 999%, looks exactly the same. D-tilt and up-B are actual true combos, despite the computer not registering it, because of landing lag and frame advantage, there is no escape for the target.
The most important (in my opinion) sourspot string is up-air sourspots -> up-tilt. You are at frame advantage against many characters and with a cross up all characters MUST shield. Thing is their shield attempt may cause more harm then good, causing them to air-dodge into the ground and/or miss the tech to avoid meteor.
As of writing, opponents have a 5-frame window. Any character with a 5-frame jab cannot interrupt the up-tilt - it will beat them out.
U-air sourpsots combos:
Any % U-air sour -> D-tilt 17% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> Up-B 16% [True combo despite counter not registering it, frame advantage]
Any % U-air sour -> jab1 [training mode registers true combo with 3 sourspot hits on 1/2 the cast]
95-125% U-air sour (x4) -> jab1 -> F-smash [KILLS, registers true combo sweetspots f-smash, jab must be crouch-cancelled] (credit Scream)
130-190% U-air sour (x4) -> jab 1 -> Dash attack [KILLS, but really so would simple up-B, not suggested]
D-Throw starter:
D-throw combos:
0-15% D-throw -> SH -> f-air 17%
15-100% D-throw -> FJ -> fair 17%
24-34% D-throw -> Dash -> f-air -> J > f-air 28% [tight string earlier and later percents, you must dash ]
34-55% D-throw -> Dash -> f-air > J -> z-air 21% [does not fully register but it is a true combo, lower % you get 1 bonus damage]
0-15% D-throw -> Dash -> SH -> u-air 17% [tight, the dash movement IS necessary and it has to be tiny]
0-15% D-throw -> Dash -> SH -> u-air -> J -> u-air -> up-B 38% [tight]
15-100% D-throw -> Dash -> FJ -> u-air 17% [tight]
15-25% D-throw -> Dash -> FJ -> u-air -> J -> u-air [tight]
20-35% D-throw -> Dash -> FJ -> u-air -> J -> CS 42% [not as hard to do as it sounds! Easier than dash starter]
5-15% D-throw -> Dash -> SH -> n-air 14% [tight - Credit Scream]
15-65% D-throw -> Dash -> FJ -> n-air 14% [best at mid % - Credit Scream]
65-85% D-throw -> Dash -> FJ -> J > n-air 14% [tight - not suggested]
0-15% D-throw -> Pivot -> SH -> b-air 20% [tight! not RAR] credit Afro Smash
15-110% D-throw -> Pivot -> FJ -> b-air 20% [tight! KILLS] credit Afro Smash
0-85% D-throw -> FJ -> z-air 7-10%
Only the first hit of z-air is true combo, realistically this is a spacing string and you're not going to aim for the actual combo, jump back and z-air instead of into them. It's here for completeness.
D-throw strings:
D-throw -> Dash -> u-air is actually quite a solid technique when you get the hang of it and works against humans even with DI. N-air variant naturally strings into CS tech-chase in 20-30% range.
Up-throw starter:
Up-throw against some members of the cast combos into up-B for an additional 1-2% when they are at 0%. Not recommended since those characters can fast fall and hit before Samus returns to the ground.
DDD, Bowser JR, Link, Ike, Falcon, Lucario, Dark Pit, Pit, Robin, Duck Hunt, Lucina, Marth, Shiek, Little Mac, Falco, Zamus, MK, Fox.
This is just for completeness. It can be difficult to land a low % throw combo against these former in general.
Jab starter:
Jab1 has wierd properties, it is still being investigated. It sometimes full combos out of other combos when alone it wouldn't have. Not clear if it's hitstun carry over, hitbox 1 or 2, no idea right now.
Jab combos:
75%+ Jab1 + jab2 11%
110-140% Jab1 -> d-tilt 15%
130-150% Jab1 -> f-tilt 10% [fairly tight but sets up a CS tech chase]
160-200% Jab1 -> dash 13% [Kills]
Jab strings:
0-75% Jab1 + jab2 11% [LOL]
0-110% Jab1 -> d-tilt 15% [often better than jab 2]
0-130% Jab1 -> f-tilt 10%
90-150% Jab1 -> f-tilt -> CS 35% [kills ]
Up-tilt starter:
If they miss the tech, they can be in a world of hurt. The up-tilt meteor is stronger than the d-air meteor. There are necessarily percentages where the up-tilt combos stop working and the d-air continues where it left off. The combo window from the missed tech is huge, super forgiving, my pet rabbit could combo off this move. Up-tilt can combo into pretty much ANYTHING.
