Thursday, July 16, 2009

The combo goes like this.
Fox vs Marth. 0%. Left side of FD. Fox is on the left side.
dair > shine > wd towards > shuffle nair > up tilt > ?

The combo does about 35%. I'm trying to find out the best way to finish this. This is also assuming that Marth cannot CC the nair. I am not positive if you can CC when you are already stunned, but I am fairly certain that you can. Regardless, I do not see that CC would be common for a Marth after being shined. Marth should expect a grab > up throw and therefor di left or right. In this case the nair would pop Marth off of the ground. If his di was away then you may have to turn before you up tilt, to extend the range. If his di was towards you, he may end up behind you after nair and your up tilt is in position to hit him.

Unfortunately, although a dair will combo after the up tilt, it is impossible to combo afterwards. Characters seem to gain instant recovery the moment they land on their feet. Hence the reason that nair > shine > wd any attack can always be avoided. If the nair pops them up, the shine knocks them to the ground and they regain control. The dair acts the same way the shine does, it brings them to the ground and they regain control. Even if you went for a grab after the dair, the dair is too risky in the first place since the di is too hard to track. Still though, it looks sweet.

I experimented by ending with shuffle nair > fj bair. This brings the combo to do ~52%, iirc, and seems to hit marth safely away (relatively). This is solid, it's legit, it's a real baby-maker, yet I just can't shake the feeling there is a better option. I'm thinking that there is potential mix up in the final fj bair. What if you can mix up which direction you hit them with the bair? Say they di towards you as you run in for bair, then you'd want to hit them with Fox's crotch to keep them close, and possibly set up for another hit. If they di away as you approach for the bair then you could time it later, so that it hits when you reach the other side and they once again di towards you.

Of course, none of this may be useful at all. What if shine > wd > grab > up throw is simply a better option? In Melee, consistency = win, not flash or tech skill. The player who capitalizes the hardest and most consistently will win. To be consistent you need to have all options covered, and one of the easiest ways to do that is through grabs. The up throw may prove to be more consistent than the shuffle nair. So it becomes a choice. Do I grab and get that guarenteed damage? Or do I take a risk on their di for a possibly larger reward?

Only one way to find out.

1 comment:

  1. You cannot CC while you're in hitstun, however holding down would cause you to ASDI downwards and due to the fact that your opponent doesn't have many % the result might be the same as if they're CC'ing. However as you said this is unlikely.

    Personally I think Grab Uthrow Uair after the waveshine is simply the better option.

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