[Due to technical difficulties wherein it became impossible to enlarge quotes, I was forced to turn all of the quotes into spoilers. You can still see who the quote is from and it functions perfectly well, but it's less pretty now. "Oh dear, how sad, never mind."]
The updating of this thread is up to the this post > https://smashboards.com/threads/lin...-found-in-the-op.379659/page-50#post-21654229
This means that by reading through everything below and the posts following that ^ post, you will have gotten up to date on every significant metagame post in this thread.
The following quotes (i.e. spoilers) have been specifically selected by me so that they comply with a personal standard. If you don't get quoted, don't take this as an offense.
Note that I have edited some of the posts; for example I will trim out unrelated parts before and after the particular quote I'm after; where I have deemed it necessary I have made spelling corrections (only in cases where the post could have been easily misunderstood), and in very rare cases I have made edits to the text itself to avoid misinformation (this does not mean that I have edited things I don't agree with, only things that are demonstrably wrong and only where simply deleting it is not an option) Note also that a lot of the time I'll simply make notes in square brackets for the sake of clarity. Other than that, the quotes remain untouched with the poster's intended thought and opinion left intact.
Research and Development:
D-throw Combos, Strings and Mixups
The Soft Throw Bomb
Bombsliding
Stutter stepping and Kara Smashing
Z-drop Tricks
I think you guys were talking about this stuff in previous threads, (the Zair stuff was talked about in here) but I decided to make a short video about it showing Z-dropped bomb stuff that Link can pull off. However I'm mainly showing off his Z-Drop Bomb Bair walls and Zair Bomb Aerials.
iirc, @ Fox Is Openly Deceptive talked about dropping bombs out of an aerial which can be used to chain multiple aerials (specifically Bairs) while holding a bomb.
Edge Slip True Combos
Bomb Properties
Hylian Shield stuff
Note that the Hylian shield will not block until frame 8 on the way up or down while Link is transitioning between standing and crouching.
Note also that normally if you shield drop, the Hylian Shield will not block until frame 16, but if you walk forward out of the shield drop, it can block as early as frame 8.
Gale Boomerang Wind Effects
Trumping
When it comes to working out what kind of frame advantage you have after trumping someone, it sort of depends. Here's one example though.
Let's say you tether trump someone and they've already been on the ledge for over 20 frames. 10 frames to reel in the tether, on frame 11 you grab the ledge, on frame 12 they get trumped, and then on frame 13 you can let go of the ledge. Counting from the first frame that they get trumped as frame 1, they have 28 frames in which they cannot act, meaning in this example you have 27 frames to punish if you let go of the ledge frame perfectly, but then if you account for airdodging start-up lag, assuming the character has invulnerability on their 3rd airdodge frame, you have 29 frames to punish.
Nair Locks, Arrow Locks, and Jab Locks
Lagless SH Airdodges
Fast Fall stuff
His fast fall ability is very important. It's definitely one of his notable attributes. Any reason why you would ever want to FF is made significantly better. It helps his recovery by throwing off the opponent's estimation of where you will be, letting you avoid aerials without needing to airdodge and allowing you to tether the ledge sooner than expected; it helps his landing while being juggled e.g. by FFing with a Dair or Nair to catch people attempting to use e.g. Uairs before their aerials can come out, or simply using it in conjunction with airdodge and tether; it does wonders for his trap game, allowing you to threaten opponents trying to land by making them afraid of e.g. Uair, only to be immediately on the ground covering all their escape options with e.g. U-smash; it means he is able to threaten with potential FF landing aerials (like Fair) even when he can simply not FF then drift away and not engage or use e.g. Zair; but perhaps most importantly, it means that once he has the FF available, say at the peak of a SH, he is able to threaten the same area on the ground with both aerials and ground moves at the same time, or in other words he is able to tomahawk very effectively, throwing off the opponent's dash in, OoS, and perfect shield timing as they expect you to land with an aerial, only to have you using grounded options instead.
SHFF has 22 airborne frames and FHFF has 34 airborne frames if you FF as soon as you can.
Footstool stuff (generally)
Second Jump Renewal (a.k.a. the Triple Jump)
The updating of this thread is up to the this post > https://smashboards.com/threads/lin...-found-in-the-op.379659/page-50#post-21654229
This means that by reading through everything below and the posts following that ^ post, you will have gotten up to date on every significant metagame post in this thread.
The following quotes (i.e. spoilers) have been specifically selected by me so that they comply with a personal standard. If you don't get quoted, don't take this as an offense.
Note that I have edited some of the posts; for example I will trim out unrelated parts before and after the particular quote I'm after; where I have deemed it necessary I have made spelling corrections (only in cases where the post could have been easily misunderstood), and in very rare cases I have made edits to the text itself to avoid misinformation (this does not mean that I have edited things I don't agree with, only things that are demonstrably wrong and only where simply deleting it is not an option) Note also that a lot of the time I'll simply make notes in square brackets for the sake of clarity. Other than that, the quotes remain untouched with the poster's intended thought and opinion left intact.