Up-tilt combos:
8-20% Up-tilt -> d-tilt 25% [combos without up-tilt launching even]
14-19% Up-tilt -> d-smash 23% [really not great but sets up tech chase for CS]
8-35% Up-tilt -> f-tilt 19-22% [angled up - combos at very low % even no launch - tech chase CS at high range - do not use in close]
20-40% Up-tilt -> f-smash 25-27% [angling up at higher %]
30-55% Up-tilt -> up-tilt 25%
25-50% Up-tilt -> up-smash 31% [opponent hurtbox MUST be directly within first up-smash blast]
20-30% Up-tilt -> dash-attack 23% [may be better option than f-smash with spaced up-tilt]
20-25% Up-tilt -> dash-attack -> FJ -> u-air 31%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> u-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> f-air 41%
20-25% Up-tilt -> dash-attack -> FJ -> u-air -> J -> b-air 39% [More difficult than former to connect all hits, since dash is connecting opponent in the air]
30-50% Up-tilt -> SH -> n-air 21%
50-80% Up-tilt -> FJ -> n-air 21%u%
25-50% Up-tilt -> SH -> u-air 24%
30-70% Up-tilt -> FJ -> u-air 24%
60-100% Up-tilt -> FJ -> J -> u-air 24%
25-50% Up-tilt -> SH -> f-air 24%
40-80% Up-tilt -> FJ -> f-air 24%
60-100% Up-tilt -> FJ -> J -> f-air 24%
50% Up-tilt -> SH -> b-air 22-25%
50-80% Up-tilt -> FJ -> b-air 22-25%
50-100% Up-tilt -> FJ -> J -> b-air 22-25%
15-35% Up-tilt -> up-B 25%
30-65% Up-tilt -> SH -> up-B 25%
45-80% Up-tilt -> FJ -> up-B 25%
60-110% Up-tilt -> FJ -> J -> up-B 25% [kills readily]
25-35% Up-tilt -> SH -> F-air -> J -> F-air 35% [only works off-stage can kill at edge]
45-50% Up-tilt -> FJ -> F-air -> Z-air 28% [Not ideal ]
15-35% Up-tilt -> SH -> up-air -> J -> f-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> f-air 35%
15-32% Up-tilt -> SH -> up-air -> J -> n-air 32%
25-40% Up-tilt -> FJ -> up-air -> J -> n-air 32%
30-35% Up-tilt -> FJ -> up-air -> cross up J -> b-air 36-38% [tight]
15-35% Up-tilt -> SH -> up-air -> J -> Up-air 35%
25-45% Up-tilt -> FJ -> up-air -> J -> Up-air 35%
15-25% Up-tilt -> SH -> up-air -> J -> Up-air -> Up-B 43%
25-35% Up-tilt -> FJ -> up-air -> J -> Up-air -> Up-B 43%
15-30% Up-tilt -> SH -> up-air -> J -> CS 49% [Full jump version is easier in general]
25-45% Up-tilt -> FJ -> up-air -> J -> CS 49% [Not as difficult as it sounds! Quite solid.]
50-60% Up-tilt -> SH -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
50-60% Up-tilt -> SH -> d-air -> Up-B 39% [Yes this works]
60-70% Up-tilt -> FJ -> d-air 23-27% [Kills if opponent is right at edge, model collision pushes them over lip]
60-70% Up-tilt -> FJ -> d-air -> up-B 39% [Yes this works, nearly impossible vs. good opponent, and yes it is glorious fun]
20-25% Up-tilt -> SH -> up-air -> J -> d-air 35-38% [tight]
30-45% Up-tilt -> FJ -> up-air -> J -> d-air 35-38% [Can connect many ways, including spike, up-air can position opponent over the edge leading to kill]
30-40% Up-tilt -> CS 38%
40-60% Up-tilt -> SH -> CS 38%
70% Up-tilt -> FJ -> CS 38%
80% Up-tilt -> FJ -> J -> CS 38%
Up-tilt strings:
Very low % up-tilt -> d-smash which combos poorly sets up for a CS tech chase.
