Editing Combo
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[[File:SSB64 Greenhouse Combo.gif|thumb|The [[Greenhouse]], a {{SSB|Pikachu}} combo in ''[[Super Smash Bros.]]'' created by {{Sm|Isai}}.]] | [[File:SSB64 Greenhouse Combo.gif|thumb|The [[Greenhouse]], a {{SSB|Pikachu}} combo in ''[[Super Smash Bros.]]'' created by {{Sm|Isai}}.]] | ||
[[File:Kencombo.gif|200px|thumb|The [[Ken Combo]], a well-known {{SSBM|Marth}} combo in ''[[Super Smash Bros. Melee]]'' popularised by {{Sm|Ken}}.]] | [[File:Kencombo.gif|200px|thumb|right|The [[Ken Combo]], a well-known {{SSBM|Marth}} combo in ''[[Super Smash Bros. Melee]]'' popularised by {{Sm|Ken}}.]] | ||
[[File:SSBB Kirby Throw Combo.gif|thumb|A {{mvsub|Kirby|SSBB|forward throw}} combo performed by {{SSBB|Kirby}} in ''[[Super Smash Bros. Brawl]]''.]] | [[File:SSBB Kirby Throw Combo.gif|thumb|A {{mvsub|Kirby|SSBB|forward throw}} combo performed by {{SSBB|Kirby}} in ''[[Super Smash Bros. Brawl]]''.]] | ||
[[File:Smash4SheikCombo.gif|250px|thumb|A {{SSB4|Sheik}} combo performed by {{Sm|VoiD}} on {{Sm|Tyrant}}'s {{SSB4|Meta Knight}} in ''[[Super Smash Bros. for Wii U]]''.]] | [[File:Smash4SheikCombo.gif|250px|thumb|right|A {{SSB4|Sheik}} combo performed by {{Sm|VoiD}} on {{Sm|Tyrant}}'s {{SSB4|Meta Knight}} in ''[[Super Smash Bros. for Wii U]]''.]] | ||
A '''combo''', short for '''combination''', is a sequence of [[attack]]s that is guaranteed (or very likely) to occur if the first attack hits the enemy. The exact definition of a combo may change from player to player. Some definitions may include: | A '''combo''', short for '''combination''', is a sequence of [[attack]]s that is guaranteed (or very likely) to occur if the first attack hits the enemy. The exact definition of a combo may change from player to player. Some definitions may include: | ||
*A single attack that consists of multiple hits that can string into each other (see [[natural combo]]). | *A single attack that consists of multiple hits that can string into each other (see [[natural combo]]). | ||
*Any sequence of attacks that keeps the opponent in [[hitstun]], and is thus guaranteed to connect. These are commonly known as '''true combos'''. | *Any sequence of attacks that keeps the opponent in [[hitstun]], and is thus guaranteed to connect. These are commonly known as '''true combos'''. | ||
*Any sequence of attacks that counts as a combo according to the [[combo counter]] (which allows for one consecutive frame of non-hitstun). | *Any sequence of attacks that counts as a combo according to the [[combo counter]] (which allows for one consecutive frame of non-hitstun). | ||
*Any sequence of attacks that is very hard to [[DI]] (or in certain cases, [[tech]]) out of. | *Any sequence of attacks that is very hard to [[DI]] (or in certain cases, [[tech]]) out of. | ||
*Any sequence of attacks that cannot be DI'd out of if performed perfectly. | *Any sequence of attacks that cannot be DI'd out of if performed perfectly. | ||
*Any sequence of attacks that prevent the opponent from landing (possibly by tech) or [[ledge|ledge-grabbing]]. | *Any sequence of attacks that prevent the opponent from landing (possibly by tech) or [[ledge|ledge-grabbing]]. | ||
*Any attack that sends an opponent into a [[stage hazard]] that then leaves them vulnerable to other attacks, such as knocking an opponent into a tornado on [[Hyrule Castle]] in ''[[Super Smash Bros. 64]]'', then jumping above the tornado and using a [[meteor smash]] to knock the opponent back down into the tornado after they're launched up to rack [[damage]], or using an [[aerial attack]] to [[KO]]. | *Any attack that sends an opponent into a [[stage hazard]] that then leaves them vulnerable to other attacks, such as knocking an opponent into a tornado on [[Hyrule Castle]] in ''[[Super Smash Bros. 64]]'', then jumping above the tornado and using a [[meteor smash]] to knock the opponent back down into the tornado after they're launched up to rack [[damage]], or using an [[aerial attack]] to [[KO]]. | ||
