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Data Jump Height Rankings

kenniky

Smash Master
Joined
Oct 8, 2014
Messages
3,054
Location
MA
NNID
kenniky
3DS FC
1349-7627-3646
Some of this data is 1.0.8/1.0.9, and some is 1.1.0. I am unsure as to whether any jump heights were changed within patches.

Please let me know if there are any discrepancies and I will check them.

This was done by creating a stage in Stage Builder with one platform per grid square and then testing each character's jump height under various size enhancing/reducing effects.

Miis are coded using (H/W) where H = Height, W = Weight, 0 is minimum and 100 is maximum. All combinations of 0, 50, and 100 height and weight are tested, as well as the Guest Mii size and any sizes implemented by the Standard Custom Moveset Project.

All Miis are tested with Guest A.

Battlefield's lower platforms are 6 tall - Little Mac, Ryu, and Ganondorf can full hop onto them, but Jigglypuff cannot.
Dream Land 64's lower platforms, Smashville's platform, and the shrub on Duck Hunt are 7 tall - Little Mac, Ryu, Ganondorf, and Jigglypuff are unable to full hop onto them.
The lowest branch of the tree on Duck Hunt is 13 tall - Jump Shulk can only barely reach it.

Character|short hop|full hop|double jump|ledge jump|short hop (Super Mushroom)|full hop (Super Mushroom)|double jump (Super Mushroom)|ledge jump (Super Mushroom)|short hop (Poison Mushroom)|full hop (Poison Mushroom)|double jump (Poison Mushroom)|ledge jump (Poison Mushroom)
Mario :4mario:|3|7|7|7|4|9|9|10||||
Luigi :4luigi:|4|8|8|8|5|11|10|11|3|7|6|6
Peach :4peach:|2|6|6|7|3|7|7|9||||
Bowser :4bowser:|3|7|6|7|4|8|8|9|2|5|5|5
Yoshi :4yoshi:|3|7|10|7|4|9|13|10||||
Rosalina & Luma :rosalina:|3|8|8|8|5|10|10|10||||
Bowser Jr. :4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:|3|6|6|7|4|8|8|10||||
Wario :4wario::4wario2:|3|6|6|7|3|7|7|9||||
Donkey Kong :4dk:|3|6|7|7|4|8|9|9|2|5|5|5
Diddy Kong :4diddy:|4|8|8|8|5|10|10|11||||
Mr. Game & Watch :4gaw:|2|5|5|6|3|7|6|9||||
Little Mac :4littlemac::4wiremac:|2|5|5|6|3|6|6|8||||
Link :4link:|2|5|5|6|3|7|7|9||||
Zelda :4zelda:|3|6|6|7|3|8|8|9||||
Sheik :4sheik:|3|7|8|7|4|10|10|10|3|6|6|5
Ganondorf :4ganondorf:|2|5|5|6|3|6|6|8||||
Toon Link :4tlink:|3|6|6|7|4|8|8|9|2|5|5|5
Samus :4samus:|3|7|7|7|4|9|9|10|2|6|6|5
Zero Suit Samus :4zss:|4|8|8|8|5|11|11|11|3|7|7|6
Pit :4pit:|3|6|4|7|3|8|6|9|2|5|3|5
Palutena :4palutena:|3|7|7|7|4|9|9|10||||
Palutena (Lightweight)|5|11|11|12|7|14|14|17||||
Marth :4marth:|3|6|6|7|4|8|8|9|2|5|5|5
Ike :4myfriends:|3|6|6|7|4|7|7|9|2|4|5|5
Robin :4robinm::4robinf:|3|6|6|7|4|8|8|9||||
Duck Hunt :4duckhunt:|3|6|6|7|4|8|8|9|2|5|5|5
Kirby :4kirby:|2|5|4|6|3|6|5|8|2|4|3|4
Kirby (Jump)|3|7|13|8|4|9|16|11||||
Kirby (Speed)|1|3|2|6|2|5|3|8||||
Kirby (Shield)|2|4|2|6|2|5|3|8||||
King Dedede :4dedede:|3|6|4|7|4|8|5|9||||
Meta Knight :4metaknight:|2|6|4|7|3|8|5|9||||
Fox :4fox:|3|7|7|7|4|9|9|10||||
Falco :4falco:|3|10|10|9|4|12|12|12||||
Pikachu :4pikachu:|3|7|7|7|4|9|9|10|2|5|5|5
Charizard :4charizard:|3|6|5|7|4|8|7|9||||
Lucario :4lucario:|3|7|7|7|4|9|9|10||||
Jigglypuff :4jigglypuff:|2|4|5|6|2|5|6|8||||
Greninja :4greninja:|4|9|9|8|5|11|11|11|3|7|7|6
R.O.B. :4rob:|3|7|7|7|4|9|9|10|3|6|5|5
Ness :4ness:|3|6|9|7|4|8|12|10|2|5|6|5
Captain Falcon :4falcon:|3|7|7|7|4|9|9|10||||
Villager :4villager::4villagerf:|3|6|6|7|4|8|8|9|2|5|5|5
Olimar :4olimar::4alph:|3|6|6|7|4|8|8|9||||
Wii Fit Trainer :4wiifit::4wiifitm:|3|7|7|7|4|9|9|10||||
Shulk :4shulk:|3|7|7|7|4|8|8|10||||
Shulk (Jump)|5|10|10|9|6|13|13|13||||
Shulk (Speed)|2|5|5|7|3|6|6|10||||
Shulk (Shield)|2|5|5|7|3|7|7|10||||
Shulk (Decisive Jump)|5|10|10|8|6|13|13|11||||
Shulk (Decisive Speed)|2|4|4|6|3|6|6|9||||
Shulk (Decisive Shield)|2|5|5|7|3|7|7|10||||
Shulk (Hyper Jump)|5|10|10|8|6|13|13|10||||
Shulk (Hyper Speed)|1|3|3|6|2|4|4|8||||
Shulk (Hyper Shield)|2|4|4|7|2|5|5|10||||
Dr. Mario :4drmario:|2|5|5|7|3|7|7|10|2|4|4|5
Dark Pit :4darkpit:|3|6|4|7|3|8|6|9||||
Lucina :4lucina:|3|6|6|7|4|8|8|10||||
PAC-MAN :4pacman:|3|6|6|7|4|8|8|10|2|5|5|5
Megaman :4megaman:|2|6|6|7|3|8|8|9||||
Sonic :4sonic:|3|7|7|7|4|9|8|10||||
Mewtwo :4mewtwo:|3|6|11|6|4|8|15|8|2|5|8|4
Lucas :4lucas:|2|5|8|9|3|7|11|12||||
Roy :4feroy:|2|6|5|5|3|7|7|7|2|5|4|4
Ryu :4ryu:|3|5|5|6|3|6|7|8||||
Cloud :4cloud:|3|6|6|||||||||
Cloud (Limit Break)|3|5|5|||||||||
Mii Brawler :4miibrawl: (0/0)|4|8|8|7|5|10|10|10|3|6|6|5
Mii Brawler :4miibrawl: (0/50)|3|8|8|7|5|10|10|10|3|6|6|5
Mii Brawler :4miibrawl: (0/100)|3|7|7|7|4|9|9|10|3|6|6|5
Mii Brawler :4miibrawl: (Guest A)|3|7|7|7|4|9|9|10|2|5|5|5
Mii Brawler :4miibrawl: (50/0)|3|7|7|7|4|9|9|10|2|5|6|5
Mii Brawler :4miibrawl: (50/50)|3|7|7|7|4|9|8|10|2|5|5|5
Mii Brawler :4miibrawl: (50/100)|3|6|6|7|4|8|8|10|2|5|5|5
Mii Brawler :4miibrawl: (100/0)|3|6|6|7|4|8|8|10|2|5|5|5
Mii Brawler :4miibrawl: (100/50)|3|6|6|7|3|8|8|10|2|5|5|5
Mii Brawler :4miibrawl: (100/100)|2|5|6|7|3|7|7|10|2|4|4|5
Mii Swordfighter :4miisword: (0/0)|3|6|6|6|4|8|8|9|2|5|5|5
Mii Swordfighter :4miisword: (0/50)|3|6|6|6|4|8|8|9|2|5|5|5
Mii Swordfighter :4miisword: (0/100)|3|6|6|6|4|7|7|9|2|5|5|5
Mii Swordfighter :4miisword: (25/0)|3|6|6|6|4|8|8|9|2|5|5|5
Mii Swordfighter :4miisword: (Guest A)|3|5|5|6|3|7|7|9|2|4|4|5
Mii Swordfighter :4miisword: (50/0)|3|5|5|6|4|7|7|9|2|4|4|5
Mii Swordfighter :4miisword: (50/50)|3|5|5|6|3|7|7|9|2|4|4|5
Mii Swordfighter :4miisword: (50/100)|2|5|5|6|3|6|6|9|2|4|4|5
Mii Swordfighter :4miisword: (100/0)|2|5|5|6|3|6|6|9|2|4|4|5
Mii Swordfighter :4miisword: (100/50)|2|5|5|6|3|6|6|9|2|4|4|5
Mii Swordfighter :4miisword: (100/100)|2|4|4|6|3|6|6|9|2|3|3|5
Mii Gunner :4miigun: (0/0)|4|7|8|7|5|9|10|9|3|6|6|5
Mii Gunner :4miigun: (0/50)|4|7|7|7|5|9|9|9|3|5|6|5
Mii Gunner :4miigun: (0/100)|3|6|7|7|4|8|9|9|3|5|5|5
Mii Gunner :4miigun: (25/0)|3|7|7|7|5|9|9|9|3|5|6|5
Mii Gunner :4miigun: (Guest A)|3|6|6|7|4|8|8|9|2|5|5|5
Mii Gunner :4miigun: (50/0)|3|6|7|7|4|8|8|9|3|5|5|5
Mii Gunner :4miigun: (50/50)|3|6|6|7|4|8|8|9|2|5|5|5
Mii Gunner :4miigun: (50/100)|3|6|6|7|4|7|8|9|2|4|5|5
Mii Gunner :4miigun: (100/0)|3|5|6|7|4|7|8|9|2|4|4|5
Mii Gunner :4miigun: (100/50)|3|5|6|7|4|7|7|9|2|4|4|5
Mii Gunner :4miigun: (100/100)|3|5|5|7|3|6|7|9|2|4|4|5

Multijump table (Credits to Masonomace) [PLEASE NOTE THAT THESE TESTS ARE SUBJECT TO HUMAN ERROR]

Character|3rd jump|4th jump|5th jump|6th jump
Pit :4pit:|4|2|N/A|N/A
Kirby :4kirby:|3|4|2|2
King Dedede :4dedede:|4|3|3|N/A
Meta Knight :4metaknight:|3|3|3|2
Charizard :4charizard:|3|N/A|N/A|N/A
Jigglypuff :4jigglypuff:|4|4|3|3
Dark Pit :4darkpit:|4|2|N/A|N/A
翔(Jump) Kirby :4kirby:|9|9|7|7
疾(Speed) Kirby :4kirby:|2|2|1|1
盾(Shield) Kirby :4kirby:|2|2|2|1

Code: (Normal/Super Mushroom)

1st (11/14)
Palutena (Lightweight)

2nd (10/13)
Shulk (Jump)
Shulk (Decisive Jump)
Shulk (Hyper Jump)

5th (10/12)
Falco

6th (9/11)
Greninja

7th (8/11)
Luigi
Zero Suit Samus

9th (8/10)
Rosalina & Luma
Diddy Kong
Mii Brawler (0/0)
Mii Brawler (0/50)

