Line 67: | Line 67: | ||
100% |
100% |
||
{{clr|aerial|zAir(-)}} -> {{clr|tilt|Dash Attack}} |
{{clr|aerial|zAir(-)}} -> {{clr|tilt|Dash Attack}} |
||
* almost kills mario |
|||
Kill confirms: |
Kill confirms: |
||
{{clr|tilt|dTilt}} > {{clr|tilt|fTilt}} |
{{clr|tilt|dTilt}} > {{clr|tilt|fTilt}} |
||
*on lighter characters with rage |
|||
Sour {{clr|aerial|zAir(-)}} > Sweetspot fAir |
Sour {{clr|aerial|zAir(-)}} > Sweetspot fAir |
||
{{clr|aerial|zAir(-)}} > {{clr|tilt|Dash Attack}} |
{{clr|aerial|zAir(-)}} > {{clr|tilt|Dash Attack}} |
||
{{clr|aerial|zAir(-)}} > {{clr|smash|fSmash}} |
{{clr|aerial|zAir(-)}} > {{clr|smash|fSmash}} |
||
{{clr|aerial|zAir(-)}} > {{clr|aerial|uAir}} |
{{clr|aerial|zAir(-)}} > {{clr|aerial|uAir}} |
||
{{clr|aerial|dAir(+)}} > {{clr|aerialfAir}} |
{{clr|aerial|dAir(+)}} > {{clr|aerialfAir}} |
||
Falling {{clr|aerial|dAir(+)}} > {{clr|smash|fSmash}} |
|||
120% |
120% |
||
{{clr|tilt|dTilt}} > {{clr|aerial|fAir}} |
{{clr|tilt|dTilt}} > {{clr|aerial|fAir}} |
||
150% |
150% |
||
⚫ | |||
{{clr| |
{{clr|tilt|dTilt}} > {{clr|grab|grab}} U-throw or B-throw near ledge |
||
{{clr|aerial|nAir}}[DD] {{clr|tilt|dTilt}} follow DI > upair |
|||
{{clr|tilt|dTilt}} > up angled {{clr|tilt|fTilt}} |
{{clr|tilt|dTilt}} > up angled {{clr|tilt|fTilt}} |
||
{{clr|aerial|Dair(+)}} > FH {{clr|aerial|upAir}} |
{{clr|aerial|Dair(+)}} > FH {{clr|aerial|upAir}} |
||
Line 101: | Line 117: | ||
170% |
170% |
||
⚫ | |||
{{clr|aerial|nAir}} DD > {{clr|tilt|fTilt}} |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
}} |
}} |
Revision as of 14:28, 19 April 2023
![](http://static.miraheze.org/dragdownwiki/thumb/0/05/SSBU_Lucas_Stock.png/50px-SSBU_Lucas_Stock.png)
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
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
- on lighter characters with rage
- sour ftilt works really well after 150%
- dTilt combos can work earlier as they are usually un-reactable
Juggling
Edgeguard
- Placeholder
Ledgetrap
- Placeholder
Common Set-ups
- Placeholder
![](http://static.miraheze.org/dragdownwiki/thumb/0/05/SSBU_Lucas_Stock.png/50px-SSBU_Lucas_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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