*Any sequence of attacks performed by two doubles teammates on an opponent to deal extra damage (known as a [[wombo combo]] or team combo). | *Any sequence of attacks performed by two doubles teammates on an opponent to deal extra damage (known as a [[wombo combo]] or team combo). | ||
Combos are used to quickly rack up damage on opponents. In ''[[Super Smash Bros.]]'', long, highly-damaging true combos are commonplace, due to the hitstun being much higher than in subsequent games. The lack of DI contributes to this, resulting in attacks sending opponents in consistent directions. This is also compounded by the lack of wall- and ceiling-teching, which allows for well-known tent combos. In fact, every character in ''SSB64'' has a confirmed zero-death combo. | Combos are used to quickly rack up damage on opponents. In ''[[Super Smash Bros.]]'', long, highly-damaging true combos are commonplace, due to the hitstun being much higher than in subsequent games. The lack of DI contributes to this, resulting in attacks sending opponents in consistent directions. This is also compounded by the lack of wall- and ceiling-teching, which allows for well-known tent combos. In fact, every character in ''SSB64'' has a confirmed zero-death combo. | ||
In ''[[Super Smash Bros. Melee]]'', hitstun was reduced, and the introduction to DI makes combos more difficult to pull off consistently. However, with the increased game speed and new mobility options, such as [[wavedashing]], along with the ability to [[fastfall]] during an aerial attack, combos are still very common, usually racking up around 50% damage. The decreased [[knockback]] on [[throws]] and the aforementioned physics changes make [[Chain grab|chain-grabs]] more common. In both of these games, [[L-cancelling]] also allows for faster attack speed, contributing to the ease of combos. | In ''[[Super Smash Bros. Melee]]'', hitstun was reduced, and the introduction to DI makes combos more difficult to pull off consistently. However, with the increased game speed and new mobility options, such as [[wavedashing]], along with the ability to [[fastfall]] during an aerial attack, combos are still very common, usually racking up around 50% damage. The decreased [[knockback]] on [[throws]] and the aforementioned physics changes make [[Chain grab|chain-grabs]] more common. In both of these games, [[L-cancelling]] also allows for faster attack speed, contributing to the ease of combos. | ||
In ''[[Super Smash Bros. Brawl]]'', characters can [[air dodge]] almost immediately out of hitstun, greatly reducing the frequency of combos. This is compounded by the slower falling speeds and more limited mobility, as L-cancelling and wavedashing were both removed. The airdodge's lack of landing [[lag]] also makes it hard to keep your opponents pressured in an aerial string. As such, true combos in ''Brawl'' tend to work only at very low percentages with quick moves that deal very low base knockback. The ability to negate hitstun results in gameplay having a heavy emphasis on [[lock]]s, [[infinite]]s, and chain-grabs. | In ''[[Super Smash Bros. Brawl]]'', characters can [[air dodge]] almost immediately out of hitstun, greatly reducing the frequency of combos. This is compounded by the slower falling speeds and more limited mobility, as L-cancelling and wavedashing were both removed. The airdodge's lack of landing [[lag]] also makes it hard to keep your opponents pressured in an aerial string. As such, true combos in ''Brawl'' tend to work only at very low percentages with quick moves that deal very low base knockback. The ability to negate hitstun results in gameplay having a heavy emphasis on [[lock]]s, [[infinite]]s, and chain-grabs. | ||