Research and Development:
D-throw Combos, Strings and Mixups
D-throw is very read heavy. Learn the habits of your opponent. Do the d-throw->u-tilt-> as many u-tilts as you can->maybe u-smash if their DI is bad. If they air dodge early, they'll land in front of you and you have a guaranteed forward smash, unless they DI towards you (because our forward smash doesn't like it when our opponent is right next to us, apparently), but then you can just do f-tilt or d-tilt.
So this took longer than expected. Here's hoping they don't change D-throw...
The following is very self explanatory (which is why I'm about to explain it XD). It is all you'll ever need to know about D-throw follow ups in relation to all of your opponent's relevant options at 10% intervals for every character. It is important for me to note early on that staleness and rage will affect the results as obviously it will matter how far the opponent was launched (I plan to eventually include a guide that indicates what works at what percents with rage factored in for each character, but atm only some have it).
I am only interested in guaranteed followups out of D-throw. Therefore I will not be mentioning any punishes you could potentially get out of reads. You can figure that stuff out for yourself.
You'll notice that beside the name of each character there is a rating out of 5 as well as an indication as to what the FAF (first actionable frame) out of D-throw is. The rating is a rough estimate to let you know how good/bad D-throw is in that particular MU (without Platform Drop options being a factor). So a 5/5 means they get destroyed, and a 0/5 means that nothing is ever guaranteed. The FAF gives you an indication of when you will need to input your actions out of D-throw without having to guess. The FAF will change of course depending on the weight of the character being thrown.
Inside the spoiler for each character you will find another spoiler which contains a less detailed list of guaranteed follow-ups and advised follow-ups [work in progress]. The advised follow-ups will be what I believe should be used in a more practical sense, and it will assume opponent miss-inputs where what is required is e.g a frame perfect DJ airdodge. I will advise to go for FH Uairs even when they are not strictly guaranteed and you have to follow DI and get the late hit of Uair. Aerial Up-B is a tricky one because it does great damage but it is less reliable, so it will be less advised, even if it is technically guaranteed.
Use the second spoiler merely as a quick reference and feel free to make your own minds up about what options you will use given the information provided.
Keep in mind that each percent given represents a segment, so 10% to 20% doesn't necessarily just mean 10%, 11% .... 19% and 20%, it could in fact, for all you know, mean 1% to 29%, but a more prudent estimate would be 5% to 25%. So bare that in mind.
Note that for the sake of keeping things concise, if I don't mention it, assume it isn't an option for one reason or another.
I have assumed frame perfect inputs taking advantage of buffering from both players, but at the same time, in places, especially where there is no buffer window, I have been realistic and specifically mentioned that something needs to be frame perfect to emphasise the fact that mistakes can be made.
Recently I added Sourspot Uair stuff. Just note that because the point of this follow-up is to force and airdodge then outlast the airdodge with your Uair, sometimes you will actually need to delay the Uair at higher percents, otherwise it won't outlast the airdodge.
Shout-out to @Stryker95 for labbing out the SHUFF percents against the rest of the cast.
Please note that with the SHUFF I will only list it as working if you have a guaranteed follow-up such as Jab which you need at least 7 frames for. This is because some characters begin to be forced to airdodge the SH Uair at percents where you end up having a greater frame advantage than 7, but for some you will have less at the beginning. For more detailed SHUFF information including where you can get a guaranteed re-grab follow-up among other things, see here https://smashboards.com/threads/lin...-found-in-the-op.379659/page-50#post-21581626
Bayonetta: Rating = 2/5. FAF = 52.
Bayonetta is a difficult character to talk about combos with because of 'Bat Within' ('BW'). When Bayonetta goes to airdodge (i.e. the only currently relevant move that will activate BW) she has invulnerability starting on frame 5, which is super bad. If however she gets hit on frame 1 to 4 it will activate BW. Technically this counts as a hit, and therefore a combo, it's just that there will be reduced damage and you wont cause any hitlag/hitstun/knockback, so I won't be saying that Bayonetta 'avoids' something if BW is activated. It then becomes a question of who regains control first and whether or not you're ok with that outcome.
0%: Bayonetta can airdodge or DJ airdodge to activate BW if you U-tilt, otherwise she can Up-B you before U-tilt hits. She can avoid U-smash by doing a DJ airdodge or by using Up-B.
If Bayonetta airdodges to avoid U-tilt you will be able to act 4 frames sooner than her (i.e. you'll have a 4 frame advantage).
If Bayonetta DJ airdodges to avoid U-tilt she has a 5 frame advantage.
