FightingGameGuy
Smash Apprentice
Intro
This newer, better section of this guide is under construction. You can still find the old data below based on the approach Famitsu used, but the new data will be far more versatile.
Launch Speed Formulas [Under Construction - Non-charged smashes done]
These are the formulas the game uses to determine the speed at which Mario is launched by Lucas' moves. Launch speed correspondes proportionally to flight distance by the following formula:
Non-charged Smashes
FSmash: 35.466x + 2466.6
UpSmash: 42.864x + 2040.3
DSmash: 41.025x + 1764.5
Specials
NeutralB: 19.988x + 1859.8
SideB: 16.011x + 2018.1
DownB: 25.654x + 1812.9
UPB(2): 20.017x + 3260.1
Tilts
Ftilt: 29.871x + 1115.7 (R^2= 0.9967: it might be have some sort of sweetspot)
Uptilt: 24.958x + 1855.5
Aerials
Fair: 33.441x + 852.56
nair: 15.824x + 3025 (R^2 = 0.9985)
bair: Too sweetspot dependant to establish a correlation
upair: 35.378x + 929.55
Launch Speed to Distance Traveled Conversion
100%
Upsmash 101
Fsmash 92.4
Dsmash 88.3
UpB(2) 72.2
Nair 56.6
Upair 53.4
DownB 51.5
Uptilt 50.9
Fair 47.6
Ftilt 45.7
NeutralB 40.8
SideB 36.2
200%
Upsmash 263
Dsmash 235
Fsmash 217
Upair 157
Fair 140
UpB(2) 131
Ftilt 125
DownB 120
Uptilt 117
Nair 97.5
NeutralB 88
SideB 71.2
Analysis (Under Construction)
Up-Smash Is by far Lucas' strongest move.
DownB has impressive launch gain (highest of his B-moves) with percent. When you match that the move's nearly perfectly horizontal trajectory you have a great KO move at high percents.
Upair has low a low constant launch meaning you can combo with it a low percents. But it also has a high launch gain so you can also kill with it!
Nair's launch doesn't not scale much with percent but instead is starts high. So it is not in fact a good KO move.
Ftilt and Fair have strong launch gain so they're decent launchers at high percents.
2.0 Entirely New Direction in progress - Launch Speed Formulas. Non charged smashes complete.
2.0-2.1 Mini-Updates adding in new data
2.1+ Working on the analysis section
2.2 Added Information linking Launch Speed to Distance Traveled
This newer, better section of this guide is under construction. You can still find the old data below based on the approach Famitsu used, but the new data will be far more versatile.
Launch Speed Formulas [Under Construction - Non-charged smashes done]
These are the formulas the game uses to determine the speed at which Mario is launched by Lucas' moves. Launch speed correspondes proportionally to flight distance by the following formula:
In the following formulas X is percent, after the damage of the move has been taken into consideration. All of these formulas are 0% stale moves.FightingGameGuy said:Distance Traveled = 1*(10^(-5))*((Launch Speed)^1.8432)
Non-charged Smashes
FSmash: 35.466x + 2466.6
UpSmash: 42.864x + 2040.3
DSmash: 41.025x + 1764.5
Specials
NeutralB: 19.988x + 1859.8
SideB: 16.011x + 2018.1
DownB: 25.654x + 1812.9
UPB(2): 20.017x + 3260.1
Tilts
Ftilt: 29.871x + 1115.7 (R^2= 0.9967: it might be have some sort of sweetspot)
Uptilt: 24.958x + 1855.5
Aerials
Fair: 33.441x + 852.56
nair: 15.824x + 3025 (R^2 = 0.9985)
bair: Too sweetspot dependant to establish a correlation
upair: 35.378x + 929.55
Launch Speed to Distance Traveled Conversion
Here are some tables giving Distance traveled (Note: these tables give distance traveled in any direction)FightingGameGuy said:Distance Traveled = 1*(10^(-5))*((Launch Speed)^1.8432)
100%
Upsmash 101
Fsmash 92.4
Dsmash 88.3
UpB(2) 72.2
Nair 56.6
Upair 53.4
DownB 51.5
Uptilt 50.9
Fair 47.6
Ftilt 45.7
NeutralB 40.8
SideB 36.2
200%
Upsmash 263
Dsmash 235
Fsmash 217
Upair 157
Fair 140
UpB(2) 131
Ftilt 125
DownB 120
Uptilt 117
Nair 97.5
NeutralB 88
SideB 71.2
Analysis (Under Construction)
Up-Smash Is by far Lucas' strongest move.