13th (7/10)
Sheik

14th (7/9)
Mario
Yoshi
Samus
Palutena
Kirby (Jump)
Fox
Pikachu
Lucario
R.O.B.
Captain Falcon
Wii Fit Trainer
Sonic
Mii Brawler (0/100)
Mii Brawler (Guest A)
Mii Brawler (50/0)
Mii Brawler (50/50)
Mii Gunner (0/0)
Mii Gunner (0/50)
Mii Gunner (25/0)

33rd (7/8)
Bowser
Shulk

35th (6/8)
Bowser Jr.
Donkey Kong
Zelda
Toon Link
Pit
Marth
Robin
Duck Hunt
King Dedede
Meta Knight
Charizard
Ness
Villager
Olimar
Dark Pit
Lucina
PAC-MAN
Megaman
Mewtwo
Mii Brawler (50/100)
Mii Brawler (100/0)
Mii Brawler (100/50)
Mii Swordfighter (0/0)
Mii Swordfighter (0/50)
Mii Swordfighter (25/0)
Mii Gunner (0/100)
Mii Gunner (Guest A)
Mii Gunner (50/0)
Mii Gunner (50/50)

64th (6/7)
Peach
Wario
Ike
Roy
Mii Swordfighter (0/100)
Mii Gunner (50/100)

70th (5/7)
Mr. Game & Watch
Link
Shulk (Shield)
Shulk (Decisive Shield)
Dr. Mario
Lucas
Mii Brawler (100/100)
Mii Swordfighter (Guest A)
Mii Swordfighter (50/0)
Mii Swordfighter (50/50)
Mii Gunner (100/0)
Mii Gunner (100/50)

82nd (5/6)
Little Mac
Ganondorf
Kirby
Shulk (Speed)
Ryu
Mii Swordfighter (50/100)
Mii Swordfighter (100/0)
Mii Swordfighter (100/50)
Mii Gunner (100/100)

91st (4/6)
Shulk (Decisive Speed)
Mii Swordfighter (100/100)

93rd (4/5)
Kirby (Shield)
Jigglypuff
Shulk (Hyper Shield)

96th (3/5)
Kirby (Speed)

97th (3/4)
Shulk (Hyper Speed)
Code: (Normal/Super Mushroom)
1st (5/7)
Palutena (Lightweight)

2nd (5/6)
Shulk (Jump)
Shulk (Decisive Jump)
Shulk (Hyper Jump)

5th (4/5)
Luigi
Diddy Kong
Zero Suit Samus
Greninja
Mii Brawler (0/0)
Mii Gunner (0/0)
Mii Gunner (0/50)

12th (3/5)
Rosalina & Luma
Mii Brawler (0/50)
Mii Gunner (25/0)

15th (3/4)
Mario
Bowser
Yoshi
Bowser Jr.
Donkey Kong
Sheik
Toon Link
Samus
Palutena
Marth
Ike
Robin
Duck Hunt
Kirby (Jump)
King Dedede
Fox
Falco
Pikachu
Charizard
Lucario
R.O.B.
Ness
Captain Falcon
Villager
Olimar
Wii Fit Trainer
Shulk
Lucina
PAC-MAN
Sonic
Mewtwo
Mii Brawler (0/100)
Mii Brawler (Guest A)
Mii Brawler (50/0)
Mii Brawler (50/50)
Mii Brawler (50/100)
Mii Brawler (100/0)
Mii Swordfighter (0/0)
Mii Swordfighter (0/50)
Mii Swordfighter (0/100)
Mii Swordfighter (25/0)
Mii Swordfighter (50/0)
Mii Gunner (0/100)
Mii Gunner (Guest A)
Mii Gunner (50/0)
Mii Gunner (50/50)
Mii Gunner (50/100)
Mii Gunner (100/0)
Mii Gunner (100/50)

64th (3/3)
Wario
Zelda
Pit
Dark Pit
Ryu
Mii Brawler (100/50)
Mii Swordfighter (Guest A)
Mii Swordfighter (50/50)
Mii Gunner (100/100)

73rd (2/3)
Peach
Mr. Game & Watch
Little Mac
Link
Ganondorf
Kirby
Meta Knight
Shulk (Speed)
Shulk (Shield)
Shulk (Decisive Speed)
Shulk (Decisive Shield)
Dr. Mario
Megaman
Lucas
Roy
Mii Brawler (100/100)
Mii Swordfighter (50/100)
Mii Swordfighter (100/0)
Mii Swordfighter (100/50)
Mii Swordfighter (100/100)

93rd (2/2)
Kirby (Shield)
Jigglypuff
Shulk (Hyper Shield)

96th (1/2)
Kirby (Speed)
Shulk (Hyper Speed)

Directly quoted from Masonomace's post. Quotes don't work in spoilers.


Up Specials WIP
So I've started working on Up Specials, and I started with the ones that do not gain any vertical height when grounded. In order to test the vertical height of their Up Specials, I had to use the same strategy I used for finding doublejumps which was starting their crouch into dropping through the platform floor at 1/4 speed Hold L, barely tapping L twice and readied Up & B.
Ground zero
Up B | Airborne
Whirling Fortress:4bowser:| 9 (max is 10)
Egg Throw:4yoshi:| 5 [first toss going straight up, 4 going sideways]
Spinning Kong:4dk:| 6
Spin Attack:4link:| 10
Spin Attack:4tlink:| 10
Sing:4jigglypuff:| 0 (falls)
PK Thunder:4ness:| 12 (the maximum if traveling straight up)
Hero's Spin:4miisword:| 10 (for all X/X sets)
PK Thunder:4lucas:| 20 (the maximum if traveling straight up)
Notes:
  • Bowser needs some mashing to get the max height. I dunno.
  • I couldn't really find a way to test Yoshi's second egg throw jump. It's not as effective anyway.
  • Link and Toon Link are similar, but Link lands first 'cus he falls faster I guess.
  • I feel you Jigglypuff.
  • Ness' and Lucas' PK Thunder vary because you need very good aim and a stage like Halberd or Delfino Plaza to even do this kinda thing from the floor. From the air however, Ness usually gets 15 from the platform floor but he falls quicker than Lucas thus Lucas's usual 21 from a platform floor is only 20 airborne.
  • Mii Swordfighter's Hero's Spin doesn't change in vertical height no matter what set's used.
════════════════════════════════════════════════════════════════════════════════════
Next are the three Third-Party characters who just so happen to get bunched into the next table.
Spring jumpers
Up B | Grounded | Airborne
Rush Coil:4megaman:| 11 | 13
Second bounce Grounded only | 21

Pac-Jump:4pacman:
First bounce | 7 | 7
Second bounce | 12 | 12
Third bounce | 19 | 19

Spring Jump:4sonic:| 18 | 15
Second bounce Grounded only | 21
Notes:
  • If you only tap L twice to do the necessary airborne testings, you'd get these results in the table. However, multiple taps of L can slightly differ the vertical results.
  • For Mega Man, if you tapped L two or three times, you'd get 13, but if you tapped L four times, Rush Coil would travel 12 platforms high.
  • For Pac-Man, it takes five to six taps of L to have the trampoline physically underneath the platform floor. So for his trampoline, the first bounce travels 7 platforms high if you tapped L two times, four times, and five times. The interesting thing is when you tap L three times in 1/4x speed, Pac-Man goes 8 platforms high. The second bounce goes 12 platforms high when you tap L two to four times, and when you tap L five times, Pac-Man goes 11 platforms high. Finally, the third bounce goes 19 platforms high when tapping L two to four times, and when you tap L five times he'll bounce 18 platforms high.
  • Sonic travels 15 platforms high when tapping L two to three times. Tapping L four times puts Sonic at 14 platforms high after Spring.
════════════════════════════════════════════════════════════════════════════════════
These are the Up Specials that can freely move to the left or right upon rising, but they're primarily vertical, so even if you were to move left or right upon rising, you'd gain roughly the same vertical height.
Nowhere but up
Up B | Grounded | Airborne
Super Jump Punch:4luigi:| 6 | 8
Abandon Ship!:4bowserjr:| 14 | 14
Fire:4gaw:| 14 | 14
Dark Dive:4ganondorf:| 9 | 9
command grab jump | 9
Screw Attack:4samus:| 10 | 10
Aether:4myfriends:| 11 | 10
Elwind:4robinm::4robinf:| 13 | 11
Duck Jump:4duckhunt:| 14 | 14
Final Cutter:4kirby:| 10 | 8
Monado Jump Final Cutter :4kirby:| 9 | 7
Monado Speed Final Cutter :4kirby:| 10 | 8
Monado Shield Final Cutter :4kirby:| 10 | 8
Falcon Dive:4falcon:| 10 | 9
command grab jump | 11
Vanilla Air Slash:4shulk:
First hit | 9 | 9
Second hit | 2 | 2
Monado Jump Air Slash :4shulk:
First hit | 11 | 11
Second hit | 3 | 3
Shoryuken:4ryu:
Tapped | 3 | 7
Held | 7 | 9
Input Shoryuken :GCR::GCD::GCDR: Tapped | 5 | 5
Input Shoryuken :GCR::GCD::GCDR: Held | 7 | 7
Soaring Axe Kick:4miibrawl:(0/X) | 8 | 8
Soaring Axe Kick:4miibrawl:(25/X) | 8 | 8
Soaring Axe Kick:4miibrawl:(50/X) | 9 | 9
Soaring Axe Kick:4miibrawl:(75/X) | 10 | 10
Soaring Axe Kick:4miibrawl:(100/X) | 10 | 10
Helicopter Kick:4miibrawl: (X/X) | 5 | 5
Lunar Launch:4miigun:(X/X) | 11 | 9
Cannon Uppercut:4miigun: (X/X) | 7 | 6
Notes:
  • I tested the airborne results the same way I did for doublejumps. Some characters may have needed more than two quick taps of L to get a slightly different platform height.
  • Luigi surprised me with the airborne difference.
  • Monado Speed and Monado Shield have the exact same heights as Vanilla. There is no difference in their heights of Air Slash for Shulk.
  • You can choose to mash B during Air Slash since you still gain 11 platforms of height for this test when away from platforms and then trying to land on them, but it's still better to delay pressing the second hit just enough to gain a bit more height. When you decide to mash B around platforms, your Vanilla Speed or Shield Air Slash will have Shulk land on the 8th platform. And if you decide to mash B around platforms with Jump Air Slash, you still land on the 11th platform.
════════════════════════════════════════════════════════════════════════════════════
This table is for Stone Scabbard because it is the only Mii Swordfighter Up Special variant that has different heights depending on the Mii's height stat. Any direction you aim your joystick to are all the same jump height except when it's aimed straight up, so it's a Nowhere But Up move, but it's also unique due to the Mii height affecting it.
Stone Scabbard

KEY: Grounded/Airborne
Up B (Height / Weight) | :GCU: | :GCDL::GCL::GCUL::GCUR::GCR::GCDR:
Stone Scabbard:4miisword:(0/X) | 8/8 | 7/7
Stone Scabbard:4miisword:(25/X) | 8/8 | 8/8
Stone Scabbard:4miisword:(50/X) | 9/9 | 9/9
Stone Scabbard:4miisword:(75/X) | 11/11 | 10/10
Stone Scabbard:4miisword:(100/X) | 12/12 | 12/12
Notes:
  • Only the height of the set affects Stone Scabbard in this case. 25/0 and 25/100 side-by-side comparison show absolutely no changes for example.
════════════════════════════════════════════════════════════════════════════════════
Next are the characters who still only can recover upward, but unlike the Nowhere But Up characters, these upcoming characters have more control and directional guidance in their Up B recovery. You could hold your joystick straight up, diagonally up+left or up+right, sideways left or right, or diagonally down+left or down+right. Characters already facing a direction can move backwards, so there's that to consider as well.
Upward directional guidance

KEY: Grounded / Airborne

NOTE: Characters are facing towards the right & use their Up Special. So if there's a column with the :GCL:, that means the character first inputted :GCU: & :GCB:, then held :GCL: after a brief moment to get a different height. Characters vary.

Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Super Jump Punch:4mario:| 10/8 | 10/8 | 10/8 | 9/8 | 9/7 | 8/6 | 9/8
Peach Parasol:4peach:| 9/8 | 8/7 | 9/8 | 9/8 | 9/8 | 8/7 | 9/8
Launch Star:rosalina:| 19/17 | 19/16 | 20/17 | 18/15 | 11/8 | 8/5 | 10/8
Corkscrew:4wario::4wario2:| N/A | N/A | N/A | 10/8 | 8/7 | 7/6 | 8/7
Rising Uppercut:4littlemac::4wiremac:| 10/6 | 10/6 | 11/6 | 11/6 | 11/6 | 10/6 | 10/6
Boost Kick:4zss:| 10/8 | 10/8 | 10/8 | 10/8 | 10/8 | 9/7 | 10/8
Power of Flight:4pit:| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash:4marth:| 10/11 | 10/11 | 10/11 | 10/11 | 9/10 | 9/9 | 9/10
Super Dedede Jump:4dedede:| N/A | N/A | N/A | 16/20 | 15/19 | 15/18 | 15/18
Shuttle Loop:4metaknight:| 14/13 | 14/13 | 14/13 | 14/12 | 13/12 | 12/11 | 13/11
Fly:4charizard:| 13/10 | 13/10 | 13/10 | 13/9 | 12/9 | 11/8 | 12/9
Super Jump Punch:4drmario:| 8/6 | 8/6 | 8/6 | 7/6 | 7/5 | 6/4 | 7/5
Power of Flight:4darkpit:| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash:4lucina:| 9/10 | 9/10 | 9/10 | 9/10 | 9/10 | 8/9 | 9/10
Blazer:4feroy:| 9/8 | 9/8 | 9/8 | 9/8 | 7/7 | 5/5 | 7/7
Piston Punch:4miibrawl: (0/X) | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5
Piston Punch:4miibrawl: (25/X) | 7/5 | 6/5 | 7/5 | 7/5 | 7/5 | 6/5 | 7/5
Piston Punch:4miibrawl: (50/X) | 7/6 | 7/5 | 7/6 | 8/6 | 7/6 | 7/5 | 7/6
Piston Punch:4miibrawl: (75/X) | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6
Piston Punch:4miibrawl: (100/X) | 9/7 | 8/6 | 9/7 | 9/7 | 9/7 | 8/6 | 9/7
Arm Rocket:4miigun: (X/X) | N/A | N/A | N/A | 11/11 | 8/8 | 3/2 | 8/8
Notes:
  • Mii Gunner's Arm Rocket has several N/A because you cannot apply additional directional guidance on the joystick after your intended direction is recovering. This is the same with Pit and Dark Pit. And this basically applies to King Dedede as you can't apply any directional guidance once he starts traveling in one direction.
  • Wario's Corkscrew can't even drift / travel backwards while he's rising upward. If you try to do it early in the move's startup, it results in B-Reversing the move.
════════════════════════════════════════════════════════════════════════════════════
Next are characters who are unique as they require the joystick held up, the B button held, or the B button mashed to get a certain amount of height for their recovery. They can't recover in a straight line going downwards or sideways, but most of these characters have a swell recovery.
Joystick, B button held, or B button mashed
Up B | Joystick up | Hold B | Mash B
Whirling Fortress:4bowser:| 0/9 | 0/9 | 0/10
Rocketbarrel Boost:4diddy:| 5/5 | 25/-15 rising +25 | 5/5
Robo Burner:4rob:| 30/29 | 30/29 | 30+
Balloon Trip:4villager::4villagerf:| 4/4 | 36/36 | 30+
Pressing A to manually pop 'em | +2/+2
Winged Pikmin:4olimar::4alph:
No pikmin | 29/32 | 29/32
One R Y or B | 24/26 | 24/26
One W | 25/28 | 25/28
One P | 23/25 | 23/25
One of any R Y or B , & one W | 20/23 | 20/23
One of any R Y or B , & one P | 18/20 | 18/20
Two of any R Y or B | 19/21 | 19/21
One W & one P | 19/22 | 19/22
Two Whites | 22/24 | 22/24
Two Purples | 17/19 | 17/19
One of any R Y or B , one W , & one P | 13/17 | 13/17
Two of any R Y or B , & one W | 15/18 | 15/18
Two of any R Y or B , & one P | 11/15 | 11/15
Three of any R Y or B | 13/16 | 13/16
Two Whites & any R Y or B | 17/19 | 17/19
Two Whites & one P | 15/18 | 15/18
Three Whites | 18/21 | 18/21
Two Purples & any R Y or B | 6/14 | 6/14
Two Purples & one W | 12/15 | 12/15
Three Purples | lol/9 | lol/9
Hula Hoop:4wiifit::4wiifitm:| 7/7 | 7/7 | 19/19 (my best)
Notes:
  • Bowser's Whirling Fortress doesn't recover vertically unless you're airborne.
  • Diddy Kong's Rocketbarrel Boost airborne required a large stage with gapped platforms. Diddy starts dropping through the 24th platform & just barely comes close to landing on the 9th platform, shooting up to land on the 34th platform. So basically, if you have the chance to fully hold Rocketbarrel Boost, do it to get the maximum height you can get.
  • You don't really want to mash with Olimar / Alph's Winged Pikmin recovery.
════════════════════════════════════════════════════════════════════════════════════
Next are the few character that wait briefly before recovering in a straight line in whichever direction chosen. These Up Specials are unique since they can travel through platforms stacked up, but only when airborne.
Linear recoveries
Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Fire Fox:4fox:| 0/-9 bouncing +4 | 0/0 | 12/10 | 17/16 | 12/10 | 0/0 | 0/-9 bouncing +4
Fire Bird:4falco:| 0/-10 bouncing +2 | 0/0 | 9/8 | 13/12 | 9/8 | 0/0 | 0/-10 bouncing +2
Skyward Slash Dash:4miisword: (X/X) | 0/-6 bouncing +4 | 0/0 | 10/9 | 14/13 | 10/9 | 0/0 | 0/-6 bouncing +4
════════════════════════════════════════════════════════════════════════════════════
Next are the characters who can simply recover wherever they please. At least 8 main directions and even between those 8 main directions to get a different result not shown in this table below. And for some Up Bs, they disappear & reappear in stationary position when standing on the floor.
Point A to B
Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Farore's Wind:4zelda:| | 0/0 | 12/9 | 17/14 | 12/9 | 0/0 |
Vanish:4sheik:| | 0/0 | 7/11 | 10/14 | 7/11 | 0/0 |
Warp:4palutena:| | 0/0 | 9/8 | 14/12 | 9/8 | 0/0 |
Teleport:4mewtwo:| | 0/0 | 8/7 | 12/11 | 8/7 | 0/0 |
Notes:

════════════════════════════════════════════════════════════════════════════════════
Next are Pikachu & Greninja, who are two very unique and flexible recovering characters possessing a recovery pattern so hard to read that they basically can get back to the stage however they want to. To me, they have the potential to dictate the recovery metagame just because of how many ways they can choose from to recover accordingly in their own way.
The very best, like no one ever was
Up B |:GCU: | :GCUL:OR:GCUR: | :GCU:AND:GCUL:OR:GCUR:| :GCUL:OR:GCUR:AND:GCU: | :GCUL:AND:GCUR:
Quick Attack:4pikachu:| 11/11 | 7/7 | 17/17 | 17/17 | 14/14
Hydro Pump:4greninja:| 17/17 | 11/11 | 13/13 | 15/15 | 11/11
════════════════════════════════════════════════════════════════════════════════════
The final table goes to Lucario due to his Aura mechanic in SSB4 increasing the distance & speed Extremespeed travels the higher his damage meter rises. The only characters that share this kind of similarity are the Mii Fighters affected by their height settings. Finally, Lucario's Extremespeed can curve and bend recovering in a creative way, so I restricted it by only testing ES going straight upwards.
Aura boost
Aura percentages | platform height going :GCU:
GROUNDED
Extremespeed 0 - 3% | 16
Extremespeed 4 - 12% | 17
Extremespeed 13 - 20% | 18
Extremespeed 21 - 28% | 19
Extremespeed 29 - 36% | 20
Extremespeed 37 - 43% | 21
Extremespeed 44 - 51% | 22
Extremespeed 52 - 58% | 23
Extremespeed 59 - 65% | 24
Extremespeed 66 - 71% | 25
Extremespeed 72 - 77% | 26
Extremespeed 78 - 82% | 27
Extremespeed 83 - 88% | 28
Extremespeed 89 - 93% | 29
Extremespeed 94 - 98% | 30
Extremespeed 99 - 103% | 31
Extremespeed 104 - 108% | 32
Extremespeed 109 - 113% | 33
Extremespeed 114 - 118% | 34
Extremespeed 119 - 122% | 35
Extremespeed 123 - 127% | 36
Extremespeed 128 - 131% | 37
Extremespeed 132 - 136% | 38
Extremespeed 137 - 140% | 39
Extremespeed 141 - 145% | 40
Extremespeed 146 - 149% | 41
Extremespeed 150 - 153% | 42
Extremespeed 154 - 157% | 43
Extremespeed 158 - 161% | 44
Extremespeed 162 - 166% | 45
Extremespeed 167 - 170% | 46
Extremespeed 171 - 174% | 47
Extremespeed 175 - 177% | 48
Extremespeed 178 - 181% | 49
Extremespeed 182 - 185% | 50
Extremespeed 186 - 189% | 51
Extremespeed 190 - 999% | 52
MEGA LUCARIO Extremespeed 0 - 999% | 56

AIRBORNE
Extremespeed 0 - 7% | 16
Extremespeed 8 - 15% | 17
Extremespeed 16 - 24% | 18
Extremespeed 25 - 32% | 19
Extremespeed 33 - 39% | 20
Extremespeed 40 - 47% | 21
Extremespeed 48 - 54% | 22
Extremespeed 55 - 61% | 23
Extremespeed 62 - 68% | 24
Extremespeed 69 - 74% | 25
Extremespeed 75 - 79% | 26
Extremespeed 80 - 85% | 27
Extremespeed 86 - 90% | 28
Extremespeed 91 - 95% | 29
Extremespeed 96 - 100% | 30
Extremespeed 101 - 105% | 31
Extremespeed 106 - 110% | 32
Extremespeed 111 - 115% | 33
Extremespeed 116 - 120% | 34
Extremespeed 121 - 124% | 35
Extremespeed 125 - 129% | 36
Extremespeed 130 - 133% | 37
Extremespeed 134 - 138% | 38
Extremespeed 139 - 142% | 39
Extremespeed 143 - 147% | 40
Extremespeed 148 - 151% | 41
Extremespeed 152 - 155% | 42
Extremespeed 156 - 159% | 43
Extremespeed 160 - 163% | 44
Extremespeed 164 - 167% | 45
Extremespeed 168 - 171% | 46
Extremespeed 172 - 175% | 47
Extremespeed 176 - 179% | 48
Extremespeed 180 - 183% | 49
Extremespeed 184 - 187% | 50
Extremespeed 188 - 999% | 51
MEGA LUCARIO Extremespeed 0 - 999% | 56

Cloud
|Climhazzard|Limit Break Climhazzard
Cloud :4cloud:|9|15
(WIP)
Utilt
Character | Grounded
:4megaman: | 4

Fthrow
Character | Grounded
:4dk:Cargo Throw into SH | 3
:4dk:Cargo Throw into FH | 6
:4kirby: | Bounces on 3, lands on 7 = +4

Bthrow
Character | Grounded
:4kirby: | Bounces on 4, lands on 8 = +4

Uthrow
Character | Grounded
:4kirby: | Bounces on 50, lands on 53 = +3
:4metaknight: | Bounces on 54, lands on 56 = +2
:4charizard: | Bounces on 46, lands on 50 = +4
:4rob: | lands on 6 = +6

Neutral Specials
Character | Grounded | Airborne
:4peach:Toad | 0 | 0
jumpsquat into Toad | 4

:4jigglypuff:Rollout | 3 on collide | N/A
:4sonic:Homing Attack held | Bounces on 5, lands on 7 | Bounces on 4, lands on 6
Homing Attack mashed | Bounces on 3, lands on 5 | Bounces on 2, lands on 4
Notes:
  • Sonic's Homing Attack held can home in on someone standing on the 22nd platform directly above Sonic. Homing Attack held airborne homes in on someone standing on the 21st platform directly above Sonic. Sonic's Homing Attack mashed from the ground & airborne can home in on someone standing on the 19th platform directly above Sonic. The jump after hitting someone goes about ~3 platforms high.