10%: If Bayonetta DIs behind Link she can barely airdodge and activate BW if you U-tilt, giving you a 4 frame advantage. If Bayonetta DIs either away in front or behind Link and airdodges she will activate BW against the first hit of U-smash and avoid the second and third hits giving her a huge frame advantage.
20%: U-tilt is unavoidable. If Bayonetta DIs away in front of Link and airdodges she can activate BW against U-smash.
30%: As above except U-smash is also unavoidable.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link. If Link tries to Dash forwards before U-smashing, BW can be activated by airdodging.
Platform Drop Up-B works.
50%: As above except FH Nair is unavoidable.
60%: As above except U-tilt is now out of range.
70%: As above except Aerial Up-B is now an option and U-smash is out of range.
80%: As above.
90%: As above except Platform Drop Up-B no longer works.
100%: FH Nair can be avoided. An airdodge can activate BW against Aerial Up-B.
Beyond, it's not worth going for anything.
Bowser: Rating = 0/5. FAF = 61.
0%: Bowser can airdodge or DJ to avoid U-tilt. U-smash will catch airdodge but not DJ.
10%: As above; Bowser can simply DJ to avoid everything.
20%: As above.
30%: As above.
40%: As above.
50%: As above.
60%: Bowser can no longer avoid U-tilt with airdodge unless he DIs behind Link, but can still avoid U-tilt and U-smash with DJ.
70%: U-tilt is out of range. So lol, D-throw to U-tilt never works on Bowser. And DJ still avoids U-smash, and it also avoids FH Nair. Platform Drop Through to Up-B can always be airdodged.
80%: You may as well start going for U-airs. Nothing is guaranteed. Bowser can DJ or Airdodge to avoid it, but FH U-air autocancels so it's pretty safe. Depending on whether Bowser DJ's or airdodges will depend on whether you want to FH Uair or DJ Uair.
90%: As above.
100%: As above.
Beyond, as above. It doesn't get any better. Bowser is thoroughly immune.
Bowser Jr.: Rating = 0.5/5. FAF = 57.
0%: Bowser Jr. ('BJ') can airdodge or DJ behind Link to avoid U-tilt. U-smash will catch airdodge (because of the third strike) but not DJ.
10%: As above except that U-smash will now catch both airdodge and DJ. In order to escape the U-smash BJ must DJ and immediately airdodge or DI the D-throw behind Link and DJ away.
20%: As above except that U-tilt and U-smash are now only avoidable if BJ DI's the D-throw behind Link.
30%: As above.
40%: As above.
50%: As above except Platform Drop To Up B works.
60%: As above except that BJ can avoid U-tilt by DIing anywhere away from Link.
70%: As above except that U-tilt is now out of range even with no DI. FH Nair is now only avoidable by DIing behind Link and DJing.
80%: Platform Drop Up-B no longer works, U-smash is now out of range, and FH Nair is now unavoidable.
89%: SHUFF works.
90%: As above.
100%: Nair is avoidable. Technically FH immediate Aerial Up-B is a thing.
112%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, though it can work as low as 100.
130%: As above.
140%: Sourspot Uair can be avoided by DIing away and DJing but only if Link was facing left (z-axis interaction). In any case, it will stop working beyond this.
Captain Falcon: Rating = 4/5. FAF = 56.
0%: The only way to avoid U-tilt is to DJ airdodge frame perfectly, which is why Jab is unavoidable.
10%: The only way to avoid U-tilt is to airdodge into the ground, but Jab is still unavoidable.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge. Jab can be avoided by DIing behind Link too. (If they DI behind you, B-revered Up-B is unavoidable, though whether you want to go for it is up to you).
The only way to avoid U-smash is to DI behind Link then DJ airdodge.
30%: As above except U-tilt is unavoidable.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is unavoidable. U-tilt and U-smash can be avoided by DIing away in front of Link, but U-smash can still be unavoidable if Link dashes in for a frame or two first.
70%: As above.
80%: As above except that Aerial Up-B is now unavoidable. U-tilt and U-smash can be avoided by DIing behind Link, though again, U-smash can still work if Link dashes for a frame or two in the direction of the DI.
85%: SHUFF works.
90%: As above except U-tilt is now out of range, and Dash to U-smash no longer works for following DI away.
100%: As above except U-smash is now out of range, and Aerial Up-B no longer works.
Platform Drop Up-B no longer works.
110%: FH Nair no longer works.
119%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI. Just note that you'll have to dash in first if he DI's away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170% Sourspot Uair can be avoided by DIing away and DJing.
Charizard: Rating = 0/5. FAF = 59.
0%: Charizard can airdodge or simply DJ to avoid U-tilt, but then he can also take the hit with the super-armor of Up-B or Down-B and then inflict more damage on you than you did to him.
10%: As above.
