Miryafa
Smash Apprentice
- Joined
- Jun 19, 2014
- Messages
- 142
Welcome to the thread all about Zelda's combos in Project M (3.6 Beta as of this post). Zelda's strength is in punishing opponents for mistakes, rather than going in. But combos help her get as much damage on a punish as possible, or even convert it into a stock. I'm going to post the combos I know following the format of Jacuzzi, whose post in the Fox section I really liked. If you know one I don't have, please post it and I'll add it to this post.
Basic:
True combos
Uthrow > LK
Dtilt > Dsmash
Usmash > Usmash (low-med% only, not Fox/Falco/Wolf because they can shine out of it)
Usmash > Usmash > Usmash (low%, med/fast-fallers only, not Fox/Falco/Wolf because they can shine out of it)
Uthrow > grab > repeat (low%, character-dependent: Fox, Falco, Wolf, and maybe Falcon)
Usmash > grab (character-dependent: semi-fast fallers, fast fallers, and heavy characters)
DI-dependent
Fthrow/Dthrow > LK
Ftilt > LK
Dtilt > LK
Dtilt > Utilt
Dthrow > LK
Dthrow > off stage Dair
Fthrow into Din's > grab/LK/Ftilt
Bthrow into Din's > Utilt
Sour-spot dash attack into Din's > Utilt
Jab > Ftilt
Jab > grab
LK into Din's > LK
Complex:
True combos
ZHime combo (Put a Din's near the top of the screen > wait until it's about to explode > Bthrow opponent into the explosion)
Xeldorno Combo (Usmash > Usmash > Nair > Din's to cover tech roll > LK or Grab)
Sweet-spot Ftilt > Usmash
Sweet-spot Ftilt > Xeldorno Combo
Dtilt > Xeldorno Combo (requires med+ % for most characters)
L-cancel Nair > Dsmash/Nayru's
Land-cancelled Uair > Usmash/Utilt/grab/Ribbon
Land-cancel Nayru's > Utilt (character dependent, eg. ICs and Bowser)
Jazz hands > Dair
Jazz hands > sweet-spot Ftilt > Bair
Jazz hands > Usmash (low% only)
Dthrow into Din's > Uair/Fair (mixup depending on DI)
DI-dependent
Xeldorno Combo- (Usmash > Usmash > Nair > LK)
Platform Combos:
(under platform)
Sweet-spot Ftilt > Nair (sortof DI-dependent, Nair covers landing and tech-in-place)
Useful strings (not combos):
(on shield) reverse short-hop > Bair > Bair
Platform perfect-wavedash (from under platform: full-hop/double-hop > perfect wavedash)
Perfect wavedash off a platform > LK
A combo is a string of moves that the opponent cannot escape from due to hit-stun. Most combos work on most characters (i.e. not Luigi), however...
Jazz Hands - Auto-cancelled Uair. Note Jazz Hands (and Usmash) can be SDI'd and is less effective the floatier your opponent is.
L-cancel - cancel the move by hitting L/R within a few frames before landing
Land-cancel - cancel the move by landing during specific frames of the move, eg. using Nayru's Love in the air and touching the ground on or after frame 28
LK - Lightning Kick (Fair/Bair)
Low% - about 0 - 30% (sometimes higher for heavy/fast-fallers, sometimes lower for floaties)
Med% - about 30 - 70%
Nayru's - Nayru's Love (neutral B)
Ribbon - the hitbox on Zelda's ribbon that appears when she first starts Farore's Wind (up-B)
Sweet-spot dash attack - hitting with the hitbox on Zelda's face, which sends an opponent up rather than out
Sweet-spot Ftilt - hitting with the hitbox on Zelda's palm, which sends an opponent up and behind Zelda
- If the opponent can escape with DI, it is a DI-dependent combo. Otherwise it is a true combo.
- If it only works on a small section of the cast, it is a character-dependent combo.
Jazz Hands - Auto-cancelled Uair. Note Jazz Hands (and Usmash) can be SDI'd and is less effective the floatier your opponent is.
L-cancel - cancel the move by hitting L/R within a few frames before landing
Land-cancel - cancel the move by landing during specific frames of the move, eg. using Nayru's Love in the air and touching the ground on or after frame 28
LK - Lightning Kick (Fair/Bair)
Low% - about 0 - 30% (sometimes higher for heavy/fast-fallers, sometimes lower for floaties)
Med% - about 30 - 70%
Nayru's - Nayru's Love (neutral B)
Ribbon - the hitbox on Zelda's ribbon that appears when she first starts Farore's Wind (up-B)
Sweet-spot dash attack - hitting with the hitbox on Zelda's face, which sends an opponent up rather than out
Sweet-spot Ftilt - hitting with the hitbox on Zelda's palm, which sends an opponent up and behind Zelda
Basic:
True combos
Uthrow > LK
Dtilt > Dsmash
Usmash > Usmash (low-med% only, not Fox/Falco/Wolf because they can shine out of it)
Usmash > Usmash > Usmash (low%, med/fast-fallers only, not Fox/Falco/Wolf because they can shine out of it)
Uthrow > grab > repeat (low%, character-dependent: Fox, Falco, Wolf, and maybe Falcon)
Usmash > grab (character-dependent: semi-fast fallers, fast fallers, and heavy characters)
DI-dependent
Fthrow/Dthrow > LK
Ftilt > LK
Dtilt > LK
Dtilt > Utilt
Dthrow > LK
Dthrow > off stage Dair
Fthrow into Din's > grab/LK/Ftilt
Bthrow into Din's > Utilt
Sour-spot dash attack into Din's > Utilt
Jab > Ftilt
Jab > grab
LK into Din's > LK
Complex:
True combos
ZHime combo (Put a Din's near the top of the screen > wait until it's about to explode > Bthrow opponent into the explosion)
Xeldorno Combo (Usmash > Usmash > Nair > Din's to cover tech roll > LK or Grab)
Sweet-spot Ftilt > Usmash
Sweet-spot Ftilt > Xeldorno Combo
Dtilt > Xeldorno Combo (requires med+ % for most characters)
L-cancel Nair > Dsmash/Nayru's
Land-cancelled Uair > Usmash/Utilt/grab/Ribbon
Land-cancel Nayru's > Utilt (character dependent, eg. ICs and Bowser)
Jazz hands > Dair
Jazz hands > sweet-spot Ftilt > Bair
Jazz hands > Usmash (low% only)
Dthrow into Din's > Uair/Fair (mixup depending on DI)
DI-dependent
Xeldorno Combo- (Usmash > Usmash > Nair > LK)
Platform Combos:
(under platform)
Sweet-spot Ftilt > Nair (sortof DI-dependent, Nair covers landing and tech-in-place)
Useful strings (not combos):
(on shield) reverse short-hop > Bair > Bair
Platform perfect-wavedash (from under platform: full-hop/double-hop > perfect wavedash)
Perfect wavedash off a platform > LK
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