Side Specials
Character | Grounded | Airborne
:4luigi:Green Missile uncharged | 1 | 1
Green Missile semi charged | 2 | N/A
Green Missile full charged | 3 | N/A
Misfire | 3 | N/A
jumpsquat SH into Green Missile uncharged | 7
jumpsquat SH into Misfire | 9
jumpsquat SH into Green Missile charging | 7
jumpsquat FH into Green Missile charging | 14
doublejump Green Missile charging | | 14
:4peach:Peach Bomber | 0 | 2
Peach Bomber on-hit | 2 (max is 3) | 4 (max is 5)
jumpsquat into Peach Bomber | 2
jumpsquat into Peach Bomber on-hit | 4 (max is 5)
:4bowser:Flying Slam | Bounces on 10, lands on 14 = +4 | N/A
jumpsquat into Flying Slam | 3
:4yoshi:Egg Roll | 2 | 2
Egg Roll jump | 4 (max is 5) | falls
Egg Roll colliding into a wall | 3 | N/A
jumpsquat into Egg Roll | 3
:4bowserjr:Clown Kart Dash hop | 5 | 3
:4diddy:Monkey Flip | 1 | falls
Monkey Flip Attack | ~5 | N/A
Monkey Flip Jump | ~11 | N/A
:4littlemac:Jolt Haymaker | 2 | 1
:4sheik:Flash Grenade | 0 | 1
:4ganondorf:Flame Choke | 0 | 3
:4pit:Upperdash Arm | 0 | 6
:4pikachu:Skull Bash uncharged | 0 | 0
Skull Bash semi or full charged | 1 | N/A
:4wiifit::4wiifitm:Header | 2 | 2
:4shulk:Back Slash | 2 | 0
:4darkpit:Electroshock Arm | 0 | 6
:4mewtwo:Confusion | 0 | 3


Down Specials
Character | Grounded | Airborne
:4bowser:Bowser Bomb | 9 | 2
jumpsquat into Bowser Bomb | | 5
:4yoshi:Yoshi Bomb | 7 | 0
jumpsquat into Yoshi Bomb | | 0
:rosalina:jumpsquat into Gravitational Pull | 0 | 2
:4wario:Wario Waft full charged | 18 | 17
:4sheik:Bouncing Fish | 3 | 3
:4ganondorf:Wizard's Foot against a wall | 9
:4zss:Flip Jump | –3 | –3
jumpsquat into Flip Jump | –2
Flip Jump mashed kick | 6 | 6
jumpsquat into Flip Jump mashed kick | 7
Flip Jump bury | +6
:4falcon:Falcon Kick against a wall | 8

Character | Walljump height
:4mario:Mario | 5
:4diddy:Diddy Kong | 4
:4littlemac::4wiremac:Little Mac | 7
:4sheik:Sheik | 4
:4tlink:Toon Link | 6
:4samus:Samus | 5
:4zss:Zero Suit Samus | 4
:4duckhunt:Duck Hunt | 5
:4fox:Fox | 4
:4falco:Falco | 5
:4pikachu:Pikachu | 6
:4lucario:Lucario | 9
:4greninja:Greninja | 2
:4falcon:Captain Falcon | 7
:4villager::4villagerf:Villager | 6
:4wiifit::4wiifitm:Wii Fit Trainer | 5
:4drmario:Dr. Mario | 4
:4pacman:Pac-Man | 5
:4megaman:Mega Man | 4
:4sonic:Sonic | 5
:4mewtwo:Mewtwo | 6
:4cloud: Cloud|5
:4cloud: Cloud (Limit Break)|5
:4miibrawl:Mii Brawler 0/0 | 5
:4miibrawl:Mii Brawler 0/25 | 4
:4miibrawl:Mii Brawler 0/50 | 4
:4miibrawl:Mii Brawler 0/75 | 4
:4miibrawl:Mii Brawler 0/100 | 4
:4miibrawl:Mii Brawler 25/0 | 4
:4miibrawl:Mii Brawler 25/25 | 4
:4miibrawl:Mii Brawler 25/50 | 4
:4miibrawl:Mii Brawler 25/75 | 4
:4miibrawl:Mii Brawler 25/100 | 3
:4miibrawl:Mii Brawler 50/0 | 4
:4miibrawl:Mii Brawler 50/25 | 4
:4miibrawl:Mii Brawler 50/50 | 4
:4miibrawl:Mii Brawler 50/75 | 3
:4miibrawl:Mii Brawler 50/100 | 3
:4miibrawl:Mii Brawler 75/0 | 4
:4miibrawl:Mii Brawler 75/25 | 3
:4miibrawl:Mii Brawler 75/50 | 3
:4miibrawl:Mii Brawler 75/75 | 3
:4miibrawl:Mii Brawler 75/100 | 3
:4miibrawl:Mii Brawler 100/0 | 3
:4miibrawl:Mii Brawler 100/25 | 3
:4miibrawl:Mii Brawler 100//50 | 3
:4miibrawl:Mii Brawler 100/75 | 2
:4miibrawl:Mii Brawler 100/100 | 2
:4miigun:Mii Gunner 0/0 | 5
:4miigun:Mii Gunner 0/25 | 5
:4miigun:Mii Gunner 0/50 | 5
:4miigun:Mii Gunner 0/75 | 5
:4miigun:Mii Gunner 0/100 | 4
:4miigun:Mii Gunner 25/0 | 5
:4miigun:Mii Gunner 25/25 | 5
:4miigun:Mii Gunner 25/50 | 5
:4miigun:Mii Gunner 25/75 | 4
:4miigun:Mii Gunner 25/100 | 4
:4miigun:Mii Gunner 50/0 | 5
:4miigun:Mii Gunner 50/25 | 5
:4miigun:Mii Gunner 50/50 | 4
:4miigun:Mii Gunner 50/75 | 4
:4miigun:Mii Gunner 50/100 | 4
:4miigun:Mii Gunner 75/0 | 4
:4miigun:Mii Gunner 75/25 | 4
:4miigun:Mii Gunner 75/50 | 4
:4miigun:Mii Gunner 75/75 | 3
:4miigun:Mii Gunner 75/100 | 3
:4miigun:Mii Gunner 100/0 | 3
:4miigun:Mii Gunner 100/25 | 3
:4miigun:Mii Gunner 100/50 | 3
:4miigun:Mii Gunner 100/75 | 3
:4miigun:Mii Gunner 100/100 | 3
Diddy = 3
Sheik = 4
Lucario = 7
Greninja = 0

Character|short hop|full hop|double jump|ledge jump|short hop (Super Mushroom)|full hop (Super Mushroom)|double jump (Super Mushroom)|ledge jump (Super Mushroom)
Giga Bowser|2|15|15|11|N/A|N/A|N/A|N/A
Wario-Man|4|7|7|7|N/A|N/A|N/A|N/A
Giga Mac|4|8|8|8|N/A|N/A|N/A|N/A
Mega Lucario|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (Guest C)|3|7|7|7|4|9|9|10
Mii Swordfighter :4miisword: (Guest B)|3|5|5|6|3|7|7|9
Mii Gunner :4miigun: (Guest F)|3|6|6|7|4|8|8|9
Buffered 翔(Jump) art deactivation :4shulk:|6|13|13|N/A|N/A|N/A|N/A|N/A
Buffered Hyper 翔(Jump) art deactivation :4shulk:|7|15|15|N/A|N/A|N/A|N/A|N/A
Buffered 翔(Jump) art deactivation:4kirby:|4|9|15|N/A|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (0/25)|4|8|8|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (0/75)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (25/0)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (25/25)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (25/50)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (25/75)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (25/100)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (50/25)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (50/75)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (75/0)|3|6|7|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (75/25)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (75/50)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (75/75)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (75/100)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (100/25)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Brawler :4miibrawl: (100/75)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (0/25)|4|7|7|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (0/75)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (25/25)|3|7|7|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (25/50)|3|6|7|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (25/75)|3|6|7|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (25/100)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (50/25)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (50/75)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (75/0)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (75/25)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (75/50)|3|6|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (75/75)|3|5|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (75/100)|3|5|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (100/25)|3|5|6|7|N/A|N/A|N/A|N/A
Mii Gunner :4miigun: (100/75)|3|5|5|7|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (0/25)|3|6|6|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (0/75)|3|6|6|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (25/25)|3|6|6|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (25/50)|3|6|6|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (25/75)|3|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (25/100)|3|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (50/25)|3|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (50/75)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (75/0)|3|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (75/25)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (75/50)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (75/75)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (75/100)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (100/25)|2|5|5|6|N/A|N/A|N/A|N/A
Mii Swordfighter :4miisword: (100/75)|2|4|4|6|N/A|N/A|N/A|N/A
Character|3rd jump|4th jump|5th jump|6th jump
Buffered 翔(Jump) art deactivation:4kirby:|12|11|9|9


 
Last edited:

Raijinken

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Nice thread. Any chance you could extend this to both complete the shorthop data and also get data on mid-air jumps?
 

kenniky

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Nice thread. Any chance you could extend this to both complete the shorthop data and also get data on mid-air jumps?
Currently doing shorthops. Not entirely sure how to get data for midair jumps though... Could do a runoff ledge jump. Wouldn't be able to test 3rd, 4th, 5th etc. jumps that way though :/
 

Raijinken

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Currently doing shorthops. Not entirely sure how to get data for midair jumps though... Could do a runoff ledge jump. Wouldn't be able to test 3rd, 4th, 5th etc. jumps that way though :/
You could extend the height of your custom stage platforms and, with a few tests to ensure consistency, do a double-jump and then subtract their full hop height from their resulting height.

Time consuming, but I can't think of a better method.
 

kenniky

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You could extend the height of your custom stage platforms and, with a few tests to ensure consistency, do a double-jump and then subtract their full hop height from their resulting height.

Time consuming, but I can't think of a better method.
I thought of that. Would probably work. Platforms go to 29 currently.
 

erico9001

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Currently doing shorthops. Not entirely sure how to get data for midair jumps though... Could do a runoff ledge jump. Wouldn't be able to test 3rd, 4th, 5th etc. jumps that way though :/
If you press down and then slightly quickly jump while already on a platform, you do a double jump without having lost or gained any vertical height.
 
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kenniky

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If you press down and then slightly quickly jump while already on a platform, you do a double jump without having lost or gained any vertical height.
That's weird. But helpful.
 

kenniky

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Short hops are complete. Jigglypuff is weird.

Final Smashes are also done.
 
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Masonomace

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If you press down and then slightly quickly jump while already on a platform, you do a double jump without having lost or gained any vertical height.
That's weird. But helpful.
This becomes more helpful & easier when your floor is a drop-through platform. I could help test Doublejumps & Ledge-jumps since I made a custom stage with a drop-through platform floor with 2 grid block-long ledges.

