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Ally Combo: Difference between revisions

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(Um... This combo ain't true... at all. Lightweight, middle, heavy, even combo-fodder Ridley didn't work. Down throw just has too much end lag, most characters have like 4 frames *before he even jumps*. Am I just bad at it or is this just someone else not testing it?)
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{{merge|Mario (SSBU)/Up throw|Shouldn't have its own page, relevant information should be on the throw page}}
{{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 (SSB4)|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 [[Mario Tornado|down aerial]] before finishing the combo with another aerial, commonly a forward aerial, or [[Super Jump Punch]].
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.
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==
==Performance==
To perform the combo, the player must execute an up throw, and then 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, 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]].
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]].


However, this combo is not necessarily true. For starters, 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. However, 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 for it, meaning only fast moves are a true issue in most scenarios. This combo generally works from around 0-30% on middleweights, though down aerial will send too far to capitalize with other aerials around 15-20%.
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%.


This combo is completely true in ''Ultimate'' due to two frames being subtracted from the transition to down aerial's final hit, is easier due to perform due to the universal jumpsquat buff, and is more punishing due to down aerial dealing more damage. For these reasons, it's universally considered to be Mario's optimal throw combo at low percentages and massively buffed from ''SSB4''.
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)]]

Revision as of 14:33, April 21, 2022

Merge.png It has been suggested that this article or section be merged with Mario (SSBU)/Up throw.
The reason given for the merge is: Shouldn't have its own page, relevant information should be on the throw page. (Discuss)

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.