In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks. | In ''[[Super Smash Bros. 4]]'', the ability to air dodge out of hitstun has been reduced, making true combos much more common, and the increased falling speeds also help in this regard. However, with the ability to air dodge out of a [[tumble]], the increased base knockback on many moves, and the heavier landing lag on aerial attacks, true combos are still harder to pull off than in ''Melee'' and ''Smash 64,'' and generally revolve more around memorization and DI reads than "cookie cutter" combos compared to the aforementioned games. Characters can also no longer be locked indefinitely, and chain-grabs have been completely removed. As a result, most ''SSB4'' characters have a simple combo that is often initiated with a throw and lasts for 2-3 hits, usually racking up 15-20% damage, with any further follow-ups requiring the player to read the opponent's defensive options. However, characters such as [[Greninja]], [[Mewtwo]], [[Sheik]], and [[Bayonetta]], as well as many others with [[item|item-based]] [[projectiles]], have more diverse combo games, which often involve the use of aerial [[Footstool Jump|footstools]] and [[jab]] locks. | ||
==Types of combos== | ==Types of combos== | ||
Below is a list of commonly used terms referring to specific types of combos, along with examples of each | Below is a list of commonly used terms referring to specific types of combos, along with examples of each | ||
*True combo: a combo that is impossible to escape from if performed correctly, though many require properly reacting to DI | *True combo: a combo that is impossible to escape from, guaranteed if performed correctly, though many require properly reacting to DI. | ||
*Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''. | *Throw combo: a combo initiated from a throw, usually a [[down throw]], followed up with one or more aerials. Sheik's down-throw to forward-air is one example in ''Melee''. | ||
* | *Kill confirm: a combo where a weaker, often faster and safer move links into a powerful kill move at a certain percent range. Fox's neutral-air to up smash is an example from SSB4. | ||
*[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths. | *[[Zero-to-death combo|Zero-to-death]]: a combo which is initiated on a character at 0% damage and ends with a kill move, taking their stock. Many characters in ''Smash 64'' have zero-to-deaths. | ||
*Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. | *Ladder combo: a combo consisting of multiple moves, often up-airs, which carry the opponent towards the upper blast line, ending in a potential kill move. Zero Suit Samus and Bayonetta are characters with well-known ladder combos. | ||
*[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain. | *[[Wall of pain]]: similar to the ladder combo, but carries the opponent towards the side blast lines instead. Jigglypuff and Meta Knight are characters with well-known walls of pain. | ||
* | *50-50: not technically a combo, but if the attacker successfully responds to the opponent's decision to jump/attack or air-dodge, the combo can be extended. Most notably used in ''SSB4''. An example is Diddy Kong's up-throw to up-air in SSB4. | ||
*DI dependent: a combo which will not work if the opponent uses a specific type of DI. Rosalina's back throw to up-air is an example of this. | |||
*DI dependent: a combo | |||
==Notable combos== | ==Notable combos== | ||
===''SSB''=== | ===''SSB''=== | ||
*{{SSB|Captain Falcon}}: Multiple [[up aerial]]s followed by [[Falcon Dive]], known as the Stairway to Heaven. He can also perform a variation of the [[Ken Combo]] by chaining his up aerial into his down aerial spike. | *{{SSB|Captain Falcon}}: Multiple [[up aerial]]s followed by [[Falcon Dive]], known as the Stairway to Heaven. He can also perform a variation of the [[Ken Combo]] by chaining his up aerial into his down aerial spike. | ||
*{{SSB|Kirby}}: Multiple [[up tilt]]s, which can rack up heavy damage, lead into aerials, or be used to break [[shield]]s. | *{{SSB|Kirby}}: Multiple [[up tilt]]s, which can rack up heavy damage, lead into aerials, or be used to break [[shield]]s. | ||
*{{SSB|Pikachu}}: Tent combo, made up of a combination of up tilts and throws, along with other moves, in the tent portion of [[Hyrule Castle]]. | *{{SSB|Pikachu}}: Tent combo, made up of a combination of up tilts and throws, along with other moves, in the tent portion of [[Hyrule Castle]]. | ||
===''Melee''=== | ===''Melee''=== | ||
