Ally Combo: Difference between revisions

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[[Super Jump Punch]] is also an option, though it is rather risky to attempt due to rendering Mario [[helpless]].
[[Super Jump Punch]] is also an option, though it is rather risky to attempt due to rendering Mario [[helpless]].


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, which is potentially more dangerous than the combo itself since Mario can easily punish them, meaning only fast attacks 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.
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 cannot be performed by Dr. Mario due to the launch angles of his down aerial and down throw, which plays a part in his inferior damage-racking game.
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 18:31, January 28, 2018

The Ally Combo is a combo Mario can perform in SSB4. It involves Mario performing a down 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 a down 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.

Super Jump Punch is also an option, though it is rather risky to attempt due to rendering Mario helpless.

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 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.