20%: As above except Down-B will not help Charizard avoid U-tilt any more and Up-B will no longer hit Link.
30%: U-tilt is only avoidable by DIing behind Link then DJing away or airdodging, or by DIing in front and away from Link then DJing.
40%: As above except Charizard can also avoid U-tilt be DIing away in front of Link then airdodging.
50%: As above except Charizard can also avoid U-tilt be merely DIing the D-throw away in front of Link.
60%: As above except Charizard can also avoid U-tilt be merely DIing the D-throw behind Link.
Platform Drop Up-B works.
70%: U-tilt is out of range and Platform Drop Up-B no longer works. Nothing works.
Beyond, nothing works, but at around 100% you may as well go for FH Uairs. Charizard can avoid it entirely by DIing away then DJing away, but without DI if Charizard airdodges his airdodge will end before he lands allowing us to hit him with the long-lasting hitbox of Uair.
Cloud: FAF = 55.
Without Limit Charged: Rating = 3/5.
With Limit Charged: Rating = 4/5.
Without Limit Charged:
0%: Cloud can avoid U-tilt by using airdodge or DJ airdodge.
10%: Cloud must DI behind Link in order to avoid U-tilt, at which point he must airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: As above. Cloud can still completely avoid U-smash be DIing behind Link and simply DJing.
60%: U-smash and FH Nair are unavoidable. U-tilt can be avoided by DIing away in front of Link.
70%: As above except U-smash can be avoided by DIing away in front of Link, though you can still make it work if you dash forwards for a frame or two before doing U-smash.
78%: SHUFF works.
80%: As above except U-tilt is out of range. Aerial Up-B is now an option.
90%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
100%: FH Nair and Aerial Up-B can be airdodged.
109%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: DJ Sourspot Uair can be avoided by DIing away.
With Limit Charged:
0%: Cloud must DJ airdodge to avoid U-tilt; if he just airdodges he'll land while U-tilt's hitbox is still out and get hit regardless of DI. Obviously DJ by itself won't work, and Limit Climhazard's intangability comes out too slow.
10%: Cloud must DI behind Link in order to avoid U-tilt, at which point he must airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above except the only way to avoid U-smash is to DI behind Link and DJ airdodge.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: As above except now FH Nair is also unavoidable.
70%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link, though you can still make U-smash work if you dash forwards for a frame or two first.
80%: As above except Aerial Up-special is now an option.
88%: SHUFF works.
90%: As above except U-tilt is out of range.
100%: As above except U-smash is also out of range and FH Nair no longer works.
Platform Drop Up-B no longer works.
110%: Aerial Up-special no longer works.
122%: SHUFF no longer works.
130%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: As above.
190%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
200%: DJ Sourspot Uair can be avoided by DIing away.
Corrin: Rating = 3/5. FAF = 55.
0%: Corrin can avoid U-tilt by using airdodge or DJ airdodge.
10%: In order to avoid U-tilt Corrin must DI behind Link and airdodge or do a frame perfect DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above except U-smash is only avoidable by DIing behind Link and DJ airdodging.
34%: Note that Corrin will be able to DI away and airdodge to avoid U-smash at this specific percent, i.e. at 33 and 35% it will not work and no other DI is relevant.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link. U-smash can be avoided by DIing away in front of Link, but Link can still make it work by Dashing forwards for a frame or two before using U-smash.
70%: As above except Aerial Up-B is now an option and U-tilt is out of range.
77%: SHUFF works.
80%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
90%: As above.
100%: FH Nair no longer works.
104%: SHUFF no longer works.
110%: Aerial Up-B no longer works. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, though you will need to dash forwards to follow DI if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Sourspot Uair will stop working, but you can keep making Sourspot Uair technically unavoidable if you do a quick DJ Uair, still dashing forwards slightly if they DI away, and still forcing them to airdodge then following their DI.
180%: DJ Sourspot Uair stops working.
Diddy: Rating = 4/5. FAF = 54.
0%: The only way for Diddy to avoid U-tilt is to DJ then immediately airdodge. DJ will get hit and airdodge will avoid it initially but then get hit by the latter frames of U-tilt when Diddy lands. Trying to hit Link with an aerial is too slow.
10%: U-tilt can only be avoided by DIing the D-throw behind Link and airdodging into the ground. We cannot punish the airdodge into the ground if it was used to dodge an U-tilt.
20%: U-tilt is unavoidable regardless of DI. U-smash is only avoidable by DIing away and airdodging or DIing behind Link and DJing then immediately airdodging.
30%: As above except now U-smash is unavoidable regardless of DI as well.
40%: As above except Platform Drop Up-B works.
50%: As above except FH Nair is now also unavoidable regardless of DI. Also FH Bair is only avoidable if Diddy DI's away in front of Link, which can then combo into Aerial Up-B or DJ Bair.
