Post by that guy who's absolutely pissed off on Nov 15, 2015 3:33:26 GMT
Had a chance to play some Slam last night and fine tuned this combo.
The Basics
Do a lunge (A-A-A-A) into an anti-air followed by a neutral aerial.
The Setup
The basic way to do this combo is to go straight into a jab via any sort of approach. The other option is a jab-attack-Soup-Grab (JASG: hit A just after hitting X/Z) which allows you to land your first grab on an opponent whether they're shielding or not. The problem with this is that it's partly position dependent as Wolf will be forced down-left when he does the jab meaning the followups can be difficult to hit depending on the relative position of the opponent. A solution to this, although I haven't tested it, is to instead cancel the grab early with a shield. This can be done by holding the shield button after the grab then inputting your jab once the opponent is released. I'm unsure whether the opponent will be able to react after the shield release. Testing required.
The Combo
The lunge combo consists of three hits followed by a rising attack that can hit multiple times. The lunge combo can be aimed which is necessary for getting the maximum of four hits on the opponent. Current understanding is that if the opponent is hit at the end of the lunge they're put into knockdown meaning the rest of the HnD combo can be done even if all but the final hit miss, although the initial hits are necessary to put the opponent in a position where they can be hit by the end of the attack. It can be done with as low as three hits in the lunge but possibly with less.
Once the opponent is in the air the anti-air can be done. The window for doing it is large enough that you don't have to rush. Simply get close enough to the opponent that the anti-air will hit (use their player counter for aiming this). Once this has been done you can follow up with a neutral aerial (use B in the air instead of A to avoid accidentally doing an aerial dash). The timing of this can be tricky due to the large amount of cooldown on the anti-air. If you find yourself accidentally huffin' and puffin' then wait a little longer to jump.
Post-Combo
After this the opponent will be back to standing. Follow ups after this are currently unknown.
The Damage
If all hits connect (Three swipes, four hits of the lunge, anti-aerial and neutral-aerial) this combo does a whopping 86%.
The Drawbacks
A few things can get in the way of this combo. It can be difficult to get hits with the lunge, especially if the opponent is against a wall. The anti-air can be impossible to get if Wolf lands behind an obstacle or on a different level to where the opponent will land as he won't have time to traverse it and still get the hitbox out. Ledges can also mess up jumping to get the finishing neutral aerial.
The Basics
Do a lunge (A-A-A-A) into an anti-air followed by a neutral aerial.
The Setup
The basic way to do this combo is to go straight into a jab via any sort of approach. The other option is a jab-attack-Soup-Grab (JASG: hit A just after hitting X/Z) which allows you to land your first grab on an opponent whether they're shielding or not. The problem with this is that it's partly position dependent as Wolf will be forced down-left when he does the jab meaning the followups can be difficult to hit depending on the relative position of the opponent. A solution to this, although I haven't tested it, is to instead cancel the grab early with a shield. This can be done by holding the shield button after the grab then inputting your jab once the opponent is released. I'm unsure whether the opponent will be able to react after the shield release. Testing required.
The Combo
The lunge combo consists of three hits followed by a rising attack that can hit multiple times. The lunge combo can be aimed which is necessary for getting the maximum of four hits on the opponent. Current understanding is that if the opponent is hit at the end of the lunge they're put into knockdown meaning the rest of the HnD combo can be done even if all but the final hit miss, although the initial hits are necessary to put the opponent in a position where they can be hit by the end of the attack. It can be done with as low as three hits in the lunge but possibly with less.
Once the opponent is in the air the anti-air can be done. The window for doing it is large enough that you don't have to rush. Simply get close enough to the opponent that the anti-air will hit (use their player counter for aiming this). Once this has been done you can follow up with a neutral aerial (use B in the air instead of A to avoid accidentally doing an aerial dash). The timing of this can be tricky due to the large amount of cooldown on the anti-air. If you find yourself accidentally huffin' and puffin' then wait a little longer to jump.
Post-Combo
After this the opponent will be back to standing. Follow ups after this are currently unknown.
The Damage
If all hits connect (Three swipes, four hits of the lunge, anti-aerial and neutral-aerial) this combo does a whopping 86%.
The Drawbacks
A few things can get in the way of this combo. It can be difficult to get hits with the lunge, especially if the opponent is against a wall. The anti-air can be impossible to get if Wolf lands behind an obstacle or on a different level to where the opponent will land as he won't have time to traverse it and still get the hitbox out. Ledges can also mess up jumping to get the finishing neutral aerial.