*{{SSBM|Captain Falcon}}: The Sacred Combo, involving a [[Knee Smash]] to knock opponents offstage, and then jumping off and finishing them with a [[Falcon Punch]]. | *{{SSBM|Captain Falcon}}: The Sacred Combo, involving a [[Knee Smash]] to knock opponents offstage, and then jumping off and finishing them with a [[Falcon Punch]]. | ||
*{{SSBM|Falco}}: The [[Pillar]] combo, which involves launching opponents into the air with his [[Reflector]] and then following up with a [[down air]] [[spike]]. Other moves can be added, such as up tilts, [[back aerial]]s, and [[up throw]]s. When done properly, this combo is excellent for wearing down shields. | *{{SSBM|Falco}}: The [[Pillar]] combo, which involves launching opponents into the air with his [[Reflector]] and then following up with a [[down air]] [[spike]]. Other moves can be added, such as up tilts, [[back aerial]]s, and [[up throw]]s. When done properly, this combo is excellent for wearing down shields. | ||
*{{SSBM|Fox}}: Because of his Reflector's horizontal launch angle and low knockback scaling, Fox can chain his Reflector into itself as well as other moves, such as his up smash. Consecutive shines are known as multi-shining. A KO combo involving his up throw leading into an up aerial, particularly devastating against floaty characters. | *{{SSBM|Fox}}: Because of his Reflector's horizontal launch angle and low knockback scaling, Fox can chain his Reflector into itself as well as other moves, such as his up smash. Consecutive shines are known as multi-shining. | ||
*{{SSBM|Jigglypuff}}: Jigglypuff's multiple jumps and excellent aerial mobility allow it to chain multiple back aerials and carry opponents offstage towards the blast line. Known as the [[Wall of Pain]]. Against the space animals, Jigglypuff's up throw leads into an up aerial, and finishes with Rest, guaranteeing a KO at ludicrously low damages. This combo is known as the [[Space Animal Slayer]]. | *Fox: A KO combo involving his up throw leading into an up aerial, particularly devastating against floaty characters. | ||
*{{SSBM|Marth}}: Multiple [[forward aerial]]s followed by a down air spike, known as the [[Ken Combo]]. Against the space animals, Marth can chain throw with his up throw. | *{{SSBM|Jigglypuff}}: Jigglypuff's multiple jumps and excellent aerial mobility allow it to chain multiple back aerials and carry opponents offstage towards the blast line. Known as the [[Wall of Pain]]. Against the space animals, Jigglypuff's up throw leads into an up aerial, and finishes with Rest, guaranteeing a KO at ludicrously low damages. This combo is known as the [[Space Animal Slayer]]. | ||
*{{SSBM|Marth}}: Multiple [[forward aerial]]s followed by a down air spike, known as the [[Ken Combo]]. Against the space animals, Marth can chain throw with his up throw. | |||
*{{SSBM|Sheik}}: While her [[down throw]] can chain-throw a number of characters, against characters immune to the chain-grab, Sheik can combo into other moves, notably her [[up smash]], if she reads her opponents' reaction, and this is effective at both racking damage and KOing. | *{{SSBM|Sheik}}: While her [[down throw]] can chain-throw a number of characters, against characters immune to the chain-grab, Sheik can combo into other moves, notably her [[up smash]], if she reads her opponents' reaction, and this is effective at both racking damage and KOing. | ||
===''Brawl''=== | ===''Brawl''=== | ||
*{{SSBB|Falco}}: His down throw chaingrab racks on about 50%, and can lead into a [[dash attack]], which can be | *{{SSBB|Falco}}: His down throw chaingrab racks on about 50%, and can lead into a [[dash attack]], which can be cancelled into an up smash, for a total of over 60% damage. Alternatively, Falco can finish with a down air meteor smash, which is effective at the ledge. | ||
*{{SSBB|Ice Climbers}}: Well-known for their variety of chain-throws, which can be used to 0-death any character in the game. | *{{SSBB|Ice Climbers}}: Well-known for their variety of chain-throws, which can be used to 0-death any character in the game. | ||
*{{SSBB|King Dedede}}: His down throw, with its | *{{SSBB|King Dedede}}: His down throw, with its uniquely set knockback, can chain-throw many characters at any percent, and can be finished with his back throw for a KO. | ||