The only awkward thing to test was characters with multiple second jumps, which is what held me back from doing this in the first place. Also, how come the Super Mushroom was used? I'm curious about that, even though they do increase a character's jump height.
 
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kenniky

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This becomes more helpful & easier when your floor is a drop-through platform. I could help test Doublejumps & Ledge-jumps since I made a custom stage with a drop-through platform floor with 2 grid block-long ledges.

The only awkward thing to test was characters with multiple second jumps, which is what held me back from doing this in the first place. Also, how come the Super Mushroom was used? I'm curious about that, even though they do increase a character's jump height.
Larger range = more precision

Might do tests without it as well to smooth out weird fractions
 

Masonomace

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Yo kenniky, here's a table that didn't use Super Mushroom.
Jump height table
Character | short hop | full hop | doublejump | ledgejump
Mario:4mario:| 3 | 7 | 7 | 7
Luigi:4luigi:| 4 | 8 | 8 | 8
Peach:4peach:| 2 | 6 | 6 | 7
Bowser:4bowser:| 3 | 7 | 6 | 7
Yoshi:4yoshi:| 3 | 7 | 10 | 7
Rosalina & Luma:rosalina:| 3 | 8 | 8 | 8
Bowser Jr.:4bowserjr:| 3 | 6 | 6 | 7
Wario:4wario:| 3 | 6 | 6 | 7
Donkey Kong:4dk:| 3 | 6 | 7 | 7
Diddy Kong:4diddy:| 4 | 8 | 8 | 8
Mr. Game & Watch:4gaw:| 2 | 5 | 5 | 6
Little Mac:4littlemac:| 2 | 5 | 5 | 6
Link:4link:| 2 | 5 | 5 | 6
Zelda:4zelda:| 3 | 6 | 6 | 7
Sheik:4sheik:| 3 | 7 | 8 | 7
Ganondorf:4ganondorf:| 2 | 5 | 5 | 6
Toon Link:4tlink:| 3 | 6 | 6 | 7
Samus:4samus:| 3 | 7 | 7 | 7
Zero Suit Samus:4zss:| 4 | 8 | 8 | 8
Palutena:4palutena:| 3 | 7 | 7 | 7
Marth / Lucina:4marth::4lucina:| 3 | 6 | 6 | 7
Ike:4myfriends:| 3 | 6 | 6 | 7
Robin:4robinm::4robinf:| 3 | 6 | 6 | 7
Duck Hunt:4duckhunt:| 3 | 6 | 6 | 7
Fox:4fox:| 3 | 7 | 7 | 7
Falco:4falco:| 3 | 10 | 10 | 9
Pikachu:4pikachu:| 3 | 7 | 7 | 7
Lucario:4lucario:| 3 | 7 | 7 | 7
Greninja:4greninja:| 4 | 9 | 9 | 8
R.O.B.:4rob:| 3 | 7 | 7 | 7
Ness:4ness:| 3 | 6 | 9 | 7
Captain Falcon:4falcon:| 3 | 7 | 7 | 7
Villager:4villager::4villagerf:| 3 | 6 | 6 | 7
Olimar / Alph:4olimar::4alph:| 3 | 6 | 6 | 7
Wii Fit Trainer:4wiifit::4wiifitm:| 3 | 7 | 7 | 7
Shulk:4shulk:| 3 | 7 | 7 | 7
Dr. Mario:4drmario:| 2 | 5 | 5 | 7
Pac-Man:4pacman:| 3 | 6 | 6 | 7
Mega Man:4megaman:| 2 | 6 | 6 | 7
Sonic:4sonic:| 3 | 7 | 7 | 7
Mewtwo:4mewtwo:| 3 | 6 | 11 | 6
Lucas:4lucas:| 2 | 5 | 8 | 9
Roy:4feroy:| 2 | 6 | 5 | 5
Ryu:4ryu:| 3 | 5 | 5 | 6
Cloud:4cloud:| 3 | 6 | 6 | 7
Corrin:4corrin:| 3 | 6 | 6 | 7
Bayonetta:4bayonetta:| 4 | 7 | 8 | 8
Mii Brawler:4miibrawl:(0/0)| 4 | 8 | 8 | 7
Mii Brawler:4miibrawl:(0/25)| 4 | 8 | 8 | 7
Mii Brawler:4miibrawl:(0/50)| 3 | 8 | 8 | 7
Mii Brawler:4miibrawl:(0/75)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(0/100)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(25/0)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(25/25)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(25/50)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(25/75)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(25/100)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/0)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/25)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/50)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/75)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(50/100)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(75/0)| 3 | 6 | 7 | 7
Mii Brawler:4miibrawl:(75/25)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(75/50)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(75/75)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(75/100)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/0)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/25)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/50)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/75)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/100)| 2 | 5 | 6 | 7
Mii Gunner:4miigun:(0/0)| 4 | 7 | 8 | 7
Mii Gunner:4miigun:(0/25)| 4 | 7 | 7 | 7
Mii Gunner:4miigun:(0/50)| 4 | 7 | 7 | 7
Mii Gunner:4miigun:(0/75)| 3 | 7 | 7 | 7
Mii Gunner:4miigun:(0/100)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(25/0)| 3 | 7 | 7 | 7
Mii Gunner:4miigun:(25/25)| 3 | 7 | 7 | 7
Mii Gunner:4miigun:(25/50)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(25/75)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(25/100)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(50/0)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(50/25)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(50/50)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(50/75)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(50/100)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(75/0)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(75/25)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(75/50)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(75/75)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(75/100)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/0)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/25)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/50)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/75)| 3 | 5 | 5 | 7
Mii Gunner:4miigun:(100/100)| 3 | 5 | 5 | 7
Mii Swordfighter:4miisword:(0/0)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/25)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/50)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/75)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/100)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(25/0)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(25/25)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(25/50)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(25/75)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(25/100)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/0)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/25)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/50)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/75)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/100)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(75/0)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(75/25)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(75/50)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(75/75)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(75/100)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/0)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/25)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/50)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/75)| 2 | 4 | 4 | 6
Mii Swordfighter:4miisword:(100/100)| 2 | 4 | 4 | 6
Notes:
-The only thing different about Marth & Lucina was them landing on a platform after ledgejumping. Marth put up bubble shield first before Lucina but eh. This is actually false. I fixed a very tiny flaw in my custom stage and now they land and put up bubble shield simultaneously.
-Even though Mario & Dr. Mario are very similar characters with different jump heights, both land about the same time & put up bubble shield around the same time.
-I didn't use 25 for Mii Fighters because I didn't know the exact bar placement for when I was making Miis. Sorry 'bout that =(. I've finally finished every H/W set for the Mii Fighters! Whew.
------------------------------------------------------------------------------------------------
Multi-jumps table
Character | short hop | full hop | doublejump | triplejump | quadruplejump | quintuplejump | sextuplejump | ledgejump
Pit / Dark Pit:4pit::4darkpit:| 3 | 6 | 4 | 4 | 2 | None | None | 7
Kirby:4kirby:| 2 | 5 | 4 | 3 | 4 | 2 | 2 | 6
King Dedede:4dedede:| 3 | 6 | 4 | 4 | 3 | 3 | None | 7
Meta Knight:4metaknight:| 2 | 6 | 4 | 3 | 3 | 3 | 2 | 7
Charizard:4charizard:| 3 | 6 | 5 | 3 | None | None | None | 7
Jigglypuff:4jigglypuff:| 2 | 4 | 5 | 4 | 4 | 3 | 3 | 6
I'll type out what platform they land on when you hold the jump button & release after said jump option was performed.
:4pit::4darkpit:
  • Their doublejumps land on the 4th platform
  • Their triplejumps land on the 8th platform
  • Holding the jump button doesn't work for trying to find their quadruplejumps, so I had them stand on the 1st level platform & drop through inputting their doublejump & triple jump drifting very slightly away, then I used their quarduplejump while drifting towards the platform. They seem to be slow descending after each mid-air jump so that can explain this too. They each land on the 11th platform which means that they would actually land on the 10th platform

:4kirby:
  • I'm able to successfully hold the jump button to allow all of Kirby's multi-jumps to go through without using an alternate way because Kirby won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Kirby's doublejump lands on 4th platform
  • Kirby's triplejump lands on the 7th platform, very close to the 8th platform
  • Kirby's quadruplejump lands on the 11th platform barely
  • Kirby's quintuplejump lands on the 13th platform, very close to the 14th platform
  • Kirby's sextuplejump lands on the 15th platform, close to landing on the 16th platform

:4dedede:
  • I'm able to successfully hold the jump button to allow all of the King's multi-jumps to go through without using an alternate way because the King won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Dedede's doublejump lands on the 4th platform, close to being the 5th platform
  • Dedede's triplejump lands on the 8th platform, close to being the 9th platform
  • Dedede's quadruplejump lands on the 11th platform, close to being the 12th platform
  • Dedede's quintuplejump lands on the 14th platform

:4metaknight:
  • Meta Knight wouldn't keep jumping whenever I held the jump button after dropping through the floor platform, so I had to improvise the same way I did with Pit & Dark Pit's quadruplejump for all of Meta Knight's mid-air jumps
  • Meta Knight descends a bit after each mid-air jump, so keep that in mind
  • Meta Knight's doublejump lands on the 4th platform
  • Meta Knight drops from the 1st level platform & inputs doublejump then triplejumps drifting toward the stage to land on the 8th platform, which means Meta Knight would land on the 7th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his quadruplejump drifting towards the platforms to land on the 11th platform, which I guess means Meta Knight would land on the 10th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his quintuplejump drifting towards the platforms to land on the 14th platform, which I guess means Meta Knight would land on the 13th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his sextuplejump drifting towards the platforms to land on the 16th platform, which I guess means Meta Knight would land on the 15th platform

:4charizard:
  • Charizard wouldn't keep jumping whenever I held the jump button after dropping through the floor platform, so I had to improvise the same way I did with Pit & Dark Pit's quadruplejump for Charizard's triplejump
  • Charizard descends a bit after each mid-air, so keep that in mind
  • Charizard's doublejump lands on the 5th platform
  • Charizard drops from the 1st level platform & inputs doublejump then triplejumps drifting toward the stage to land on the 9th platform, which I guess means Charizard would land on 8th platform

:4jigglypuff:
  • Like Kirby & King Dedede, I was able to successfully hold the jump button to allow all of her multi-jumps to go through without using an alternate way because she won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Every time Jigglypuff lands on a platform, she jiggles
  • Jigglypuff's doublejump lands on the 5th platform
  • Jigglypuff's triplejump lands on the 9th platform
  • Jigglypuff's quadruplejump lands on the 13th platform
  • Jigglypuff's quintuplejump lands on the 16th platform, close to the 17th platform
  • Jigglypuff's sextuplejump lands on the 19th platform
Notes:
-Pit & Dark pit both ledgejumping simultaneously, Pit lands & puts up bubble shield first. They also put up bubble shield at the same time for when they both short hop & full hop.

-All of these characters will rate their jump heights based on what platform they land on for each jump phase. So for example, if Pit & Dark Pit have a 4 for their doublejump but have another 4 for their triple jump, that means I stopped holding the jump button & stopped holding L to watch which platform they landed on. So Pit & Dark Pit's doublejump has them land on the 4th platform & their triplejump has them land on the 8th platform. It's all in the spoiler.