60%: As above except U-tilt and U-smash can now be avoided by DIing the D-throw away or behind Link (unless Link dashes briefly before the U-smash).
70%: As above except that FH immediate Aerial Up-B is unavoidable now too. FH Bair is still possible, but it now needs to be delayed slightly, not buffered out of the jump-squat frames, only now nothing combos out of it.
75%: SHUFF works.
80%: As above except U-tilt is now completely out of range, and U-smash hits at the very tip, causing the opponent to be able to escape, so consider it out of range from this point onward as well. Nair, Bair and Up-B work, all of which should be delayed slightly to hit the higher opponent.
90%: As above except Nair and Platform Drop Up-B no longer work.
100%: Bair no longer works. Up-B is guaranteed still.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
120%: As above except you'll need to dash in for a frame or two if Diddy DI's away to get the Sourspot Uair.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to get the Sourspot Uair you'll need to DJ.
180%: As above.
190%: As above.
200%: DJ Sourspot Uair will no longer work.
Donkey Kong: Rating = 2.5/5. FAF = 60.
0%: DK can airdodge or DJ to avoid U-tilt.
10%: As above.
20%: DK can DJ to avoid U-tilt, but with no DI airdodge will not work.
30%: As above.
40%: U-tilt is unavoidable regardless of DI. U-smash is unavoidable in its entirety with no DI (airdodge and Up-B can avoid the first hit), but can be avoided if the D-throw is DI'd behind Link.
50%: As above except the first swing of U-smash cannot be avoided anymore where there is no DI, though the move can still be avoided by DIing behind Link.
Also Platform Drop Up-B works.
60%: As above.
70%: U-smash and FH Nair are now unavoidable regardless of DI, and U-tilt can be avoided by DIing the D-throw away either in front or behind Link.
80%: U-tilt is out of range, and U-smash can be avoided by DIing away from Link (dashing forwards briefly will not help). FH Nair is still unavoidable if you follow the DI though
90%: As above only now U-smash is out of range and Aerial Up-B is now technically a thing.
100%: Nair and Up-B can be avoided with DI away. Platform Drop Up-B no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
130%: As above.
140%: As above.
150%: As above except you'll need to dash in for a frame or two if DK DI's away to get the Sourspot Uair.
160%: Sourspot Uair can be avoided by DIing way and DJing.
Dr. Mario: Rating = 1.5/5. FAF = 55.
0%: Doc Nair or Up-B us before we can U-tilt him, otherwise he can airdodge or DJ airdodge to avoid it.
10%: Doc must DI behind Link in order to avoid U-tilt, at which point he can reverse Up-B, airdodge or DJ airdodge.
20%: Doc can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around).
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIng away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
77%: SHUFF works.
80%: As above.
90%: FH Nair no longer works.
91%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge. You will need to dash in for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to get the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair can be avoided by DIing away and DJing.
Duck Hunt: Rating = 2/5. FAF = 54.
0%: DHD can avoid U-tilt by airdodging or DJ immediate airdodging. DHD also has the option of spawning the Can, but then this won't avoid U-tilt and will just cause both players to be damaged by the explosion as you hit it into DHD. This would only be worth it for DHD if Link was on a higher percent such that DHD gains a significant enough frame advantage. Note also that DHD can spawn a Can in between the hits of U-smash.
10%: DHD can only avoid U-tilt by DIing behind Link and airdodging. DHD must DI behind Link in order to spawn the Can.
20%: U-tilt is unavoidable. Though the Can will not help DHD avoid U-tilt, it is still an option if DHD DI's behind Link.
30%: As above except U-smash is only avoidable by DIing behind Link and doing a frame perfect DJ to airdodge. (Naturally the Can can be spawned as well.)
40%: It is no longer possible to spawn the Can by DIing behind Link before U-tilt hits. U-smash can now be avoided by DIing behind Link and simply DJing away.
Platform Drop Up-B works.
50%: As above except U-smash is now unavoidable (and the Can cannot be spawned). Also FH Nair (and Bair if DHD doesn't DI away, though nothing combos out of it) are unavoidable, but the Can can be spawned.
60%: U-tilt can be avoided by DIing either in front of or behind Link, and U-smash can be avoided by DIing away in front of Link. FH Bair no longer works. FH Nair can only be avoided by DIing behind Link and airdodging.
70%: As above except U-tilt is out of range and U-smash can be avoided by DIing to either side.
74%: SHUFF works.
80%: As above except U-smash is out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except FH Nair is no longer an option.
98%: SHUFF no longer works.
100%: Aerial Up-B no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
120%: As above.
130%: As above.
140%: As above except to force the airododge and get the Sourspot Uair you will need to dash in slightly if they DI away, otherwise they can DJ out.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: DJ Sourspot Uair will stop working.