Much more reliable at mid percents up-tilt -> nair likewise sets up CS tech chase.
D-air starter:
The D-air combos look and feel almost identical to the up-tilt, the only difference is your combo options are now shifted up in percentages,This is all good, if something stops with up-tilt it likely can be recovered using a d-air.
The combo window is like the up-tilt, huge, however it remains easiest if the d-air lands closest to the ground.
Because of the way the hitboxes come out, you want to cross up a reversed D-air ideally on grounded target i.e. attack the back of your opponent with Samus before jump facing away from the opponent. That way you avoid the 10% initial side hit and can go deep with the spike. In essence take the entire d-tilt combo list and add 20% and forget the 4-layer deep ones.
D-air combos:
20-50% D-air -> d-tilt 26%
25-45% D-air -> d-smash 24 % [combos poorly, sets up CS tech chase]
40-60% D-air -> f-tilt 19-22% [angled up - not suggested sourspots all the time]
40-60% D-air -> f-smash 26-29% [angling up at higher %]
40-80% D-air -> Up-tilt 26% (credit: Roach Cake)
50% D-air -> jab1 + jab 2 25% [not suggested, but does full combo]
45-60% D-air -> up-smash 32% [opponent hurtbox MUST be directly within first up-smash blast]
40-70% D-air -> SH -> n-air 22%
50-110% D-air -> FJ -> n-air 22%
90-125% D-air -> FJ -> J -> nair 22%
50-80% D-air -> SH -> u-air 25%
60-100% D-air -> FJ -> u-air 25%
90-125% D-air -> FJ -> J -> u-air 25%
50-80% D-air -> SH -> f-air 25%
60-110% D-air -> FJ -> f-air 25%
90-125% D-air -> FJ -> J -> f-air 25%
60-80% D-air -> SH -> b-air 26% [hard to land with D-air geometry]
60-110% D-air -> FJ -> b-air 26-28%
90-120% D-air -> FJ -> J -> b-air 26-28%
30-70% D-air -> up-B 26%
50-90% Up-tilt -> SH -> up-B 26%
80-110% Up-tilt -> FJ -> up-B 26% [kills]
90-130% Up-tilt -> FJ -> J -> up-B 25% [kills readily]
50% D-air -> SH -> u-air -> J -> f-air 36%
60% D-air -> FJ -> u-air -> J -> f-air 36%
50% D-air -> SH -> u-air -> J -> b-air 37-39%
60% D-air -> FJ -> u-air -> J -> b-air 37-39%
50% D-air -> SH -> u-air -> J -> n-air 33%
60% D-air -> FJ -> u-air -> J -> n-air 33%
50% D-air -> SH -> u-air -> J -> u-air 36%
60% D-air -> FJ -> u-air -> J -> u-air 36% [a lot harder to land than former]
50% D-air -> SH -> u-air -> J -> up-B 32% [up-B never lands flush]
60% D-air -> FJ -> u-air -> J -> up-B 32% [a lot harder to land than former]
35-45% D-air -> SH -> u-air -> J -> CS 50% [tight]
45-70% D-air -> FJ -> u-air -> J -> CS 50% [a lot easier than former, not that difficult to land, kills, where the d-air lands on target is important, hit high for higher %]
75-90% D-air -> FJ -> d-air 24-28% [Kills readily if opponent is right at the edge, model collision pushes them over lip]
75% D-air -> FJ -> d-air -> up-B 40% [buy lottery ticket ]
35-45% D-air -> SH -> u-air -> J -> d-air 36-39% [tight]
45%-65% D-air -> FJ -> u-air -> J -> d-air 36-39% [kills, much like CS variant where d-air lands on target is important, less bounce from high impact, more from deep impact]
60-70% D-air -> CS 39%
70-80% D-air -> SH -> CS 39% [kills]
80-90% D-air -> FJ -> CS 38% [kills]
90-110% D-air -> FJ -> J -> CS 38% [kills readily]
Z-air starter:
Z-air s multiple hitboxes. This following assumes point blank and a deep jump in.
