Sonic Smackdown COMBO SHOWCASE
Download the game here: https://arcforged.itch.io/sonic-smack... Menu theme by TNHGameRemixes: • (Sonic Smackdown OST) Official Menu Theme ... Nerds first combo video. Major props to Arcforged for making this stellar fighting engine. I wanted to explore the combo engine to see what was possible and this is the result. NOTE: This was done on the Mighty Beta version. DISCLAIMER: I will not claim credit for creating these combos. The game has been out for several months so its highly likely that someone found something similar already. • Sonic 1: The combo that started my binge. Once I got the side switch I was like “This is kinda sexy”. Not overly hard to do. • Sonic 2: After that combo decided to push it even further to see how many side switches I could get. You might be able to get 4 reps but it gets hard after that. • Kunckles 1, 2: Pretty straight forward combo. Nothing crazy fancy. The jump loops are super easy. Expanded the initial combo after realizing you can cancel the DP into specials. Also made the cancel from the loop into the glide easier by removing the j.mp in the second combo. • Tails: This character has some real fancy potential once you start getting into trap setups. I avoided those and just went for the side switch loop. Also kinda nice that initiating flight has its own hitbox. • Silver: Didn’t get very fancy with Silver. But I went for the most Magneto/Nova combo I could think of. Lots of room to grow here. • Shadow: Easily one of the flashiest characters in the game. Teleports make everything cool. I expand on this later. • Blaze 1, 2, 3: I had a harder time make Blaze fancy. Being shoto styled inherently means flashiness is harder to produce. Thankfully Arcforged used more Akuma DNA. She has a nice variety of ways to combo after super though. • Amy: OTG the character. She lacks a level 3 in the Mighty beta but still can pull damage. • Rouge 1,2: She has some nice fancy corner carries. After I did the initial I combo I realized I could side switch it by attack canceling the dash. The second combo also makes use of the hitbox from initiating flight. • Metal Sonic: Holy moly the start of this combo is hard. The link from the jump cancel is super tight since it uses the edge of the j.H hitbox. I kept screwing up the dash cancel after into j.back-H for the beam sword cause it kept grabbing if timed wrong. Another character where initiating flight also has a hitbox. • Mecha Sonic: The character feels oddly clunky and yet has hitstun for DAYS. Super easy to loop this though the loop itself is kinda boring. Nailing the side switch is a bit tricky as the air horizontal spin dash needs a slight delay. I really wanted to end into the level 5 install to the install level 1 super. Major SMBZ vibes. • Shadow Extra: I wasn’t fully satisfied with the initial combo and wanted to add a bit more to it. Found out the flame kicks can be special canceled and decided to use those. • Mecha Sonic Extra: Wanted to make the loop more interesting so I added the ground spin dash to make it more visually flashy. • Sonic Extra: I went back to the double side switch and wanted to expand the damage further. This combo took me 8 hours of labbing and practicing. Each time I got something I found something else that would improve it and spent more time trying to nail it again.

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