-Meta Knight & Charizard couldn't simply hold the jump button to continue using their multi-jumps. Instead, I had to improvise & find another way, which was have them both fall through the 1st level platform & drift away slightly to get their jumps out & have them drift towards the stage to land on said platform.
------------------------------------------------------------------------------------------------
Final Smashes & Stat-Buff Table
Character | short hop | full hop | doublejump | ledgejump
Giga Bowser:4bowser:| 2 | 15 | 15 | 11
Wario-Man:4wario:| 4 | 7 | 7 | 7
Giga Mac:4littlemac:| 4 | 8 | 8 | 8
Lightweight Palutena:4palutena:| 5 | 11 | 11 | 12
Mega Lucario:4lucario:| 3 | 7 | 7 | 7
翔(Jump) Shulk :4shulk:| 5 | 10 | 10 | 9
疾(Speed) Shulk :4shulk:| 2 | 5 | 5 | 7
盾(Shield) / Decisive 盾(Shield) Shulk :4shulk:| 2 | 5 | 5 | 7
Decisive 翔(Jump) Shulk :4shulk:| 5 | 10 | 10 | 8
Decisive 疾(Speed) Shulk :4shulk:| 2 | 4 | 4 | 6
Hyper 翔(Jump) Shulk :4shulk:| 5 | 10 | 10 | 8
Hyper 疾(Speed) Shulk :4shulk:| 1 | 3 | 3 | 6
Hyper 盾(Shield) Shulk :4shulk:| 2 | 4 | 4 | 7
Limit Break Cloud:4cloud:| 3 | 5 | 5 | 6

Bonus
Buffered 翔(Jump) art deactivation:4shulk:| 6 | 13 | 13 | N/A
Buffered Hyper 翔(Jump) art deactivation:4shulk:| 7 | 15 | 15 | N/A

Character | short hop | full hop | doublejump | triplejump | quadruplejump | quintuplejump | sextuplejump | ledgejump
翔(Jump) Kirby :4kirby:| 3 | 7 | 13 | 9 (22nd platform) | 9 (31st platform) | 7 (38th platform) | 7 (44th platform) | 8
疾(Speed) Kirby :4kirby:| 1 | 3 | 2 | 2 (4th platform) | 2 (6th platform) | 1 (7th platform) | 1 (8th platform) | 6
盾(Shield) Kirby :4kirby:| 2 | 4 | 2 | 2 (4th platform) | 2 (6th platform) | 2 (8th platform) | 1 (9th platform) | 6

Bonus
Buffered 翔(Jump) art deactivation:4kirby:| 4 | 9 | 15 | 12 (25th platform) | 11 (33rd platform) | 9 (40th platform) | 9 (46th platform) | N/A
Notes:
For Speed Kirby, I had to use the same strategy I used for Charizard & Meta Knight to find Speed Kirby's quintuplejump, sextuplejump, & Shield Kirby's sextuplejump. Jump Kirby didn't need to that so all I did was just hold jump button until the jump action finished & then landed on said platform.

By testing the Buffered Jump art deactivation for each of Kirby's jump options, I created a custom stage specifically used to test broken recoveries such as Jump Kirby & R.O.B.'s Robo Burner. I went in Training Mode, set it to 1/4x speed with Hold L, tapped L twice to make Kirby drop through the platform floor & started the buffered application for each of Kirby's jump options.

There's a N/A in the ledgjumps for the Buffered Jump arts of Kirby and Shulk because we have no way to buffer the art's deactivation in order to increase the height. So basically, treat the N/A as their usual ledgejump height.
 
Last edited:

kenniky

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Yo kenniky, here's a table that didn't use Super Mushroom.
Jump height table
Character | short hop | full hop | doublejump | ledgejump
Mario:4mario:| 3 | 7 | 7 | 7
Luigi:4luigi:| 4 | 8 | 8 | 8
Peach:4peach:| 2 | 6 | 6 | 7
Bowser:4bowser:| 3 | 7 | 6 | 7
Yoshi:4yoshi:| 3 | 7 | 10 | 7
Rosalina & Luma:rosalina:| 3 | 8 | 8 | 8
Bowser Jr.:4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:| 3 | 6 | 6 | 7
Wario:4wario::4wario2:| 3 | 6 | 6 | 7
Donkey Kong:4dk:| 3 | 6 | 7 | 7
Diddy Kong:4diddy:| 4 | 8 | 8 | 8
Mr. Game & Watch:4gaw:| 2 | 5 | 5 | 6
Little Mac:4littlemac::4wiremac:| 2 | 5 | 5 | 6
Link:4link:| 2 | 5 | 5 | 6
Zelda:4zelda:| 3 | 6 | 6 | 7
Sheik:4sheik:| 3 | 7 | 8 | 7
Ganondorf:4ganondorf:| 2 | 5 | 5 | 6
Toon Link:4tlink:| 3 | 6 | 6 | 7
Samus:4samus:| 3 | 7 | 7 | 7
Zero Suit Samus:4zss:| 4 | 8 | 8 | 8
Palutena:4palutena:| 3 | 7 | 7 | 7
Marth & Lucina:4marth:&:4lucina:| 3 | 6 | 6 | 7
Ike:4myfriends:| 3 | 6 | 6 | 7
Robin:4robinm::4robinf:| 3 | 6 | 6 | 7
Duck Hunt:4duckhunt:| 3 | 6 | 6 | 7
Fox:4fox:| 3 | 7 | 7 | 7
Falco:4falco:| 3 | 10 | 10 | 9
Pikachu:4pikachu:| 3 | 7 | 7 | 7
Lucario:4lucario:| 3 | 7 | 7 | 7
Greninja:4greninja:| 4 | 9 | 9 | 8
R.O.B.:4rob:| 3 | 7 | 7 | 7
Ness:4ness:| 3 | 6 | 9 | 7
Captain Falcon:4falcon:| 3 | 7 | 7 | 7
Villager:4villager::4villagerf:| 3 | 6 | 6 | 7
Olimar & Alph:4olimar:&:4alph:| 3 | 6 | 6 | 7
Wii Fit Trainer:4wiifit::4wiifitm:| 3 | 7 | 7 | 7
Shulk:4shulk:| 3 | 7 | 7 | 7
Dr. Mario:4drmario:| 2 | 5 | 5 | 7
Pac-Man:4pacman:| 3 | 6 | 6 | 7
Mega Man:4megaman:| 2 | 6 | 6 | 7
Sonic:4sonic:| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(0/0)| 4 | 8 | 8 | 7
Mii Brawler:4miibrawl:(0/50)| 3 | 8 | 8 | 7
Mii Brawler:4miibrawl:(0/100)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/0)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(default 50/50)| 3 | 7 | 7 | 7
Mii Brawler:4miibrawl:(50/100)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/0)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/50)| 3 | 6 | 6 | 7
Mii Brawler:4miibrawl:(100/100)| 2 | 5 | 6 | 7
Mii Gunner:4miigun:(0/0)| 4 | 7 | 8 | 7
Mii Gunner:4miigun:(0/50)| 4 | 7 | 7 | 7
Mii Gunner:4miigun:(0/100)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(50/0)| 3 | 6 | 7 | 7
Mii Gunner:4miigun:(default 50/50)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(50/100)| 3 | 6 | 6 | 7
Mii Gunner:4miigun:(100/0)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/50)| 3 | 5 | 6 | 7
Mii Gunner:4miigun:(100/100)| 3 | 5 | 5 | 7
Mii Swordfighter:4miisword:(0/0)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/50)| 4 | 6 | 6 | 6
Mii Swordfighter:4miisword:(0/100)| 3 | 6 | 6 | 6
Mii Swordfighter:4miisword:(50/0)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(default 50/50)| 3 | 5 | 5 | 6
Mii Swordfighter:4miisword:(50/100)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/0)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/50)| 2 | 5 | 5 | 6
Mii Swordfighter:4miisword:(100/100)| 2 | 4 | 4 | 6
Notes:
-The only thing different about Marth & Lucina was them landing on a platform after ledgejumping. Marth put up bubble shield first before Lucina but eh.
-Even though Mario & Dr. Mario are very similar characters with different jump heights, both land about the same time & put up bubble shield around the same time.
-I didn't use 25 for Mii Fighters because I didn't know the exact bar placement for when I was making Miis. Sorry 'bout that =(.


Multi-jumps table
Character | short hop | full hop | doublejump | triplejump | quadruplejump | quintuplejump | sextuplejump | ledgejump
Pit & Dark Pit:4pit:&:4darkpit:| 3 | 6 | 4 | 4 | 2 | None | None | 7
Kirby:4kirby:| 2 | 5 | 4 | 3 | 4 | 2 | 2 | 6
King Dedede:4dedede:| 3 | 6 | 4 | 4 | 3 | 3 | None | 7
Meta Knight:4metaknight:| 2 | 6 | 4 | 3 | 3 | 3 | 2 | 7
Charizard:4charizard:| 3 | 6 | 5 | 3 | None | None | None | 7
Jigglypuff:4jigglypuff:| 2 | 4 | 5 | 4 | 4 | 3 | 3 | 6
I'll type out what platform they land on when you hold the jump button & release after said jump option was performed.
:4pit:&:4darkpit:
  • Their doublejumps land on the 4th platform
  • Their triplejumps land on the 8th platform
  • Holding the jump button doesn't work for trying to find their quadruplejumps, so I had them stand on the 1st level platform & drop through inputting their doublejump & triple jump drifting very slightly away, then I used their quarduplejump while drifting towards the platform. They seem to be slow descending after each mid-air jump so that can explain this too. They each land on the 11th platform which means that they would actually land on the 10th platform

:4kirby:
  • I'm able to successfully hold the jump button to allow all of Kirby's multi-jumps to go through without using an alternate way because Kirby won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Kirby's doublejump lands on 4th platform
  • Kirby's triplejump lands on the 7th platform, very close to the 8th platform
  • Kirby's quadruplejump lands on the 11th platform barely
  • Kirby's quintuplejump lands on the 13th platform, very close to the 14th platform
  • Kirby's sextuplejump lands on the 15th platform, close to landing on the 16th platform

:4dedede:
  • I'm able to successfully hold the jump button to allow all of the King's multi-jumps to go through without using an alternate way because the King won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Dedede's doublejump lands on the 4th platform, close to being the 5th platform
  • Dedede's triplejump lands on the 8th platform, close to being the 9th platform
  • Dedede's quadruplejump lands on the 11th platform, close to being the 12th platform
  • Dedede's quintuplejump lands on the 14th platform

:4metaknight:
  • Meta Knight wouldn't keep jumping whenever I held the jump button after dropping through the floor platform, so I had to improvise the same way I did with Pit & Dark Pit's quadruplejump for all of Meta Knight's mid-air jumps
  • Meta Knight descends a bit after each mid-air jump, so keep that in mind
  • Meta Knight's doublejump lands on the 4th platform
  • Meta Knight drops from the 1st level platform & inputs doublejump then triplejumps drifting toward the stage to land on the 8th platform, which means Meta Knight would land on the 7th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his quadruplejump drifting towards the platforms to land on the 11th platform, which I guess means Meta Knight would land on the 10th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his quintuplejump drifting towards the platforms to land on the 14th platform, which I guess means Meta Knight would land on the 13th platform
  • Meta Knight drops from the 1st level platform & holds the jump button drifting away until he uses his sextuplejump drifting towards the platforms to land on the 16th platform, which I guess means Meta Knight would land on the 15th platform

:4charizard:
  • Charizard wouldn't keep jumping whenever I held the jump button after dropping through the floor platform, so I had to improvise the same way I did with Pit & Dark Pit's quadruplejump for Charizard's triplejump
  • Charizard descends a bit after each mid-air, so keep that in mind
  • Charizard's doublejump lands on the 5th platform
  • Charizard drops from the 1st level platform & inputs doublejump then triplejumps drifting toward the stage to land on the 9th platform, which I guess means Charizard would land on 8th platform

:4jigglypuff:
  • Like Kirby & King Dedede, I was able to successfully hold the jump button to allow all of her multi-jumps to go through without using an alternate way because she won't land on a platform unless I let go of the jump button. This saved me time.:shades:
  • Every time Jigglypuff lands on a platform, she jiggles
  • Jigglypuff's doublejump lands on the 5th platform
  • Jigglypuff's triplejump lands on the 9th platform
  • Jigglypuff's quadruplejump lands on the 13th platform
  • Jigglypuff's quintuplejump lands on the 16th platform, close to the 17th platform
  • Jigglypuff's sextuplejump lands on the 19th platform

Notes:
-Pit & Dark pit both ledgejumping simultaneously, Pit lands & puts up bubble shield first. When they both short hop, they put up bubble shield at the same time. When they full hop, they both put up bubble shield at the same time. How I got their triple & quadruple jumps? Don't worry about it.