Z-air combos:
0-40% Z-air -> jab1 2% [ point blank - jab2 does not combo]
70%+ Z-air -> jab1 + jab 2 14%
130+ Z-air -> d-tilt 13-15%
130+ Z-air -> up-B 12% credit Afro Smash [kills ]
140+ Z-air -> f-tilt 6-10% [kills at tip ]
150+ Z-air -> f-smash 18% [extremely tight - 1 frame ]
0+ Z-air -> jab1 or d-tilt or f-tilt or up-B [must connect with ONLY the first hitbox immediately before landing - frame canceled] credit: -_ellipsis_- , Afro Smash (up-B variant)
Z-air strings:
70%+ z-air -> dash attack
70%+ z-air -> grab
F-tilt strings:
F-tilt at high percents launches horizontally and sets up a CS tech chase. At high percents it's a good bet.
F-tilt has as of 1.06 4 hitboxes. Very detailed analysis is being done on it by Depth_ , the values listed here are
for R.O.B of course.
144% thigh F-tilt -> CS [kills] - does not hit R.O.B! Too large, sourspots all the time. Number is for falcon.
168% sourspot knee F-tilt -> CS [kills]
46% shin F-tilt -> CS [can still reach kill %]
40% sweetspot Tip F-tilt -> CS
original credit: ChileZeRo
F-air Starter:
Fair has enormous end-lag if it is used out of a short hop for instance. However if used immediately into a full jump onto a platform the move terminates and there is no end-lag. This can also been done with very strict timing when hanging from the ledge. Under these circumstances the final hit can provide enough hitstun to combo. Approach angle and target location is important to reach higher ends of the combo range.
F-air combos:
0- % F-air -> land -> jab1 14%
0-15% F-air -> land -> d-tilt 23% [Tight. Disconsider. Risk of fast-falling to get d-tilt = endlag]
15% F-air -> land -> d-smash 21% [Tight. Same advice as above.]
5-45% F-air -> land -> f-tilt 16-20% [Solid. CS tech chase at extreme end of range easy to acheive on multiple platforms, not on stage]
15-25% F-air -> land -> f-smash 25% ( credit Tumultus )
15-55% F-air -> land -> dash attack 17-21% [very tight at low range] ( credit Depth_ )
15-30% F-air -> land -> dash attack -> FJ -> u-air 32%
15-30% F-air -> land -> dash attack -> FJ -> f-air 32%
15% F-air -> land -> dash attack -> FJ -> u-air -> J -> u-air 43% [tight]
15-20% F-air -> land -> dash attack -> FJ -> u-air -> J -> f-air 43% [less tight than former but still tight]
20% F-air-> land -> dash attack -> FJ -> u-air -> J -> CS 57% [ MOST difficult combo in the game ]
The CS out of dash is already a finicky combo. Add into that getting a frame perfect stage canceled f-air and you don't really get to pick how the dash attack lands. Insanely hard to get to register as a true combo. It's a tight string otherwise. It's real, but wow just wow. Look elsewhere IMHO.
Long range combos:
Any % Homing missile -> CS 30% [two thirds of FD away]
0-65% Super-missile -> SH -> Z-air 14% [~1/3 of FD away] credit: AgentM
30-90% Super-missile -> FJ -> Z-air 14% [~1/4 of FD away ]
80%-120% Super-missile -> FJ -> J -> Z-air 14% [ close to point blank ]
20-45% Super-missile -> CS 35% [~1/2 of FD away - tight]
35-85% Super-missile -> forward SH -> CS 35% [1/2 of FD away or greater -kills]
45-115% Super-missile -> forward FJ -> CS 35% [1/2 of FD away or greater at high % can get very close, less than 1/4 FD - kills readily]
Jump towards them! Always! Rising forward jump CS.
Bomb combos:
Bombs have very very little hitstun, if a bomb hits after a move it will in fact cancel the hitstun and end the combo. If it hits before, it creates a timing window where essentially any move can land, even d-smash.
Personally, if someone is fool enough to run into a bomb, up-tilt punish them. The combo damage resulting is quite severe...