DownB has impressive launch gain (highest of his B-moves) with percent. When you match that the move's nearly perfectly horizontal trajectory you have a great KO move at high percents.
Upair has low a low constant launch meaning you can combo with it a low percents. But it also has a high launch gain so you can also kill with it!
Nair's launch doesn't not scale much with percent but instead is starts high. So it is not in fact a good KO move.
Ftilt and Fair have strong launch gain so they're decent launchers at high percents.
Version InfoFightingGameGuy's old Data said:I was inspired by what I saw translated in the famitsu magazine/strategy guide/promo thing. I ran the same tests, using Mario at the default CPU level 3 seeing at what percent moves could kill Mario when he stands in the center of final destination. Note that DI (the CPU's DI seems to be almost totally negligible) and weight are not taken into consideration by these numbers!
Organized by lowest % for a kill
Upsmash 75
Dsmash 96
Fsmash 95 (not instant kill, instant kill at 97)
DownB 115 (not instant kill, instant kill at 147)
UpB(2) 120
Dthrow 141
NeutralB 147
Upthrow 151
DashA 151 (Sweetspot Dependant)
Upair 152
Fair 154
Bair 158 (near horizontal trajectory, non-instant kill, sweetspot dependant)
Uptilt 160
Bthrow 172
Ftilt 177
Nair 194
Fthrow 200
SideB 289
NeutralA combo 300-320ish
Dair 370 (last hit only, grounded foe, kills by ceiling)
Dtilt NEVER Kills
Organized by type
Smashes
Upsmash 75
Dsmash 96
Fsmash 95 (not instant kill, instant kill at 97)
Tilts
Uptilt 160
Ftilt 177
Dtilt NEVER Kills
Aerials
Upair 152
Fair 154
Bair 158
Nair 194 (last hit only)
Dair 370 (last hit only, grounded foe, kills by ceiling)
Other As
DashA 151
A combo 300-315
Specials
DownB 115 (not instant kill, instant kill at 147)
UpB(2) 120
NeutralB 147
SideB 289
Throws
Dthrow 141
Upthrow 151
Bthrow 172
Fthrow 200
Notes
Other Factors Weight, DI, and positioning all effect whether a move can kill. These %s are intended as a quantitative measure of a moves knockback not as a memorize-this-percent-for-when-you-can expect-a-kill.
Smashes%s come from using the C-stick. Non C-sticked smashes kill at slightly lower percents (1-4).
Non-instant kills If a move is noted to not instant kill, it means that Mario died by failing to come back, not by dying off the side of the sceen. Note though, that the CPU level 3 mario DIs and comes back horribly. Thus, the percent for killing with these will probably be much higher against actual people.
UpB(2)This refers to the last hit of PK Thunder2. I had started at the edge of the final destination, so only a few hits or none of the hits other than the last landed. The initial frame hit also seems to have identical strength.
Sweet Spots
DownB: centerish of sphere
DashA: as close as possible
Bair: not sure, but you can get the trajectory just above the horizontal, obviously that is best.
Throws
Stood right next to Mario for the grab. As a result I needed to re-do the Bthrow % as it had an unfair advantage over the strength of the Fthrow without this positioning factor being taken into consideration
Version Info
1.0 First Version, most moves you'd want to use to kill people
1.1 Corrected info on SideB, added some more aerials . Added into the Lucas Guide! Thanks WarMachine
1.2 Now includes every single move. Was missing some throws. Thanks Serpit.
1.3 Added a disclaimer in the intro about DI and weight.
2.0 Entirely New Direction in progress - Launch Speed Formulas. Non charged smashes complete.
2.0-2.1 Mini-Updates adding in new data
2.1+ Working on the analysis section
2.2 Added Information linking Launch Speed to Distance Traveled