-All of these characters will rate their jump heights based on what platform they land on for each jump phase. So for example, if Pit / Dark Pit have a 4 for their doublejump but have another 4 for their triple jump, that means I stopped holding the jump button & stopped holding L to let it go & watched what platform they landed on. So, Pit & Dark Pit's doublejump has them land on the 4th platform & their triplejump has them land on the 8th platform. It's all in the spoiler below the table.

-Meta Knight & Charizard couldn't simply hold the jump button to continue using their multi-jumps. Instead, I had to improvise & find another way, which was have them both fall through the 1st level platform & drift away slightly to get their jumps out & have them drift towards the stage to land on said platform.


Final Smashes & Stat-altering Table (Coming later)
Character | short hop | full hop | doublejump | ledgejump
Giga Bowser:4bowser:| | | |
Wario-Man:4wario::4wario2:| | | |
Giga Mac:4littlemac::4wiremac:| | | |
Lightweight Palutena:4palutena:| | | |
Mega Lucario:4lucario:| | | |
翔(Jump) Shulk :4shulk:| | | |
疾(Speed) Shulk :4shulk:| | | |
盾(Shield) / Decisive 盾(Shield) Shulk :4shulk:| | | |
Decisive 翔(Jump) Shulk :4shulk:| | | |
Decisive 疾(Speed) Shulk :4shulk:| | | |
Hyper 翔(Jump) Shulk :4shulk:| | | |
Hyper 疾(Speed) Shulk :4shulk:| | | |
Hyper 盾(Shield) Shulk :4shulk:| | | |

Bonus

Buffered 翔(Jump) art deactivation:4shulk:| | | |
Buffered Hyper 翔(Jump) art deactivation:4shulk:| | | |
Thanks! I'll add this to the op when I get access to a not-mobile device :p
 

Masonomace

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I forgot to add in the DLC characters because I don't have them, which are :4lucas::4mewtwo::4feroy: & :4ryu:. If you have the characters @ kenniky kenniky then I can send ya the stage I used to help test ledgejumps & doublejumps.

EDIT: I have them & tested their jump heights in Training Mode. Updated my table with them but you probably had their data recorded already.
 
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kenniky

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Final Smashes & Stat-Buff Table (Coming later)
Character | short hop | full hop | doublejump | ledgejump
疾(Speed) Shulk :4shulk:| 2 | 5 | 5 | 7
Decisive 疾(Speed) Shulk :4shulk:| 2 | 4 | 4 | 6
Wait, this is weird, I thought Decisive Arts had the same drawbacks?
 

Masonomace

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Wait, this is weird, I thought Decisive Arts had the same drawbacks?
Shield & Decisive Shield have the exact same drawbacks in terms of their jump height. There is absolutely no difference whatsoever. So when the phrase, "Decisive Arts have the same drawbacks" is mentioned, it only entails to these shared traits that I know of:
  • All Monado arts & Decisive arts have the same damages except for Buster & DBuster.
  • The Jump & Buster arts have the same defense reduction as DJump & DBuster.
  • Shield & DShield have the exact same jump heights, ground speed, & air speed (& damage but I said that already).
  • Buster & DBuster have the same knockback dealt (??) [I don't think I need to lab test this. If there was a difference, it'd be due to the extra damage from DBuster affecting the knockback formula slightly].
  • Smash & DSmash have the same knockback resistance (??) [I'll lab test this to make sure this is 100% correct].
---

When talking just about jump heights though, It's the Jump & Speed arts that differ in jump heights to their Decisive variants.
Here's a table I use frequently as a little reference to their stats:

Monado Art | Increased stats | Decreased stats Jump | Jump height, Air speed, Fall speed, Air Slash height | Defense Speed | Ground speed, Air speed, Traction | Damage dealt, Jump height
  • Decisive Jump has more jump height & fall speed than Jump, so if we were able to take away their fall speed stat away, DJump would clearly jump higher than Jump. Their numbers only look similar because Decisive Jump's increased fall speed / gravity is neutralizing the increased amount of jump height. (Example: You use the recent Jump art tech Erico made a video about & notice that Jump art's buffered deactivation out of jumping into airdodge goes super high, but then notice Hyper Jump goes much much higher. That Jump art tech is neutralizing fall speed / gravity, so if Decisive Jump could be deactivated, it'd have a jump height in the middle of the two.)
  • I used to believe that Speed & Decisive Speed had the same jump heights, but after more studying & labbing I learned that they don't. So now we might think that Decisive Speed is the middle in between Speed & Hyper Speed as far as jumping goes, but we probably don't because Decisive Speed doesn't look like it, right? It may not look like it but truthfully it is. It's kinda weird to accept but the numbers didn't lie for me. Their short hop comparison isn't as promising, but their full hops & doublejumps make sense: Speed goes 5 high, DSpeed goes 4 high, & HSpeed goes 3 high.
 
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kenniky

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Shield & Decisive Shield have the exact same drawbacks in terms of their jump height. There is absolutely no difference whatsoever. So when the phrase, "Decisive Arts have the same drawbacks" is mentioned, it only entails to these shared traits that I know of:
  • All Monado arts & Decisive arts have the same damages except for Buster & DBuster.
  • The Jump & Buster arts have the same defense reduction as DJump & DBuster.
  • Shield & DShield have the exact same jump heights, ground speed, & air speed (& damage but I said that already).
  • Buster & DBuster have the same knockback dealt (??) [I don't think I need to lab test this. If there was a difference, it'd be due to the extra damage from DBuster affecting the knockback formula slightly].
  • Smash & DSmash have the same knockback resistance (??) [I'll lab test this to make sure this is 100% correct].
---

When talking just about jump heights though, It's the Jump & Speed arts that differ in jump heights to their Decisive variants.
Here's a table I use frequently as a little reference to their stats:

Monado Art | Increased stats | Decreased stats Jump | Jump height, Air speed, Fall speed, Air Slash height | Defense Speed | Ground speed, Air speed, Traction | Damage dealt, Jump height
  • Decisive Jump has more jump height & fall speed than Jump, so if we were able to take away their fall speed stat away, DJump would clearly jump higher than Jump. Their numbers only look similar because Decisive Jump's increased fall speed / gravity is neutralizing the increased amount of jump height. (Example: You use the recent Jump art tech Erico made a video about & notice that Jump art's buffered deactivation out of jumping into airdodge goes super high, but then notice Hyper Jump goes much much higher. That Jump art tech is neutralizing fall speed / gravity, so if Decisive Jump could be deactivated, it'd have a jump height in the middle of the two.)
  • I used to believe that Speed & Decisive Speed had the same jump heights, but after more studying & labbing I learned that they don't. So now we might think that Decisive Speed is the middle in between Speed & Hyper Speed as far as jumping goes, but we probably don't because Decisive Speed doesn't look like it, right? It may not look like it but truthfully it is. It's kinda weird to accept but the numbers didn't lie for me. Their short hop comparison isn't as promising, but their full hops & doublejumps make sense: Speed goes 5 high, DSpeed goes 4 high, & HSpeed goes 3 high.
It's just very strange that that's the only nerf difference between Vanilla and Decisive. Hm.

Oh well~
 

Masonomace

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I was a bit bored so I made this:
5 platforms high
:4palutena:(Lightweight)
:4shulk:(Jump, Decisive Jump, & Hyper Jump)



4 platforms high
:4luigi:
:4wario:(Wario-Man)
:4diddy:
:4littlemac:(Giga Mac)
:4zss:
:4greninja:
:4miibrawl:(0/0)
:4miigun:(0/0)
:4miigun:(0/50)
:4miisword:(0/50)



3 platforms high
:4mario:
:4bowser:
:4yoshi:
:rosalina:
:4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:
:4wario:
:4dk:
:4zelda:
:4sheik:
:4tlink:
:4samus:
:4pit:/:4darkpit:
:4palutena:
:4marth:/:4lucina:
:4myfriends:
:4robinm::4robinf:
:4duckhunt:
:4dedede:
:4fox:
:4falco:
:4pikachu:
:4charizard:
:4lucario:(Lucario & Mega Lucario)
:4rob:
:4ness:
:4falcon:
:4villager::4villagerf:
:4olimar::4alph:
:4wiifit::4wiifitm:
:4shulk:(Vanilla)
:4pacman:
:4sonic:
:4miibrawl:(0/50)
:4miibrawl:(0/100)
:4miibrawl:(50/0)
:4miibrawl:(50/50 aka default)
:4miibrawl:(50/100)
:4miibrawl:(100/0)
:4miibrawl:(100/50)
:4miigun:(0/100)
:4miigun:(50/0)
:4miigun:(50/50 aka default)
:4miigun:(50/100)
:4miigun:(100/0)
:4miigun:(100/50)
:4miigun:(100/100)
:4miisword:(0/0)
:4miisword:(0/100)
:4miisword:(50/0)
:4miisword:(50/50 aka default)



2 platforms high
:4peach:
:4bowser:(Giga Bowser)
:4gaw:
:4littlemac::4wiremac:
:4link:
:4ganondorf:
:4kirby:
:4metaknight:
:4jigglypuff:
:4shulk:(Speed & Decisive Speed)
:4shulk:(Shield, Decisive Shield, & Hyper Shield)
:4drmario:
:4megaman:
:4miibrawl:(100/100)
:4miisword:(50/100)
:4miisword:(100/0)
:4miisword:(100/50)
:4miisword:(100/100)



1 platform high
:4shulk:(Hyper Speed)

EDIT: I think I may challenge doing 25 & 75 for the Mii Fighters. I'll finish up on the Bonus for Jump art deactivation too.
 
