Editing Ally Combo

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
#REDIRECT [[Mario (SSB4)/Up throw#Ally Combo]]
{{ArticleIcons|ssb4=y|ssbu=y|unofficial=y|competitive=y}}
{{merge|Mario (SSBU)/Up throw|Shouldn't have its own page, relevant information should be on the throw page}}
The '''Ally Combo''' is a combo [[Mario]] can perform in ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''. It involves Mario performing an up throw, then following it with his down aerial before finishing the combo with another aerial (commonly a forward aerial) or [[Super Jump Punch]].
 
The Ally Combo is named for Canadian smasher [[Ally]], widely considered to be the best Mario player in the world during ''SSB4''{{'}}s lifespan.
 
==Performance==
The combo is performed by doing an up throw into a full-hop down aerial. The player can then followup with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain [[DI]].
 
In ''Super Smash Bros. 4'', it is not a [[true combo]]. The long delay before down aerial's final hitbox allows characters with an air dodge or attack that is active before frame 4 to escape from the move, thus ending the combo. Since the combo is performed close to the ground, an opponent that air dodges will end up in landing lag by the time Mario's down aerial ends, allowing Mario to punish them. This means only characters with fast attacks can escape the combo. This combo generally works from around 0-30% on middleweights, though down aerial will send too far to followup with other aerials around 15-20%.
 
The combo is slightly more effective in ''Super Smash Bros. Ultimate''. Down aerial's final hit comes out two frames faster than in ''SSB4''.
 
[[Category:Mario]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSBU)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)