Ally Combo: Difference between revisions

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The Ally Combo is a combo [[Mario (SSB4)|Mario]] can perform in [[SSB4]]. It involves Mario performing an up throw, then following it with his [[Mario Tornado|down aerial]] before finishing the combo with  another aerial, commonly a forward aerial.  
The Ally Combo is a combo [[Mario (SSB4)|Mario]] can perform in [[SSB4]] and [[Ultimate]]. It involves Mario performing an up throw, then following it with his [[Mario Tornado|down aerial]] before finishing the combo with  another aerial, commonly a forward aerial.  


The Ally Combo was named after Canadian smasher [[Ally]], widely considered to be the best Mario player in the world.
The Ally Combo was named after Canadian smasher [[Ally]], widely considered to be the best Mario player in the world.


==Performance==
==Performance==
The Ally Combo seems rather basic compared to some other combos, to perform it; the player must execute an up throw, and then immediately use a down aerial from a short hop. After this is done, the player has the option to use any of Mario's other aerials, however, because Mario's forward aerial is a powerful spike with a long duration, his other options are often overlooked in favor of it.
The Ally Combo seems rather basic compared to some other combos, to perform it; the player must execute an up throw, and then immediately use a down aerial from a full hop. After this is done, the player has the option to use any of Mario's other aerials, however, because Mario's forward aerial is a powerful spike with a long duration, his other options are often overlooked in favor of it. Despite this, an up aerial is commonly used as a finisher instead in [[Ultimate]] due to being Mario's most viable combo at low percents.


[[Super Jump Punch]] is also an option, though it is rather risky to attempt due to rendering Mario [[helpless]].
However, this combo is not 100% true. For starters, the long delay before Mario Tornado's final hitbox allows characters with a fast enough air dodge or an attack that hits before frame 4 to escape from the move, thus ending the combo. However, at all but the highest percents in which the combo is possible, the opponent will suffer landing lag out of the air dodge due to the combo being initiated so close to the ground, which is potentially more dangerous than the combo itself since Mario can easily punish them, meaning only fast moves are a true issue most of the time. Another problem is that the percentage the opponent is required to be at is very strict, however, if the player can overcome these flaws, then this combo does solid damage and puts the opponent in a disadvantageous situation.  


However, actually pulling off the combo is anything but basic. For starters, the long delay before Mario Tornado's final hitbox allows characters with a fast enough air dodge or an attack that hits before frame 4 to escape from the move, thus ending the combo. However, at all but the highest percents in which the combo is possible, the opponent will suffer landing lag out of the air dodge due to the combo being initiated so close to the ground, which is potentially more dangerous than the combo itself since Mario can easily punish them, meaning only fast moves are a true issue most of the time. Another problem is that the percentage the opponent is required to be at is very strict, however, if the player can overcome these flaws, then this combo can be lethal, especially near ledges due to the aforementioned forward aerial.
This combo is more optimal in [[Ultimate]] due to two frames being subtracted from the transition to down aerial's final hit, and the universal jumpsquat buff that Mario, as well as everyone else received.
 
This combo cannot be performed by Dr. Mario due to the launch angle of his down aerial, which plays a part in his inferior damage-racking game.

Revision as of 17:22, December 12, 2019

The Ally Combo is a combo Mario can perform in SSB4 and 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.

The Ally Combo was named after Canadian smasher Ally, widely considered to be the best Mario player in the world.

Performance

The Ally Combo seems rather basic compared to some other combos, to perform it; the player must execute an up throw, and then immediately use a down aerial from a full hop. After this is done, the player has the option to use any of Mario's other aerials, however, because Mario's forward aerial is a powerful spike with a long duration, his other options are often overlooked in favor of it. Despite this, an up aerial is commonly used as a finisher instead in Ultimate due to being Mario's most viable combo at low percents.

However, this combo is not 100% true. For starters, the long delay before Mario Tornado's final hitbox allows characters with a fast enough air dodge or an attack that hits before frame 4 to escape from the move, thus ending the combo. However, at all but the highest percents in which the combo is possible, the opponent will suffer landing lag out of the air dodge due to the combo being initiated so close to the ground, which is potentially more dangerous than the combo itself since Mario can easily punish them, meaning only fast moves are a true issue most of the time. Another problem is that the percentage the opponent is required to be at is very strict, however, if the player can overcome these flaws, then this combo does solid damage and puts the opponent in a disadvantageous situation.

This combo is more optimal in Ultimate due to two frames being subtracted from the transition to down aerial's final hit, and the universal jumpsquat buff that Mario, as well as everyone else received.