Falco: Rating = 4/5. FAF = 52.
0%: U-tilt is unavoidable.
10%: As above.
20%: As above except U-smash is now also unavoidable.
30%: As above except Platform Drop Up-B works.
40%: As above except now FH Nair is unavoidable too, and FH Bair is a thing and can combo into Aerial Up-B or DJ Bair if the first Bair hits with Falco inside Link (e.g. if there was no DI and you just jump straight up).
50%: As above except U-tilt can be avoided by DIing away in front or behind Link, and U-smash can be avoided by DIing away in front of Link, though Link can still make U-smash work by Dashing forwards for a frame or two before doing U-smash. Link can no longer combo out of Bair effectively.
60%: As above except U-smash can be avoided by DIing behind Link as well, though again as before, Link can dash in the direction of the DI and still get the U-smash. Aerial Up-B is now an option.
63%: SHUFF works.
70%: As above except that U-tilt and U-smash are out of range. Also FH Uair is now unavoidable. FH Bair in no longer a thing.
80%: As above except FH Uair can be avoided by DIing away from Link (Dashing in first won't help).
Platform Drop Up-B no longer works.
90%: As above except FH Nair and Aerial Up-B no longer work.
94%: SHUFF no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will need to dash forwards briefly if they DI the D-throw away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Fox: Rating = 4/5. FAF = 51.
0%: Fox lands behind Link and can shield any attack except for a B-reversed Grounded Up-B, or a frame perfect Turn Around Jab. (To help with the later, try holding backwards after the D-throw and timing the Jab input by hitting the A-stick diagonally.)
However if you are near a bomb on the ground, you can also SH, buffer a Z-catch during your jumpsquat frames, immediately do a grounded footstool and throw the bomb down, re-footstool, Nair lock. This will work up until 8%.
10%: U-tilt is unavoidable. The only way to avoid U-smash is to DI behind Link and do a frame perfect DJ airdodge.
20%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
30%: As above.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link, but Link can Dash forwards and U-smash which will still easily work. FH Nair is now unavoidable, and FH Bair is a thing but it won't combo.
50%: As above.
56%: SHUFF works.
60%: As above except U-tilt and U-smash can be avoided by DIing behind Link as well; as with before though, Link can dash in the direction of the DI and still get the U-smash. Aerial Up-B is now an option, but it doesn't connect well into the last hit, so not worth it.
70%: As above except that U-tilt and U-smash are out of range. FH Uair can be unavoidable if you're perfect enough even if Fox DI's away from Link and airdodges (requires you to Dash forwards for one frame only to follow DI away).
Platform Drop DJ Fair works.
80%: As above except Platform Drop Up-B no longer works.
87%: SHUFF no longer works.
90%: As above except FH Nair no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable if you are slightly off your timing when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
Platform Drop DJ Fair no longer works.
110%: FH initial hit Uair can now be avoided by DIing away and airdodging even if you only dash forwards for a single frame.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: DJ Sourspot Uair can be avoided by DIing away and DJing.
Ganon: Rating = 1.5/5. FAF = 58.
0%: The only way for Ganon to avoid U-tilt is to DJ then airdodge. U-smash can be avoided in the same way or by hitting Link with Uair.
10%: As above except just airdodge will avoid U-tilt as well now.
11% to 19%: Ganon can avoid U-tilt by DIing away and DJing, and he can then punish an U-tilt attempt with Down-B. If you know this will happen, counter with a buffered FH Fair jumping forwards.
20%: U-tilt is unavoidable regardless of DI.
30%: As above.
40%: As above except U-smash can only be avoided by DIing behind Link.
Platform Drop Up-B works.
50%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link.
60%: As above except FH Nair can only be avoided by DIing behind Link and DJing.
70%: As above except FH Nair can only be avoided by DIing away from or behind Link and DJing away. Also U-tilt is now out of range.
80%: As above except U-smash is now out of range. Aerial Up-B is an option now; unlike FH Nair, immediate Aerial Up-B cannot be escaped by DIing away and DJing away, but as always the timing is strict due to there being no bufferable window like with FH Nair in the jump-squat frames and so you risk it being avoided by airdodge. If you get it right however, at this stage it is the only thing that is guaranteed.
90%: As above except Platform Drop Up-B no longer works
100%: As above except FH Nair can be airdodged.
110%: Nothing works reliably.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
130%: As above.
140%: As above.
150%: Sourspot Uair can be avoided by DIing away and DJing.
Greninja: Rating = 1.5/5. FAF = 54.
0%: Greninja will land and be able to shield any follow ups.
However if you are near a bomb on the ground, you can also SH, buffer a Z-catch during your jumpsquat frames, immediately do a grounded footstool and throw the bomb down, re-footstool, Nair lock. This will work up until 9%.