*{{SSBB|Kirby}}: The Gonzo combo, consisting of a forward throw, which leads into an up aerial, followed by an up tilt, and finishes with a back aerial, for 38% damage. | *{{SSBB|Kirby}}: The Gonzo combo, consisting of a forward throw, which leads into an up aerial, followed by an up tilt, and finishes with a back aerial, for 38% damage. | ||
*{{SSBB|Meta Knight}}: Being one of the fastest attacks in the game, his up aerial, when combined with his multiple jumps, can combo itself for 30% damage. For finishers, [[Mach Tornado]] can be used, for a total of 50% and an early KO if done near the upper blast line. [[Shuttle Loop]] can be used as well, and its [[semi-spike]] angle is useful for starting [[Edgeguarding|edgeguards]]. Lastly, [[neutral aerial]] can add on another 19%. The variation using Mach Tornado is known as the Rufio combo. | *{{SSBB|Meta Knight}}: Being one of the fastest attacks in the game, his up aerial, when combined with his multiple jumps, can combo itself for 30% damage. For finishers, [[Mach Tornado]] can be used, for a total of 50% and an early KO if done near the upper blast line. [[Shuttle Loop]] can be used as well, and its [[semi-spike]] angle is useful for starting [[Edgeguarding|edgeguards]]. Lastly, [[neutral aerial]] can add on another 19%. The variation using Mach Tornado is known as the Rufio combo. | ||
*{{SSBB|Pikachu}}: Down throw can chain grab fast-fallers to KO percents, where they can be finished with a [[Thunderspike]]. | *{{SSBB|Pikachu}}: Down throw can chain grab fast-fallers to KO percents, where they can be finished with a [[Thunderspike]]. | ||
*{{SSBB|Sheik}}: Her [[forward tilt]] can combo itself for as much as 50%. | *{{SSBB|Sheik}}: Her [[forward tilt]] can combo itself for as much as 50%. | ||
===''SSB4''=== | ===''SSB4''=== | ||
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*{{SSB4|Captain Falcon}}: His down throw combos into two or three up aerials, as well as his neutral aerial. Depending on the opponent's DI, he can combo into his Knee Smash from a down throw. | *{{SSB4|Captain Falcon}}: His down throw combos into two or three up aerials, as well as his neutral aerial. Depending on the opponent's DI, he can combo into his Knee Smash from a down throw. | ||
*{{SSB4|Charizard}}: His down throw can combo into a wide variety of moves, such as his forward aerial, neutral aerial, up aerial, [[Flare Blitz]], and [[Fly]]. | *{{SSB4|Charizard}}: His down throw can combo into a wide variety of moves, such as his forward aerial, neutral aerial, up aerial, [[Flare Blitz]], and [[Fly]]. | ||
*{{SSB4|Diddy Kong}}: Known as the "Hoo-hah", prior to patch 1.0.6, Diddy could combo his down throw into an up aerial, or even two at low percents, being a quick and easy damage-racker and KO string. The aforementioned patch changed the angle and knockback of his down throw and decreased its hitstun, and also drastically decreased the damage and knockback of his up aerial. | *{{SSB4|Diddy Kong}}: Known as the "Hoo-hah", prior to patch 1.0.6, Diddy could combo his down throw into an up aerial, or even two at low percents, being a quick and easy damage-racker and KO string. The aforementioned patch changed the angle and knockback of his down throw and decreased its hitstun, and also drastically decreased the damage and knockback of his up aerial. | ||
*{{SSB4|Donkey Kong}}: Dubbed the "Ding-Dong", his [[forward throw|cargo]] up throw can chain into his up aerial for racking up damage and KOing. | *{{SSB4|Donkey Kong}}: Dubbed the "Ding-Dong", his [[forward throw|cargo]] up throw can chain into his up aerial for racking up damage and KOing. | ||
*{{SSB4|Fox}}: Up tilt combos into itself, and can finish with one of his aerials. At high percents, his down aerial combos into his up smash for a KO. In battles with [[custom moves]] enabled, a down throw at around 15% to 30% can also lead into a clean [[Fox Illusion#Customization|Wolf Flash]]. | *{{SSB4|Fox}}: Up tilt combos into itself, and can finish with one of his aerials. At high percents, his down aerial combos into his up smash for a KO. In battles with [[custom moves]] enabled, a down throw at around 15% to 30% can also lead into a clean [[Fox Illusion#Customization|Wolf Flash]]. | ||
