Liekand
Smash Rookie
- Joined
- Feb 14, 2016
- Messages
- 8
So yeah, I started a while ago to record what combo options I would have on a bunch of more popular characters at certain percents and DI, but then my computer died and I lost that data. Since then, I’ve gotten 20XX v4.05 with a bunch of development stuff and realized that I could re-do it, but more exact. And then I figured I’d post it here to see if this is helpful and maybe see if I am making some sort of stupid mistakes.
As far as reading it goes, it is fairly self-explanatory. The percents are all starting percents with no move staleing. One thing to keep in mind is “It works” and “Can do it” mean different things. The former means that it is possible, but I would need a read to hit it. The latter means that I can consistently do it on reaction with no slowdown/frame-by-frame shenanigans (though “can/can’t do” represents both itself and “does/doesn’t work” if it is the first/last in a series). I didn’t get too exact with the percents, as you can see by the 4% increments. I tried to supply for each set an upper and lower percentage bound; you should be able to get the combo on any percent in between them.
I am unsure of a few things about my methods of collecting this data. First, I judged a move to combo if the consecutive hit counter in 20XX increased. If this is inaccurate, please tell me. I set the CPU to “no DI” for no DI testing, and “survival DI” for away DI. I am not sure if survival DI is exactly the same as away DI. I think that, since the moves I have tested so far send the opponent vertical or nearly vertical, the CPU will DI fully to the right or left for survival DI, which is what I want (I am not sure how I would test moves that send the opponent at different trajectories though). If this is inaccurate, again, tell me.
Obviously, I have only done this for Fox, and even he’s not quite done yet. I plan to move on to do all of the top tiers eventually, and I also want to include some data on platform stages (when you will hit them through the different platform heights, for example). If you have any suggestions or complaints, or want me to test something else, please post. And if anyone wants to contribute, lemme know.
MBE=might be earlier
Fox
Ah geez this formatting is aweful. Not sure how exactly to make it better though.
As far as reading it goes, it is fairly self-explanatory. The percents are all starting percents with no move staleing. One thing to keep in mind is “It works” and “Can do it” mean different things. The former means that it is possible, but I would need a read to hit it. The latter means that I can consistently do it on reaction with no slowdown/frame-by-frame shenanigans (though “can/can’t do” represents both itself and “does/doesn’t work” if it is the first/last in a series). I didn’t get too exact with the percents, as you can see by the 4% increments. I tried to supply for each set an upper and lower percentage bound; you should be able to get the combo on any percent in between them.
I am unsure of a few things about my methods of collecting this data. First, I judged a move to combo if the consecutive hit counter in 20XX increased. If this is inaccurate, please tell me. I set the CPU to “no DI” for no DI testing, and “survival DI” for away DI. I am not sure if survival DI is exactly the same as away DI. I think that, since the moves I have tested so far send the opponent vertical or nearly vertical, the CPU will DI fully to the right or left for survival DI, which is what I want (I am not sure how I would test moves that send the opponent at different trajectories though). If this is inaccurate, again, tell me.
Obviously, I have only done this for Fox, and even he’s not quite done yet. I plan to move on to do all of the top tiers eventually, and I also want to include some data on platform stages (when you will hit them through the different platform heights, for example). If you have any suggestions or complaints, or want me to test something else, please post. And if anyone wants to contribute, lemme know.
MBE=might be earlier
Fox
- Uthrow chaingrab
- No DI
- Can do it from 0%
- Can do it 65%
- Can’t do it 66%
- Away DI
- Can do it from 0%
- Can do it 84%
- Can’t do it 88%
- No DI
- Uthrow to dsmash
- No DI
- Works 0%
- Can do it 33% (MBE)
- Can do it 48%
- Can’t do it 52%
- Away DI (wd if necessary)
- Works 0%
- Can do it 33% (MBE)
- Can do it 66%
- Can’t do it 70%
- No DI
- Uthrow to fsmash
- No DI
- Works 0%
- Can do it 33% (MBE)
- Can do it 68%, but the timing is difficult
- Couldn’t do it after 68%
- Away DI (wd) (works as early as 16% without wd, but readz)
- Doesn’t work 44%
- Can do it 48%
- Can do it 82%
- Can’t do it 86%
- No DI
- Uthrow to utilt (with an upwards-sending hitbox)
- No DI
- Works 0%
- Can do it 52% (MWE; I grab then)
- Can do it 83%
- Can’t do it 87%
- Away DI
- Haven’t really tested this because I never really do it.
- No DI
- Uthrow to fair
- No DI
- Works 40% with sh (MBE)
- Can do it 80% with shorthop or fullhop
- Can do it 107% with fullhop or early dj
- Can do it 149% with early dj
- Can’t do it 162%
- Away DI
- Works 46% (MBE)
- Can do it 95% with shorthop or fullhop
- Can do it 126% with fullhop or early dj
- Can do it 150%
- Didn’t test later
- No DI
- Dthrow chaingrab
- No DI
- Doesn’t work 12%
- Works 18%
- Can do it 50% (didn’t test this too much, I use uthrow at this %)
- Can do it 232%
- Didn’t test later
- Away DI
- Doesn’t work 62%
- Works 72%
- Can do it 78%
- Can do it 256%
- Didn’t test later
- No DI
- Not Done Yet
- Dthrow to (wd) dsmash
- Dthrow to (wd) fsmash
- Utilt to fsmash
- Utilt to grab
- Platform shenanigans
Ah geez this formatting is aweful. Not sure how exactly to make it better though.