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SSBU/Lucas/Combos: Difference between revisions

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100%
100%
zAir(-) -> dash attack,( almost kills mario)
{{clr|aerial|zAir(-)}} -> {{clr|tilt|Dash Attack}} ( almost kills mario)


Kill confirms:
Kill confirms:


dTilt fTilt on lighter characters with rage
{{clr|tilt|dTilt}} > {{clr|tilt|fTilt}} on lighter characters with rage

Sour zAir(-) > Sweetspot fAir
zAir(-) > DA
Sour {{clr|aerial|zAir(-)}} > Sweetspot fAir

zAir(-) > fSmash
zAir(-) > uAir
{{clr|aerial|zAir(-)}} > {{clr|tilt|Dash Attack}}

dAir (+) > fAir
{{clr|aerial|zAir(-)}} > {{clr|smash|fSmash}}
(Falling) dAir(+) > fSmash

{{clr|aerial|zAir(-)}} > {{clr|aerial|uAir}}

{{clr|aerial|dAir(+)}} > {{clr|aerialfAir}}

(Falling) {{clr|aerial|dAir(+)}} > {{clr|smash|fSmash}}


120%
120%

dTilt > fAir
{{clr|tilt|dTilt}} > {{clr|aerial|fAir}}


150%
150%

dTilt > grab up-throw or b-throw( near ledge)
{{clr|tilt|dTilt}} > {{clr|grab|grab}} U-throw or B-throw( near ledge)
nAir[DD] dTilt( follow DI) > upair

dTilt >up angled fTilt
{{clr|aerial|nAir}}[DD] {{clr|tilt|dTilt}}( follow DI) > upair
Dair(+) > FH upAir

{{clr|tilt|dTilt}} > up angled {{clr|tilt|fTilt}}

{{clr|aerial|Dair(+)}} > FH {{clr|aerial|upAir}}


170%
170%


nAir [DD] {{clr|tilt|fTilt}}( sour {{clr|tilt|ftilt}} works really well after 150%)
{{clr|aerial|nAir}} DD > {{clr|tilt|fTilt}}( sour {{clr|tilt|ftilt}} works really well after 150%)

{{clr|tilt|dTilt}} fSmash ( dtilt combos can work earlier as they are usually un-reactable)
{{clr|tilt|dTilt}} > {{clr|smash|fSmash}} ( dTilt combos can work earlier as they are usually un-reactable)

}}
}}



Revision as of 14:24, 19 April 2023

Lucas


Combos

General Notes

Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo.

Example Combos




Combo Theory

Common combo startersLucas combos are usually horizontal or drift heavy but when they are not, they usually lead to an upair or back air.



Low Percents

0%:

[Sf.nAir > Sf.nAir]x2-4 (“Nair Loops.” DI specific. Fastfall between the 3rd and 4th hit. Up to 4 looped nairs on heavier characters) Sf.nAir > Fair (can be used as combo ender for Nair Loops) sf.nAir > [Uair] (DI Specific. Can chain 2-4 Uairs with bad DI) (Falling) fAir > Jab dTilt > Jab (Falling) Sh.bAir(+) > Ftilt dThrow > Fh.Fair(+) (Falling) Sh.Upair > dTilt > fTilt


Mid Percents

30%:

dTilt > Jab Falling sweetspot bAir or upair to turnaround dSmash Nair fastfall between the 3rd and 4th hit uTilt > Fh.uAir* > uAir > uAir (35% on mario, easier with tap jump) (*Frame perfect follow-up)

50%

Nair[DD] > uTilt( 48 on lucina, is usually un-reactable but if you do it earlier they can buffer uptilt since it's unsafe) fTilt(-) > Jab Falling upair FH Upair Upair dTilt > fTilt(unreactable) Falling sour fAir sweetspot dash attack Falling sour fAir run up dTilt fTilt(D-tilt f-tilt can work in this percent but you could stale your ftilt kill power at later percents)

High Percents / Kill Confirms

100% zAir(-) -> Dash Attack ( almost kills mario) Kill confirms: dTilt > fTilt on lighter characters with rage Sour zAir(-) > Sweetspot fAir zAir(-) > Dash AttackzAir(-) > fSmashzAir(-) > uAirdAir(+) > {{{2}}} (Falling) dAir(+) > fSmash 120% dTilt > fAir 150% dTilt > grab U-throw or B-throw( near ledge) nAir[DD] dTilt( follow DI) > upair dTilt > up angled fTiltDair(+) > FH upAir 170% nAir DD > fTilt( sour ftilt works really well after 150%) dTilt > fSmash ( dTilt combos can work earlier as they are usually un-reactable) }}

Juggling




Edgeguard

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Ledgetrap

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Common Set-ups

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