*{{SSB4|Kirby}}: Down aerial is almost guaranteed to be followed by tilts (up tilt in particular), [[grab]]s, [[jab]]s, aerials, and or smash attacks based on percentage and which way the opponent DIs. The smashes in particular, if successful, can lead to KOs. Under certain circumstances, forward aerial can also chain into itself repeatedly to carry opponents offstage. Up tilt also combos into itself and lead into his aerials, mostly at lower percents. | *{{SSB4|Kirby}}: Down aerial is almost guaranteed to be followed by tilts (up tilt in particular), [[grab]]s, [[jab]]s, aerials, and or smash attacks based on percentage and which way the opponent DIs. The smashes in particular, if successful, can lead to KOs. Under certain circumstances, forward aerial can also chain into itself repeatedly to carry opponents offstage. Up tilt also combos into itself and lead into his aerials, mostly at lower percents. | ||
*{{SSB4|Little Mac}}: At low percents, [[Straight Lunge#KO Uppercut|KO Uppercut]] can notoriously combo from neutral attack's first hit and down tilt, and can be used immediately after getting pushed off a ledge during Little Mac's jab infinite for a guaranteed KO. | *{{SSB4|Little Mac}}: At low percents, [[Straight Lunge#KO Uppercut|KO Uppercut]] can notoriously combo from neutral attack's first hit and down tilt, and can be used immediately after getting pushed off a ledge during Little Mac's jab infinite for a guaranteed KO. | ||
*{{SSB4|Lucas}}: Down throw chains into multiple neutral aerials. At high percents, his down throw confirms into his up aerial for a KO. | *{{SSB4|Lucas}}: Down throw chains into multiple neutral aerials. At high percents, his down throw confirms into his up aerial for a KO. | ||
*{{SSB4|Luigi}}: Previously, his down throw had very low knockback scaling, which allowed Luigi to perform combos even at KO percents, with his down throw easily leading into his [[Luigi Cyclone]] or [[Super Jump Punch]] for a KO. However, patch 1.1.1 greatly increased the knockback scaling of his down throw, which hindered his follow-ups at high percents. Still, his down throw is an effective combo starter, and by chaining into the spiking hitbox of his down air, he can perform a pseudo-chain grab by fast falling and re-grabbing. | *{{SSB4|Luigi}}: Previously, his down throw had very low knockback scaling, which allowed Luigi to perform combos even at KO percents, with his down throw easily leading into his [[Luigi Cyclone]] or [[Super Jump Punch]] for a KO. However, patch 1.1.1 greatly increased the knockback scaling of his down throw, which hindered his follow-ups at high percents. Still, his down throw is an effective combo starter, and by chaining into the spiking hitbox of his down air, he can perform a pseudo-chain grab by fast falling and re-grabbing. | ||
*{{SSB4|Mario}}: His down throw leads into multiple up tilts, followed by two up aerials, and finishing with a [[Super Jump Punch]]. | *{{SSB4|Mario}}: His down throw leads into multiple up tilts, followed by two up aerials, and finishing with a [[Super Jump Punch]]. | ||
*{{SSB4|Meta Knight}}: His down throw and dash attack combo into multiple up aerials (known as a ladder combo), ending with aerial [[Shuttle Loop]] for a KO. Alternatively, [[Mach Tornado]] can be used. An easier combo at low percents involves using his back throw, followed by a dash attack and then Shuttle Loop. Alternatively, [[Drill Rush]] can be used in place of Shuttle Loop. | *{{SSB4|Meta Knight}}: His down throw and dash attack combo into multiple up aerials (known as a ladder combo), ending with aerial [[Shuttle Loop]] for a KO. Alternatively, [[Mach Tornado]] can be used. An easier combo at low percents involves using his back throw, followed by a dash attack and then Shuttle Loop. Alternatively, [[Drill Rush]] can be used in place of Shuttle Loop. | ||
*{{SSB4|Ness}}: Down throw combos into multiple forward aerials. | *{{SSB4|Ness}}: Down throw combos into multiple forward aerials. | ||
