Post by scrubjr on May 26, 2017 9:24:23 GMT
The Basic Combos
B Air -> Taunt
BAir-Taunt is the most basic combo in the entire game, just land a B aerial and while your opponent is in the ground taunt once to build Berserk meter.
Grab -> Jab
Next is Grab-Jab, you just grab your opponent (although this is easier said than done) and throw or release them onto the ground. After being thrown, they won't have any invincibility upon standing up like they would any other knockdown, so go over to them and time your jab to hit them as they get up, both the B and Y jabs have multiple hits so it give you a bit of leeway on timing. Unless you are frame perfect your opponent will be able to block your jab after getting up by simply holding down the block button, but luckily if you do it with berserk then they won't be able to block your attacks. to successfully perform the combo without berserk you have to hit a 3 frame window.
Variations
First is the option after grabbing them, to throw them forward by pressing B, throw them up by pressing Y, or releasing them by pressing X again. Releasing them won't put them very far away, making it the easiest to follow up on, you can also use BXX here to gain a bit of berserk meter while you're at it. But while the B and Y throws send them very far away, they will do extra damage, so going over to a corner or nearby wall and throwing them directly into it will let you get a follow up while getting extra damage.
It's also important to note that many walls are destructible, which for a one time use will deal more damage to your opponent when you throw them at it then just throwing them on the ground or against a normal wall.
Then is whether to do a Y jab or B jab followup. The hits of a Y jab come out much faster and last longer than those of a B jab making it easier to time hitting your opponent after they get up, the B jab does more damage than the Y jab but it's very hard to time the hits of the B jab to come out properly. So overall Y jabs are much easier to time but B jabs will do more damage, so if you're a little bit unconfident you may just want to go with a Y jab.
If you want even more damage you can try to angle your jab to knock your opponent into even more destructible walls.
Grab -> B Air
Similar to a Grab-Jab combo, your timing has to be very precise to perform this combo without berserk, but not nearly as precise as you would have to be for a Grab-Jab because the hitbox for B Air stays out for a very long time so your window is larger than with a jab. Simply throw your opponent whichever way you prefer and then B Air them as they stand up
Variations
After you get the B Air you can go for a Taunt, making the full combo Grab -> B Air -> Taunt.
Item Combos
While there are many different items in War of the Whiskers all of them fall into one of very few categories. Here is a list
"Basic Melee Weapons" melee weapons that you can pick up and deal quite a bit of damage with. It is notable that there are two types of basic melee weapons, one type knocks your opponent very far away, and the other makes them fall in place.
"Daze Melee Weapons" melee weapons that you can pick up, but at the end of their 3-hit combo it will stun them with a daze the opponent. When they are dazed, the only thing that can effect them are grabs.
"Basic Throwables" throwables that do a standard knockdown
"Bind Throwables" throwables that do a standard knockdown but when charged at least halfway will land on your opponent's head and stun them for a certain amount of time.
When they are bound, anything can be done to them. When uncharged Bind Throwables will do a standard knockdown
"Daze Throwables" throwables that do a standard knockdown but when charged all the way will stun your opponent with a daze effect for certain amount of time.
When they are dazed, the only thing that can effect them are grabs.
"Incendiary Thowables" throwables that do a standard knockdown but when charged all the way will ignite your opponent.
"Explosive Throwables" throwables that do a standard knockdown but when charged halfway will ignite your opponent, and when charged all the way will stun your opponent with an explosion stun. When they are explosion stunned, anything can be done to them. If an explosive throwable is held for 10 seconds without being thrown, they will stun the holder with an ash effect and do a standard knockdown to all players near them.
Bind and/or Explosive -> Daze -> Grab
This is the most common item combo, simply half charge throw any bind throwable at your opponent this will leave them bound, alternatively, you could full charge an explosive throwable at your opponent which will also stun them with an explosion stun, if both a bind throwable and explosive throwable are available you can do both in whichever order you want to. After you've done this and they're stunned, go pick up a daze throwable and full charge throw it at them, or go pick up a daze melee weapon and use it on them, you can only do one though because you cannot daze an already dazed player. This will leave them dazed, leaving grabbing them as the only option. From there, attempt a grab -> jab combo.
Stun -> Grab
If you do not have access to any bind/explosive throwables and have access to a stun throwable or vise-versa, do this instead. Use whichever one you have to stun your opponent, then grab them and attempt a grab -> jab.
Bind and/or Explosive -> Basic Melee/Basic Throwable
This is the same as the last combo, except if you don't have access any dazing items and have access to a basic melee weapon or a basic throwable just use one of those instead, although prioritize melee weapons over throwables as they do much more damage.
Bind and/or Explosive -> Grab
This is the same as the last two combos, except if you don't have access to any melee weapons or throwables just grab them and attempt a Grab-Jab combo.
Ignite -> Taunt
Half charge throw an incendiary throwable at your opponent, and while they're on fire they can move but nothing beyond that, so use the chance to taunt and build some berserk.
