SSBU Inkling Basic combos and mix ups guide
Автор: Alan Eduardo Cisneros Zuñiga
Загружено: 2018-12-12
Просмотров: 23593
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This is a little basic combo show and guide with Inkling for super smash bros ultimate all combos shown are part true combos and part mix ups here's the list of options you have
from Down Throw at 0% use jabs
0% to 10% jabs are possible but only the second jab hits so its not a totally true combo but the window to escape is very short so basically still works
at 0% Down tilt or Forward tilt is an option too but the optimal is using jabs because it leaves the opponent Inked
from 25% - 40% you can use Forward Air
25% - 40% Neutral Air can mix up to a Down tilt or re-grab then Forward Air or Up Throw to Up Air
0% - 80% aproximately Up Throw to Up Air is guaranteed, anything further becomes a 50/50 situation
Forward Throw
from 0% - 80% (with no DI and without rage) Dash Attack can true combo
testing during matches this is very possible and a viable option from 0% - 45%
Inkling Up Air's first hit has a set knockback so it can true combo into an Up smash at any percent so it can be set as a kill confirm but is hard to land
in the ground Neutral air is a great mix up tool that you can use to make your opponent slide across the stage at low percents for a Down Air off stage
your best approaching tools are Forward air and back air, those two can combo into jabs or grab
try to mix all your grab plays acording to the platforms you are on and good luck
more combos and tips coming soon
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