*{{SSB4|Pikachu}}: At high percents, an up or down throw followed up by [[Thunder (Pokémon)|Thunder]] will result in immense damage and knockback, due to the meteor effect which forces them into Pikachu's shockwave. | *{{SSB4|Pikachu}}: At high percents, an up or down throw followed up by [[Thunder (Pokémon)|Thunder]] will result in immense damage and knockback, due to the meteor effect which forces them into Pikachu's shockwave. | ||
*{{SSB4|R.O.B.}}: His down throw leads into a guaranteed up aerial for a deadly KO combo, known as the "Beep-Boop". | *{{SSB4|R.O.B.}}: His down throw leads into a guaranteed up aerial for a deadly KO combo, known as the "Beep-Boop". | ||
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*{{SSB4|Sheik}}: Her forward and down throws can start long combos using many forward aerials. Her forward throw also leads into [[Bouncing Fish]], being an easy and useful damage racker. Also, her forward tilt can chain into itself at low percents. | *{{SSB4|Sheik}}: Her forward and down throws can start long combos using many forward aerials. Her forward throw also leads into [[Bouncing Fish]], being an easy and useful damage racker. Also, her forward tilt can chain into itself at low percents. | ||
*{{SSB4|Shulk}}: With the Jump [[Monado Art]] active, an up throw followed by an up aerial can lead into a KO depending on rage and the opponent's reaction. This can be enhanced by buffer-canceling the Art during the throw, causing Shulk to jump higher and giving less margin for error. This has been dubbed the "Monado Purge". The Speed Monado Art can also aid in numerous forward aerial attacks after a down throw, which, when off-stage, can optionally be followed by an [[Air Slash]]. | *{{SSB4|Shulk}}: With the Jump [[Monado Art]] active, an up throw followed by an up aerial can lead into a KO depending on rage and the opponent's reaction. This can be enhanced by buffer-canceling the Art during the throw, causing Shulk to jump higher and giving less margin for error. This has been dubbed the "Monado Purge". The Speed Monado Art can also aid in numerous forward aerial attacks after a down throw, which, when off-stage, can optionally be followed by an [[Air Slash]]. | ||
*{{SSB4|Sonic}}: [[Spin Dash]] and [[Spin Charge]] combos into his aerials. His up throw also combos in to neutral, forward, back or up aerial and at certain percents with the help with [[Spring Jump]], up throw to up air can lead to a KO. His neutral aerial is also | *{{SSB4|Sonic}}: [[Spin Dash]] and [[Spin Charge]] combos into his aerials. His up throw also combos in to neutral, forward, back or up aerial and at certain percents with the help with [[Spring Jump]], up throw to up air can lead to a KO. His neutral aerial is also a excellent combo starter due to its launching angle. | ||
*{{SSB4|Villager}}: His down smash can be followed up by his forward smash if the foe does not escape from the former fast enough, although they will only be effectively launched at high percents. | *{{SSB4|Villager}}: His down smash can be followed up by his forward smash if the foe does not escape from the former fast enough, although they will only be effectively launched at high percents. | ||
*{{SSB4|Zelda}}: At low percents, her down tilt can combo into up tilt and then into neutral aerial. Down throw is also a kill confirm into up aerial at high percents. | *{{SSB4|Zelda}}: At low percents, her down tilt can combo into up tilt and then into neutral aerial. Down throw is also a kill confirm into up aerial at high percents. | ||
*{{SSB4|Zero Suit Samus}}: Her down throw can lead into two up aerials, finishing with aerial [[Boost Kick]], KOing very early if done properly. At medium percents, her neutral aerial combos into her [[Flip Jump]], KOing if she lands the spiking hitbox. | *{{SSB4|Zero Suit Samus}}: Her down throw can lead into two up aerials, finishing with aerial [[Boost Kick]], KOing very early if done properly. At medium percents, her neutral aerial combos into her [[Flip Jump]], KOing if she lands the spiking hitbox. | ||
==See also== | ==See also== |