Dtilt locking is a very useful way to rack up big damage, which is important given our low damage per hit in general. Once they're locked, it's a perfect time to use Tornado, which deals a cool 20%+ and is a great way to rack up damage without staling Shuttle Loop. Tornado doesn't have many setups into it, so this is a great opportunity when it happens.
There is an overlap period between when Dair starts to cause knockdown and when Dtilt still locks characters instead of forcing them back up. This period is an average about 10% in size, but this widens with rage. Rage significantly lowers the % at which Dair causes knockdown, by up to 20% earlier with maximum rage, giving a 30%+ window (I may test this thoroughly for each character when I have my Wii U back; this has only been tested with Mario so far). As one gets towards the higher limit, you can only use Dtilt once or twice, otherwise the lock will be broken when you drive the % too high.
Dair can be used out of shield, from a ledge jump, or simply used out of short or full hop on stage as a get out plan, for example to cover a whiffed dash attack. This gives this setup some versatility. It has a fairly horizontal knockback angle which can make it difficult to tech if not expected. MK can fastfall after the Dair and, if they fail to tech, lock them with a quick Dtilt. This is not really a primary way to damage rack, but more something to bear in mind (a mix-up).
No-rage %s were done in 3DS training mode (ie. moves were always fresh). %s at which this works seem to vary based primarily on character weight. The range also seems to slightly increase when dealing with heavier characters. Also, I don't currently have Bayonetta but I will probably buy her at some point soon and get details for her.
.
|Max. rage Dair knockdown|No rage Dair knockdown|Dtilt lock limit
| . | . | .
| . |53%|66%
| . |46%|59%
| . |46%|57%
| . |49%|62%
| . |45%|56%
(LB)| . | . | .
| . |45%|55%
| . |43%|54%
| . |51%|64%
| . |45%|55%
| . |43%|53%
| . |40%|50%
| . |40%|49%
| . |48%|61%
| . |44%|54%
| . |47%|58%
| . |37%|45%
| . |50%|63%
| . |40%|49%
| . |46%|57%
| . |40%|50%
| . |45%|56%
| . |44%|54%
| . |44%|55%
| 26% |45%|55%
| . |43%|53%
| . |46%|57%
| . |40%|49%
| . |38%|47%
| . |39%|48%
| . |44%|54%
| . |40%|49%
| . |44%|54%
| . |43%|53%
| . |42%|52%
| . |40%|49%
| . |44%|55%
| . |47%|58%
| . |44%|54%
| . |39%|48%
| . |44%|54%
| . |46%|57%
| . |47%|59%
| . |40%|50%
(No MA)| . |46%|57%
| . |44%|54%
| . |43%|54%
| . |44%|55%
| . |47%|58%
| . |44%|55%
| . |46%|57%
| . |41%|51%
| . |40%|49%
There is an overlap period between when Dair starts to cause knockdown and when Dtilt still locks characters instead of forcing them back up. This period is an average about 10% in size, but this widens with rage. Rage significantly lowers the % at which Dair causes knockdown, by up to 20% earlier with maximum rage, giving a 30%+ window (I may test this thoroughly for each character when I have my Wii U back; this has only been tested with Mario so far). As one gets towards the higher limit, you can only use Dtilt once or twice, otherwise the lock will be broken when you drive the % too high.
Dair can be used out of shield, from a ledge jump, or simply used out of short or full hop on stage as a get out plan, for example to cover a whiffed dash attack. This gives this setup some versatility. It has a fairly horizontal knockback angle which can make it difficult to tech if not expected. MK can fastfall after the Dair and, if they fail to tech, lock them with a quick Dtilt. This is not really a primary way to damage rack, but more something to bear in mind (a mix-up).
No-rage %s were done in 3DS training mode (ie. moves were always fresh). %s at which this works seem to vary based primarily on character weight. The range also seems to slightly increase when dealing with heavier characters. Also, I don't currently have Bayonetta but I will probably buy her at some point soon and get details for her.
| . | . | .
| . |53%|66%
| . |46%|59%
| . |46%|57%
| . |49%|62%
| . |45%|56%
(LB)| . | . | .
| . |45%|55%
| . |43%|54%
| . |51%|64%
| . |45%|55%
| . |43%|53%
| . |40%|50%
| . |40%|49%
| . |48%|61%
| . |44%|54%
| . |47%|58%
| . |37%|45%
| . |50%|63%
| . |40%|49%
| . |46%|57%
| . |40%|50%
| . |45%|56%
| . |44%|54%
| . |44%|55%
| 26% |45%|55%
| . |43%|53%
| . |46%|57%
| . |40%|49%
| . |38%|47%
| . |39%|48%
| . |44%|54%
| . |40%|49%
| . |44%|54%
| . |43%|53%
| . |42%|52%
| . |40%|49%
| . |44%|55%
| . |47%|58%
| . |44%|54%
| . |39%|48%
| . |44%|54%
| . |46%|57%
| . |47%|59%
| . |40%|50%
(No MA)| . |46%|57%
| . |44%|54%
| . |43%|54%
| . |44%|55%
| . |47%|58%
| . |44%|55%
| . |46%|57%
| . |41%|51%
| . |40%|49%
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