B Air -> Taunt
BAir-Taunt is the most basic combo in the entire game, just land a B aerial and while your opponent is in the ground taunt once to build Berserk meter.
Grab -> Jab
Next is Grab-Jab, you just grab your opponent (although this is easier said than done) and throw or release them onto the ground. After being thrown, they won't have any invincibility upon standing up like they would any other knockdown, so go over to them and time your jab to hit them as they get up, both the B and Y jabs have multiple hits so it give you a bit of leeway on timing. Unless you are frame perfect your opponent will be able to block your jab after getting up by simply holding down the block button, but luckily if you do it with berserk then they won't be able to block your attacks. to successfully perform the combo without berserk you have to hit a 3 frame window.
Variations
First is the option after grabbing them, to throw them forward by pressing B, throw them up by pressing Y, or releasing them by pressing X again. Releasing them won't put them very far away, making it the easiest to follow up on, you can also use BXX here to gain a bit of berserk meter while you're at it. But while the B and Y throws send them very far away, they will do extra damage, so going over to a corner or nearby wall and throwing them directly into it will let you get a follow up while getting extra damage.
It's also important to note that many walls are destructible, which for a one time use will deal more damage to your opponent when you throw them at it then just throwing them on the ground or against a normal wall.
Then is whether to do a Y jab or B jab followup. The hits of a Y jab come out much faster and last longer than those of a B jab making it easier to time hitting your opponent after they get up, the B jab does more damage than the Y jab but it's very hard to time the hits of the B jab to come out properly. So overall Y jabs are much easier to time but B jabs will do more damage, so if you're a little bit unconfident you may just want to go with a Y jab.
If you want even more damage you can try to angle your jab to knock your opponent into even more destructible walls.
Grab -> B Air
Similar to a Grab-Jab combo, your timing has to be very precise to perform this combo without berserk, but not nearly as precise as you would have to be for a Grab-Jab because the hitbox for B Air stays out for a very long time so your window is larger than with a jab. Simply throw your opponent whichever way you prefer and then B Air them as they stand up
Variations
After you get the B Air you can go for a Taunt, making the full combo Grab -> B Air -> Taunt.
Item Combos
While there are many different items in War of the Whiskers all of them fall into one of very few categories. Here is a list
"Basic Melee Weapons" melee weapons that you can pick up and deal quite a bit of damage with. It is notable that there are two types of basic melee weapons, one type knocks your opponent very far away, and the other makes them fall in place.
"Daze Melee Weapons" melee weapons that you can pick up, but at the end of their 3-hit combo it will stun them with a daze the opponent. When they are dazed, the only thing that can effect them are grabs.
"Basic Throwables" throwables that do a standard knockdown
"Bind Throwables" throwables that do a standard knockdown but when charged at least halfway will land on your opponent's head and stun them for a certain amount of time.
When they are bound, anything can be done to them. When uncharged Bind Throwables will do a standard knockdown
"Daze Throwables" throwables that do a standard knockdown but when charged all the way will stun your opponent with a daze effect for certain amount of time.
When they are dazed, the only thing that can effect them are grabs.
"Incendiary Thowables" throwables that do a standard knockdown but when charged all the way will ignite your opponent.
"Explosive Throwables" throwables that do a standard knockdown but when charged halfway will ignite your opponent, and when charged all the way will stun your opponent with an explosion stun. When they are explosion stunned, anything can be done to them. If an explosive throwable is held for 10 seconds without being thrown, they will stun the holder with an ash effect and do a standard knockdown to all players near them.
Bind and/or Explosive -> Daze -> Grab
This is the most common item combo, simply half charge throw any bind throwable at your opponent this will leave them bound, alternatively, you could full charge an explosive throwable at your opponent which will also stun them with an explosion stun, if both a bind throwable and explosive throwable are available you can do both in whichever order you want to. After you've done this and they're stunned, go pick up a daze throwable and full charge throw it at them, or go pick up a daze melee weapon and use it on them, you can only do one though because you cannot daze an already dazed player. This will leave them dazed, leaving grabbing them as the only option. From there, attempt a grab -> jab combo.
Stun -> Grab
If you do not have access to any bind/explosive throwables and have access to a stun throwable or vise-versa, do this instead. Use whichever one you have to stun your opponent, then grab them and attempt a grab -> jab.
Bind and/or Explosive -> Basic Melee/Basic Throwable
This is the same as the last combo, except if you don't have access any dazing items and have access to a basic melee weapon or a basic throwable just use one of those instead, although prioritize melee weapons over throwables as they do much more damage.
Bind and/or Explosive -> Grab
This is the same as the last two combos, except if you don't have access to any melee weapons or throwables just grab them and attempt a Grab-Jab combo.
Ignite -> Taunt
Half charge throw an incendiary throwable at your opponent, and while they're on fire they can move but nothing beyond that, so use the chance to taunt and build some berserk.