Note that Greninja is a strange one due to being able to use shadow sneak during non-tumble hitstun i.e. in this case as soon as he is thrown between 0 and 9%. While it will always allow Greninja to avoid the first follow up, he will then be leaving himself open to another follow up.
10%: U-tilt can only be avoided by DIing behind Link, at which point either airdodge or just DJ away will work.
20%: As above.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by DIing away in front of Link.
Platform Drop Up-B works.
50%: U-tilt can be avoided by DIing either away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair is no longer an option. Nothing works.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
100%: As above.
110%: As above.
120%: As above.
130%: Sourspot Uair stops working reliably if they DI away and DJ.
Ike: Rating = 3.5/5. FAF = 57.
0%: Ike can avoid U-tilt by simply DJing.
10%: Ike can avoid U-tilt with airdodge or DJ airdodge.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge.
30%: U-tilt is unavoidable.
40%: As above except the only way to avoid U-smash is to DI behind Link and DJ immediate airdodge.
50%: As above except now U-smash is unavoidable.
Platform Drop Up-B works.
60%: As above.
70%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link. U-smash can be avoided by DIing away in front of Link.
80%: As above except U-tilt is out of range, U-smash can be avoided by DIing to either side, and Aerial Up-B is now an option.
90%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
100%: As above except FH Nair and Aerial Up-B no longer work. Nothing works.
110%: Nothing works reliably.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: DJ Sourspot Uair will stop working.
Jigglypuff: Rating = 4/5. FAF = 49.
0%: U-tilt is unavoidable.
10%: As above except U-smash is also unavoidable, but the hits don't connect well, and FH Nair is unavoidable.
Platform Drop Up-B works.
20%: As above.
30%: As above except U-tilt is out of range. Aerial Up-B is a thing but the hits don't connect well.
40%: As above except FH Uair is unavoidable. Also U-smash is out of range.
Platform Drop Up-B no longer works.
50%: As above. Platform Drop DJ Fair works.
60%: As above except FH Nair and Aerial Up-B are no longer things.
70%: As above. Platform Drop DJ Fair no longer works.
80%: As above.
90%: As above.
100%: As above.
110%: FH Uair is out of range. Sourspot Uair becomes reliable and unavoidable when you do a DJ Uair and follow DI after airdodge.
120%: As above.
130%: As above.
140%: DJ Sourspot Uair no longer works.
King Dedede: Rating = 3/5. FAF = 59.
0%: DDD can avoid U-tilt and U-smash by DJ immediate airdodging. (If DDD tries to airdodge he will land and get hit by U-tilt.)
10%: As above except DDD's Nair will trade with U-smash.
20%: As above except Nair will not trade and U-tilt can be avoided by simply airdodging.
30%: U-tilt is unavoidable and U-smash can only be avoided by DIing behind Link then doing a frame perfect DJ airdodge.
40%: As above.
50%: As above except Platform Drop Up-B works.
60%: As above.
70%: As above except U-smash and FH Nair are now unavoidable. FH Bair also works and it can combo into Aerial Up-B or DJ Bair if the first Bair is used inside DDD.
80%: As above except U-tilt can be avoided by DIing either away in front or behind Link, and U-smash can be avoided by DIing away in front of Link.
90%: As above except U-smash and Nair can also be avoided by DIing behind Link. Also Aerial Up-B is an option now.
100%: As above except U-tilt is out of range and FH Bair is no longer a thing.
110%: As above except U-smash is now out of range too and Aerial Up-B no longer works.
Platform Drop Up-B no longer works.
118%: SHUFF works.
120%: As above.
130%: As above.
140%: As above.
150%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
153%: SHUFF no longer works.
160%: As above.
170%: As above.
180%: As above except you will need to dash forwards for a frame or two in order to force the airdodge and make the Sourspot Uair still unavoidable if the DI away.
190%: As above.
200%: As above.
210%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
220%: As above.
230%: DJ Sourspot Uair stops working.
Kirby: Rating = 5/5. FAF = 51.
0%: U-tilt is unavoidable.
10%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
20%: As above.
30%: As above except now FH Nair is also unavoidable.
40%: As above except U-tilt and U-smash can be avoided by simply DIing the D-throw away in front or behind Link.
45%: SHUFF works.
50%: As above except U-tilt and U-smash are out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
56%: SHUFF no longer works.
60%: As above except FH Uair is unavoidable now and FH Nair can be avoided by DIing behind Link and airdodging.
70%: As above. Platform Drop DJ Fair works.
80%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works as Kirby can avoid it by DIing behind.
90%: As above.
100%: As above.
110%: As above.
120%: FH Uair can be avoided. Sourspot Uair becomes reliable and unavoidable when you do a DJ Uair and follow DI, forcing them to airdodge.
130%: As above.
140%: As above.