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kenniky

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I was a bit bored so I made this:
5 platforms high
:4palutena:(Lightweight)
:4shulk:(Jump, Decisive Jump, & Hyper Jump)



4 platforms high
:4luigi:
:4wario:(Wario-Man)
:4diddy:
:4littlemac:(Giga Mac)
:4zss:
:4greninja:
:4miibrawl:(0/0)
:4miigun:(0/0)
:4miigun:(0/50)
:4miisword:(0/50)



3 platforms high
:4mario:
:4bowser:
:4yoshi:
:rosalina:
:4bowserjr::4larry::4roy::4wendy::4iggy::4morton::4lemmy::4ludwig:
:4wario:
:4dk:
:4zelda:
:4sheik:
:4tlink:
:4samus:
:4pit:/:4darkpit:
:4palutena:
:4marth:/:4lucina:
:4myfriends:
:4robinm::4robinf:
:4duckhunt:
:4dedede:
:4fox:
:4falco:
:4pikachu:
:4charizard:
:4lucario:(Lucario & Mega Lucario)
:4rob:
:4ness:
:4falcon:
:4villager::4villagerf:
:4olimar::4alph:
:4wiifit::4wiifitm:
:4shulk:(Vanilla)
:4pacman:
:4sonic:
:4miibrawl:(0/50)
:4miibrawl:(0/100)
:4miibrawl:(50/0)
:4miibrawl:(50/50 aka default)
:4miibrawl:(50/100)
:4miibrawl:(100/0)
:4miibrawl:(100/50)
:4miigun:(0/100)
:4miigun:(50/0)
:4miigun:(50/50 aka default)
:4miigun:(50/100)
:4miigun:(100/0)
:4miigun:(100/50)
:4miigun:(100/100)
:4miisword:(0/0)
:4miisword:(0/100)
:4miisword:(50/0)
:4miisword:(50/50 aka default)



2 platforms high
:4peach:
:4bowser:(Giga Bowser)
:4gaw:
:4littlemac::4wiremac:
:4link:
:4ganondorf:
:4kirby:
:4metaknight:
:4jigglypuff:
:4shulk:(Speed & Decisive Speed)
:4shulk:(Shield, Decisive Shield, & Hyper Shield)
:4drmario:
:4megaman:
:4miibrawl:(100/100)
:4miisword:(50/100)
:4miisword:(100/0)
:4miisword:(100/50)
:4miisword:(100/100)



1 platform high
:4shulk:(Hyper Speed)

EDIT: I think I may challenge doing 25 & 75 for the Mii Fighters. I'll finish up on the Bonus for Jump art deactivation too.
Not the 25 and 75 noooo

Isn't that really hard to get exact? Plus then I need to make another 48 Miis to test with :( I don't have that much space. (27 from the existing combinations, plus another 49 from the SCMP)

I think I'll do 25/0 because that's in the Standard Custom Moveset Project.

Has anyone tested wall jump rankings?
They're kind of hard to test, given that it's dependent on where you start the wall jump.
 
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SpottedCerberus

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Not the 25 and 75 noooo

Isn't that really hard to get exact? Plus then I need to make another 48 Miis to test with :( I don't have that much space. (27 from the existing combinations, plus another 49 from the SCMP)

I think I'll do 25/0 because that's in the Standard Custom Moveset Project.


They're kind of hard to test, given that it's dependent on where you start the wall jump.
That's what I figured. Too bad. It would be interesting.

And I wouldn't worry too much about the miis. They're more trouble than they're worth.
 

kenniky

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That's what I figured. Too bad. It would be interesting.

And I wouldn't worry too much about the miis. They're more trouble than they're worth.
I think the current variants deserve to be tested. (0/0 0/50 0/100 50/0 50/50 50/100 100/0 100/50 100/100) As well as any on the custom moveset project and the Guest Miis as well (Because those are widely used but aren't actually 50/50).
 

Masonomace

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Has anyone tested wall jump rankings?
No but earlier today I happened to be testing Lucario's wall jump height by comparing it to his doublejump's height, so I could try to tackle the walljumps.

Whenever I compared Lucario's doublejump to his walljump in Training Mode, I used a drop-through platform floor & made one Lucario doublejump after two quick taps of L trigger in the 1/4x speed (Hold L) setting, & made the other Lucario after two quick taps of L input Extremespeed sideways to cling to the nearby wall I had placed there. Sooooooo yeah.

Lucario's walljump height is 8 platforms. I doubt any character has a walljump that high. And even though not all characters are able to walljump, every character can tech & then walljump, but that's a lot of work than just testing one's doublejump & ledgejump. . .I suppose if I find an easy & efficient way then I'll do it.

EDIT: Characters that can walljump:
:4falcon::4diddy::4drmario::4duckhunt::4falco::4fox::4greninja::4littlemac::4lucario::4mario::4megaman::4mewtwo::4miibrawl::4miigun::4pacman::4pikachu::4samus::4sheik::4sonic::4tlink::4villager::4wiifit::4zss:

EDIT: @ kenniky kenniky I found it quite odd that :4miisword:(0/50) has a Short Hop height of 4 platforms when :4miisword:(0/0) has a 3 for it. I'll re-test 0/50 today & see if I'm not crazy for putting that down the first time.
 
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kenniky

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No but earlier today I happened to be testing Lucario's wall jump height by comparing it to his doublejump's height, so I could try to tackle the walljumps.

Whenever I compared Lucario's doublejump to his walljump in Training Mode, I used a drop-through platform floor & made one Lucario doublejump after two quick taps of L trigger in the 1/4x speed (Hold L) setting, & made the other Lucario after two quick taps of L input Extremespeed sideways to cling to the nearby wall I had placed there. Sooooooo yeah.

Lucario's walljump height is 8 platforms. I doubt any character has a walljump that high. And even though not all characters are able to walljump, every character can tech & then walljump, but that's a lot of work than just testing one's doublejump & ledgejump. . .I suppose if I find an easy & efficient way then I'll do it.

EDIT: @ kenniky kenniky I found it quite odd that :4miisword:(0/50) has a Short Hop height of 4 platforms when :4miisword:(0/0) has a 3 for it. I'll re-test 0/50 today & see if I'm not crazy for putting that down the first time.
Yeah, I noticed that too.

In other news, all of the Guest Miis are different. Should I only test Guest A, or should I test all of them?
 

kenniky

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Guest Miis are different??. . .I guess I would test all of them then.:ohwell:
I really only see rule sets specifying Guest A though. Hmm

Decisions, decisions. I'll decide when I get home.
 

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EDIT: @ kenniky kenniky I found it quite odd that :4miisword:(0/50) has a Short Hop height of 4 platforms when :4miisword:(0/0) has a 3 for it. I'll re-test 0/50 today & see if I'm not crazy for putting that down the first time.
Double post for notification.

0/50 Swordfighter has a 3 platform shorthop. 0/0 is also 3.
 

Masonomace

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Replace ledgehop with ledgejump in the tables. Ledgehop as a term is used to describe one dropping away or down from the ledge followed by using a doublejump to return to the stage.
0/50 Swordfighter has a 3 platform shorthop. 0/0 is also 3.
Awesome thanks. I edited my post removing the old 4 with a 3.

I'll get to doing those Buffered Jump / HJump art deactivations into aerial or airdodge & see what those heights are. I know they jump higher than Lightweight Palutena & Shulk usually takes the title award for best & worst of something so I'll see to that.:shades:

EDIT:. . .OH JEEZ I FORGOT ABOUT MONADO JUMP KIRBY! Large Custom stages only cap at 29 platforms! :cry: At best I can probably get his Short Hop, Full Hop, Ledgejump, doublejump, & triplejump. Anything past triplejump in my head looks immeasurable for our current stage limitations.
 
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kenniky

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Replace ledgehop with ledgejump in the tables. Ledgehop as a term is used to describe one dropping away or down from the ledge followed by using a doublejump to return to the stage.

Awesome thanks. I edited my post removing the old 4 with a 3.

I'll get to doing those Buffered Jump / HJump art deactivations into aerial or airdodge & see what those heights are. I know they jump higher than Lightweight Palutena & Shulk usually takes the title award for best & worst of something so I'll see to that.:shades:

EDIT:. . .OH JEEZ I FORGOT ABOUT MONADO JUMP KIRBY! Large Custom stages only cap at 29 platforms! :cry: At best I can probably get his Short Hop, Full Hop, Ledgejump, doublejump, & triplejump. Anything past triplejump in my head looks immeasurable for our current stage limitations.
That explains why ledgehop sounded better.

Maybe space the platforms out (like get rid of some of them to move them up or something)
 

Masonomace

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Yo kenniky, how does the Special moves used for recovering sound? I'll test a move standing on the grounded platform first & aim it straight up for maximum vertical height. If it's a directional move like Pikachu's Quick Attack, I'll make it aim straight twice?, or first diagonally aim it :GCUL: or :GCUR: & then:GCU:. If it's a move like Link's Hero Spin who doesn't travel anywhere on the ground, I'll just have Link drop through the platform floor & immediately input Hero Spin in the same way I tested doublejumps. Thoughts?
 

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Yo kenniky, how does the Special moves used for recovering sound? I'll test a move standing on the grounded platform first & aim it straight up for maximum vertical height. If it's a directional move like Pikachu's Quick Attack, I'll make it aim straight twice?, or first diagonally aim it :GCUL: or :GCUR: & then:GCU:. If it's a move like Link's Hero Spin who doesn't travel anywhere on the ground, I'll just have Link drop through the platform floor & immediately input Hero Spin in the same way I tested doublejumps. Thoughts?
I was actually going to do this for any move that lifted you up. So Back Slash, Jolt Haymaker, Spin Dash, Ultimate Uppercut, Mega Upper, the start of some dive kicks etc.

I think I want to finish the Poison Mushroom rankings first. R.O.B. is super weird.
 
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Masonomace

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I was actually going to do this for any move that lifted you up. So Back Slash, Jolt Haymaker, Spin Dash, Ultimate Uppercut, Mega Upper, the start of some dive kicks etc.

I think I want to finish the Poison Mushroom rankings first. R.O.B. is super weird.
Poison Mushroom is super weird in general. Since you're using mushrooms affecting jump height, are you also testing Bunny Hood, Metal Box, & any other stat-affecting items?
 

kenniky

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Poison Mushroom is super weird in general. Since you're using mushrooms affecting jump height, are you also testing Bunny Hood, Metal Box, & any other stat-affecting items?
Shoot, maybe I should've done Bunny Hood from the beginning. I'm dumb.

Or Giant Smash.

Or both. (Is Giant Smash any different from Super Mushroom?)

idek what I'm doing anymore I'm just collecting more data

Metal Box seems kinda sketchy though because that just raises fall speed, so like Fox would be more affected than Jigglypuff.
 
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Masonomace

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Shoot, maybe I should've done Bunny Hood from the beginning. I'm dumb.

Or Giant Smash.

Or both. (Is Giant Smash any different from Super Mushroom?)

idek what I'm doing anymore I'm just collecting more data

Metal Box seems kinda sketchy though because that just raises fall speed, so like Fox would be more affected than Jigglypuff.
No problem. A good amount of items affect the jump height of a character including Metal Box (it slightly affects it iirc)., but Metal Box increases falling speed by a larger margin than jump height so I can relate with the sketchy feeling. Even the Lightning item has a chance of making other characters grow larger similar to the Super Mushroom but by what smashwiki says, it's twice as effective.

Bunny Hood increases jump height, movement speed, & falling speed too, but the jump height is clearly more dominant showing over the falling speed increase. And as far as Giant Smash goes, it's the same as if you got a Super Mushroom.
 
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kenniky

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No problem. A good amount of items affect the jump height of a character including Metal Box (it slightly affects it iirc)., but Metal Box increases falling speed by a larger margin than jump height so I can relate with the sketchy feeling. Even the Lightning item has a chance of making other characters grow larger similar to the Super Mushroom but by what smashwiki says, it's twice as effective.

Bunny Hood increases jump height, movement speed, & falling speed too, but the jump height is clearly more dominant showing over the falling speed increase. And as far as Giant Smash goes, it's the same as if you got a Super Mushroom.
Hm. Ok, I'm not too sure whether or not I can trust SmashWiki on that but ok.

Also I'm a bit wary about Giant Smash vs Super Mushroom because I remember M2K's Melee everything data compendium stating that Giant Smash and Super Mushroom had different multipliers.
 

Masonomace

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Also I'm a bit wary about Giant Smash vs Super Mushroom because I remember M2K's Melee everything data compendium stating that Giant Smash and Super Mushroom had different multipliers.
Oh! Well then a good way to figure out if there was a difference in Sm4sh is by finding a character who almost reaches a certain platform or lands on a certain platform perfectly with either the Super Mushroom or the Giant Smash mode first. Then compare.

I thought that I made notes about characters who got really close to landing on the platform above their recorded platform, but I can't find it anywhere.:urg:
EDIT: Oh right, those notes are in the post I made for the multi-jumps table for: :4charizard::4darkpit::4dedede::4jigglypuff::4kirby::4metaknight:
 
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