The Nature of Smash Combos

How would you compare combos in Smash to combos in more traditional fighting games in terms of functionality and technicality?

It’s easier to confirm off random hits for combos in smash, it’s practically necessary. The big deal with combos in smash is, they get you damage and they get you positioning, which either sets you up to ledgeguard or sets you up to tech chase or otherwise lead them into a bad situation.Technicality, depends a lot on the combo. A lot of combos are not really technical, practically do themselves, like on Sheik. Some combos like shine combos with Fox are extremely precise, and the controller itself is laid out in a way that makes them difficult to perform.I’d say that smash bros combos are a lot like rocket combos in Quake, you launch the guy, you know the way they’re gonna go and shoot them again. Except in the process you also need to do a bunch of difficult inputs to make sure all your stuff strings together.

 I’ve been trying to get my Snake back together in P:M and he’s built like a trap, metaphorically speaking. His Fsmash is terrible and you never want to use it, his dash attack is terrible and you always want to DACUS instead (dash attack cancel up smash, a 1-2 frame input involving the control stick, C-stick, and Z or A button), his ftilt is great, but the second hit is awful, his jab is okay, but you never want to use the second jab. His F-air needs to hit grounded targets in order to kill them, his tranq needs to hit grounded targets to put them to sleep and it has a long startup. In general the character is just plain hard to play, but I’m really reluctant to let him go since I played the shit out of him in Brawl.
I’ve also been playing wolf, and he’s pretty much another space animal, except his combos are all DI mixups, where you catch them with different parts of the move so they get sent the wrong way based on their DI. And his shine hits people diagonally upwards, but can be crouch canceled, so it sets up a very different combo game from Fox and Falco.
Space animals in smash bros all have that shine, so they all can multishine, waveshine and so on, which involves using their reflector, down b, and jumping, then shining again exactly when they’re airborne, or wavedashing out of the shine, or you can even shinegrab, because prejump frames cancel into grab. Because you can jump and shine again in the multishine, you can shine on people’s shields over and over again to pressure them into getting hit or dropping their shield to escape. That’s a frameperfect input though, so it’s crazy hard.
The other thing about Wolf is his Wolf Flash, it moves up and diagonal and has a sweet spot exactly at the end. So you need to have crazy aim to land that thing, because if you don’t hit, it sends you into a helpless fall. However people can land that offstage and still recover. Add to it that he has the highest fall speed in the game and Wolf just gets crazy.

Here’s a video that shows that off, kind of old.

A lot of the technicality in Smash Bros involves hitting people with the sweet spot of the attack, like clean hits in Guilty Gear with Sol’s sidewinders. That’s not something that is common in any other fighting game. As well as the basic facets of movement which are more complicated in smash than other fighters, because the acceleration system and other accompanying systems and tricks are more complicated than other fighters.

You can moonwalk by doing a half circle back motion, but not touching down. Wavedashing, wave landing, pivoting within the dash dance range on every character, weaving in and out of attack ranges, crouching to cancel the dash to get normal options back or endure hits from opponents. You have a massive number of options, and I’m gonna need a more specific question if I’m gonna get anywhere with this.

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