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m (Wait, it says up throw. I'll need to retest and rewrite Ultimate's section then, assuming this isn't merged then) |
m (Yeah, I'm just dumb. I wish my main had a combo that wasn't ruined by Snake's frame 1 grenade) |
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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%. | 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 | The combo is more effective in ''Super Smash Bros. Ultimate''. The universal 3-frame jumpsquat change makes it easier to start. Additionally, down aerial's final hit comes out two frames faster than in ''SSB4'', making it a true combo. Down aerial's increased damage also makes it a stronger combo overall. | ||
[[Category:Mario]] | [[Category:Mario]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Techniques (SSBU)]] | [[Category:Techniques (SSBU)]] |
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