Super Smash Bros./Captain Falcon: Difference between revisions

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''F-throw / Up-smash/ F-air / Up-Smash / F-air / D-air:'' When the opposing player finds himself/herself near the edge, one should make them pay by using this combo to take them from 0% to death by spike. The timing on this is critical, and missing the last move is normal, as it requires that the opponent tries to jump back to the stage immediately after their aerial recovery.   
''F-throw / Up-smash/ F-air / Up-Smash / F-air / D-air:'' When the opposing player finds himself/herself near the edge, one should make them pay by using this combo to take them from 0% to death by spike. The timing on this is critical, and missing the last move is normal, as it requires that the opponent tries to jump back to the stage immediately after their aerial recovery.   


''Up-smash / Up-air / Up-smash / Up-air / D-air:'' This is a situational combo that can be used on an opponent when playing a stage such as Kirby’s Dreamland. If the opposing player is above CF on one of the side platforms, simply up-smash them through the platform and do an up-air. Once this has happened, jump up to the platform and do another up-smash followed by an up aerial, which should be timed to send the opposing player over the edge. After the up-air is finished, jump and do the d-air, which should send them down of the stage far enough so that they can’t recover.
''Up-smash / Up-air / Up-smash / Up-air / D-air:'' This is a situational combo that can be used on an opponent when playing on a stage such as Kirby’s Dreamland. If the opposing player is above CF on one of the side platforms, simply up-smash them through the platform and do an up-air. Once this has happened, jump up to the platform and do another up-smash followed by an up aerial, which should be timed to send the opposing player over the edge. After the up-air is finished, jump and do the d-air, which should send them down of the stage far enough so that they can’t recover.
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