True Combos (@TrueCombos) header
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True combos in Super Smash Bros. Ultimate/Melee + Rivals of Aether - tested on #Arduino with optimal DI. New combos posted regularly. MDVA Joker/Hero. Lab rat.

Laurel, MD
Joined October 2019
After my run on Friday in both singles and doubles, I've been doing a lot of thinking about where I see each character going in this game. These are my thoughts right now, obviously subject to new stuff. (Top and high tiers very loosely ordered but they're all up for debate)
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I was intending to go back to my daily upload schedule but I think it's super important to nip all this false garbage in the bud. To celebrate, here's another green-charted low % combo you can do with "uptilt cancel"/Last Surprise that you literally can't mess up. #ssbu_joker
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This combo has a bunch of setups (such as the forced tech strat mentioned by @PlagueVonKarma, video on that coming soon), but here's a braindead one I forgot to upload. Starts very easily off of dair on a range of characters.
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Introducing up-tilt cancel. By connecting the final hitbox of uptilt at low %, Joker can get a regrab which forces specific characters into the window for a devastating combo. The entire combo is charted green on Arduino, with optimal settings. 1/2 #ssbu_joker
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Robin #1 - Unreactable and impossible to SDI (charted green on Arduino). Arcfire can be landed from any range, but the followup window is tight. Execute it like you would a Greninja upsmash confirm. (Sorry for the lack of upload yesterday, I was out at locals. Enjoy.) #ssbu_robin
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Ex. 2: A more optimized, true version starting off of the weak hit of upair. Arduino-tested with DI away + spam airdodge. #ssbu_isabelle
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Here's a quick and clean example. Obviously not optimized, but you can do setups like this against any human opponent. Stop letting arbitrary tier lists limit your own potential. #ssbu_isabelle
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Mr. Game & Watch #1 - Tested on Snake at 7% (up to 61.1%). Massive true mixup that can be started from nair or uptilt (the nair is theoretically escapable through inhuman Arduino SDI, but unreactable by human speeds. Uptilt cannot be escaped.) #ssbu_gnw
Confirmed working and true up to 60% (98.4% after hit), requiring the startup of Falcon's dash to be performed, into a full-hop knee w/ momentum. Extremely likely to work higher as a DI mixup, but start the combo between 20-60 to keep it foolproof. 2/2
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BONUS FAN REQUEST: Captain Falcon v. Toon Link MU. Tested on Toon Link at 20% w/ Arduino DI out + spam airdodge (54.4 - ???). Frame-tight but a devastating and unreactable true combo, and essential b&b. 1/2
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Wii Fit Trainer #1 - Tested on Palutena at 0% w/ Arduino DI away + spam airdodge (67.1%). Huge 0-5% grab follow-up with deep breathing (will not work without). Side-B must be buffered, f-air can be buffered against most of the cast. #ssbu_wft
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BONUS: Hero #1 - Tested on Mario at 30% with DI out + spam airdodge w/ Arduino (up to 50.3%). Unreactable true DI mixup can be performed if you crossup with falling upair into reverse f-smash. Charge for 2 extra frames vs small characters. #ssbu_hero
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Ice Climbers #1 - Tested on Fox at 0% with DI out + spam airdodge w/ Arduino (38.4%). Start a desync of your choice and begin a cheerless grab, followed by buffered down-B for Nana and immediately input F-smash once blizzard comes out. Charge longer vs fastfallers. #ssbu_icies
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Got the custom #Arduino setup looking tidy for tomorrow's fresh new combo... With a sleeper high tier? Stay tuned... #ssbu_tech
Bowser #1 - Tested on Wolf at 0%, DI out w/ Arduino (41.5%). Short-hop the side-B to connect against lightweights/floaty characters. #ssbu_bowser
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