The Dirty Bomb - Shield Break Spike:
Bombs can also lead to a spike (credit Zaprong), against the truly unwary it is in fact a true combo:
Any % bomb -> roll off stage -> SH -> D-air [opponent must be right beside the ledge with bomb behind them and blast pushing them over the lip]
This also works exceptionally well against characters with a broken shield. Walk - not run - and push the character right to the edge of the ledge then perform combo to get a very early spike kill. Particularly good at low% and vs. characters with bad vertical recovery, can be a very early kill.
No Fail Dirty bomb combo prescription: Push character to edge -> Pivot -> down b -> SH FF D-air.
The pivot is necessary to avoid bomb detonating early on character and giving enough room for the 5 damage explosion. The pivot also causes Samus' d-air arm hitbox to hit sufficiently fast. The fast fall is essential to hit short characters. This prescription works against EVERY character, olimar to DDD, true combo, spike, no guesswork.
Push-into-bomb combos:
Dropping a bomb behind the target gives a window of opportunity to land and push the target into the bomb explosion. This allows for links that would otherwise not be possible and jab1 can be cancelled into grounded moves, particularly smashes. It also allows jab1->jab2 to connect at any %. Out of a double jump up-air sourspots can also have the same effect as jab1 from fast-fall but keeps you close to the target so up-B is great option.
Any% J-> Bomb (behind)
Any% J-> Bomb (behind) -> jab1 (cancel) -> smash [can kill ] (credit ShinkiPrime and Rikkhan)
Any% FJ->J->Bomb (behind) -> FF -> Up-air sour -> Up-B 24% [can kill] (credit KayJay)
Air-to-air combos and strings:
These are here for completeness more than anything else.
Up-air:
Up-air of course combos in and out of itself in every possible way. See above. It's pretty clear.
35-65% U-air -> CS 36% [Big range depending on how you connect initial up-air, glancing angle is best at higher %]
35-55% U-air -> D-air spike [Slightly lower than CS range is the d-air combo range to get the spike, range extends to 65% but you'll only get sourspots, glancing angle is best again]
B-air Combos:
To land the b-air true combo you want to jump into an opponent as they are descending.
42-48% B-air -> b-air 26% (credit Afrosmash)
B-air Strings:
B-air has 2 sourspots, one consistent 12% one very inconsistent 9%.
B-air sourspot strings into itself with one jump.
0-40% FJ -> b-air -> b-air
0-40% FJ -> b-air -> Rev. CS
0-30% FJ -> b-air -> b-air -> Rev. CS [offstage, tight]
F-air Combos:
To best true combo f-air into f-air you ideally want to get the target sucked in fairly deep in the mulithit, i.e have a lot of overlap between Samus and the other character, and ideally lower than level with Samus in mid-air.
27-40% J -> F-air -> f-air 22% (credit Afro smash and Xygonn)
40-65% J -> F-air -> z-air 15% [Combo counter does not register full hits, can be done starting 0% but only 1% extra damage over f-air, do something else... this is good for end-of-follow up range] (credit Afro smash)
F-air Strings:
F-air naturally strings into itself *very* tight in the range just below true-combo, 15-27%. CS also is also a good string.
15-40% J -> F-air-> J -> CS
Forward kick N-air Strings:
N-air strings nicely with itself much like B-air. It flattens opponents hit close to the ground setting up for a charge shot string.
0-30% FJ -> n-air -> n-air
0-30% FJ -> n-air -> CS
0-30% FJ -> n-air -> n-air -> CS [offstage]
D-air Strings:
D-air aerialy strings into itself and up-B most readily. The computer will register these as true combos much like the grounded d-air. f-air will lock if stars align.
Zero-to-death strings and combos:
Under particular circumstances Samus can get a zero-to-death.
For true combos any stage with a low ceiling and/or platforms can have an up-air X ccombo ->up-B kill. Up-air combos must be extended by fast-falling onto platforms before the next up-air.
Dash-attack -> SH -> n-air -> n-air -> J -> nair will kill many characters [credit RC]
Dash-attack -> SH -> n-air -> d-air will kill many characters with poor vertical recovery [credit RC]
Dash-attack -> RAR SH -> b-air -> d-air likewise
If you see anything missing, or something you feel is in error, please say so!
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