Post by m0th64 on Mar 12, 2016 2:57:34 GMT
Due to the prevalence of large and even 0-death combos in the current meta, I think it would serve our community well to have a repository of techniques and information about how to break out of combos. Not all combos can be escaped, but many can, and both for the advancement of the metagame and to help new players get into the scene. Here's some things I've found so far:
With good timing, many multihit moves can simply be jumped or rolled out of, such as Puss's rapid jabs or G-Nome's aerial strings. In fact, it seems that most jab combos can be broken out of in this way. Shielding at the right time also breaks many jab combos, but be careful as many characters can simply choose a jab combo that breaks shield instead.
After extensive testing, I can confirm that "Jump DI" (which I first described here) appears to work against all hits that send opponents into knockdown, including jab combos and grabs. It's also possible if you're hit again while in the knockdown state but before landing on the ground. It may also work on some moves that do not send opponents into knockdown. Additionally, while I haven't tested every character, I can confirm that all the characters I use are able to perform the technique, it's just less obvious as, say, Robin Hood since he's larger and his jump animation isn't as dramatic as someone like Luna's. Because of this, I'm pretty sure that this works for all characters. The process is simple: mash jump at the exact moment you're hit by an attack and you will be able to jump away from the opponent before going into knockdown. The hitstun, damage, and knockdown effects from the attack still apply after landing from the jump, but by using this technique you can position yourself far enough away from the opponent that they will be unable to reach you for a heavy followup.
Mashing a direction on the control stick at the exact moment you are grabbed or thrown can break the grab, sending both you and your opponent into "blue stun" and causing both players to slide across the ground. I've noticed that in many cases the grabbed player actually recovers from this stun quicker than the player who attempted the grab, meaning that this can turn a potentially fatal situation into an opening to attack. Note, however, that this only works against grabs.
With good timing, many multihit moves can simply be jumped or rolled out of, such as Puss's rapid jabs or G-Nome's aerial strings. In fact, it seems that most jab combos can be broken out of in this way. Shielding at the right time also breaks many jab combos, but be careful as many characters can simply choose a jab combo that breaks shield instead.
After extensive testing, I can confirm that "Jump DI" (which I first described here) appears to work against all hits that send opponents into knockdown, including jab combos and grabs. It's also possible if you're hit again while in the knockdown state but before landing on the ground. It may also work on some moves that do not send opponents into knockdown. Additionally, while I haven't tested every character, I can confirm that all the characters I use are able to perform the technique, it's just less obvious as, say, Robin Hood since he's larger and his jump animation isn't as dramatic as someone like Luna's. Because of this, I'm pretty sure that this works for all characters. The process is simple: mash jump at the exact moment you're hit by an attack and you will be able to jump away from the opponent before going into knockdown. The hitstun, damage, and knockdown effects from the attack still apply after landing from the jump, but by using this technique you can position yourself far enough away from the opponent that they will be unable to reach you for a heavy followup.
Mashing a direction on the control stick at the exact moment you are grabbed or thrown can break the grab, sending both you and your opponent into "blue stun" and causing both players to slide across the ground. I've noticed that in many cases the grabbed player actually recovers from this stun quicker than the player who attempted the grab, meaning that this can turn a potentially fatal situation into an opening to attack. Note, however, that this only works against grabs.