150%: DJ Sourspot Uair no longer works.
Link: Rating = 2/5. FAF = 56.
0%: Dark Link can avoid U-tilt with DJ immediate airdodge, and airdodge. The airdodge into the ground cannot be punished if it was used to avoid an U-tilt.
10%: As above.
20%: U-tilt is only avoidable by DIing behind Link
30%: U-tilt is unavoidable. U-smash is only avoidable by DIing behind Link and DJing.
40%: As above except Platform Drop Up-B works
50%: As above.
60%: U-smash is now unavoidable, but note that if the opponent doesn't DI the D-throw, the second swing of U-smash will miss if you buffer it, so you'd need to slightly delay the U-smash if they didn't DI. FH Bair can only be avoided by DIing away infront of Link while FH Nair can only be avoided by DIing behind Link. U-tilt can be avoided by DIing away or behind Link.
70%: As above except now U-smash is avoidable by DIing away or behind Link if Link doesn't Dash in the direction of Dark Link's DI briefly first.
79%: SHUFF works.
80%: As above except now U-tilt and U-smash are out of range (U-smash can barely nick with the tip of the first swing but then they'll escape). Also Aerial Up-B is unavoidable. And Bair no longer works.
Platform Drop Up-B no longer works.
90%: Nair and Up-B stop working.
100%: As above.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: DJ Sourspot Uair no longer works.
Little Mac: Rating = 5/5. FAF = 52.
0%: Mac can avoid U-tilt with DJ immediate airdodge, airdodge, Nair, or Up-B.
10%: U-tilt is unavoidable regardless of DI. U-smash is barely unavoidable but only if Mac DI's behind Link then DJ's and immediately airdodges.
20%: As above.
30%: As above except now U-smash is also unavoidable.
Also Platform Drop Up-B works.
40%: As above except now FH Nair is also unavoidable. FH Bair is only avoidable by DIing away from link in front of him, and it will combo into DJ Bair or Aerial Up-B for big damage.
50%: As above except you won't be comboing out of Bair anymore.
60%: As above except U-tilt can be avoided by DIing away in front and behind Link. U-smash can be avoided by DIing in front of Link if Link doesn't dash forwards slightly first. Also Aerial Up-B is now unavoidable.
70%: As above except now FH Uair is unavoidable. Also you need to delay Bair slightly if you want it to hit.
75%: SHUFF works.
80%: As above except now U-tilt and U-smash are now out of range.
90%: As above except Bair and Nair won't work.
Also Platform Drop Up-B stops working.
100%: As above except FH Uair can be avoided if they DI away and airdodge as you will be forced to spend at least one frame dashing forwards to reach them.
105%: SHUFF no longer works.
110%: Aerial Up-B stops working. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge. (If they don't DI away, the initial hit of Uair can still connect.)
120%: As above.
130%: As above except you will need to dash forwards for a little if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Lucario: Rating = 2.5/5. FAF = 55.
0%: Lucario can DJ behind Link to avoid U-tilt entirely. Alternatively, he can Dair us or airdodge.
10%: As above except that Dair will no longer help Lucario avoid U-tilt and Lucario can no longer simply DJ out, but must DJ airdodge (or airdodge).
20%: Lucario can only avoid U-tilt by DIing behind Link and airdodging into the ground.
30%: U-tilt is unavoidable.
40%: As above.
50%: As above except Platform Drop Up-B works.
60%: U-tilt can be avoided by DIing away in front of Link. U-smash can now only be avoided by DIing away in front of Link, but then this can be covered by dashing forwards for a frame or two then using U-smash to make it unavoidable.
70%: As above except Lucario can DI behind Link to avoid U-tilt and U-smash, but U-smash can still work if Link follows their DI and dashes towards them. FH Nair is unavoidable.
80%: As above except U-tilt and U-smash are out of range. Also, Aerial Up-B is now an option.
85%: SHUFF works.
90%: FH Nair and Aerial Up-B no longer work.
100%: Platform Drop Up-B no longer works.
107%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: As above.
200%: DJ Sourspot Uair no longer works.
Lucas: Rating = 2.5/5. FAF = 54.
0%: Lucas can avoid U-tilt with airdodge, DJ airdodge, or just by DJing behind Link.
10%: Lucas must DI behind Link and airdodge in order to avoid U-tilt, at which point if he continues to DI away we get no follow-up.
20%: U-tilt is unavoidable.
30%: As above except Platform Drop Up-B works.
40%: As above.
50%: FH Nair can only be avoided by DIing behind Link and airdodging. U-tilt can be avoided by DIing away in front or behind Link.
60%: As above except U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair is no longer an option. FH Uair is unavoidable.
90%: As above.
100%: FH Uair can avoided by DIing away from Link and airdodging, and we cannot punish the airdodge.
Beyond, as above.
Luigi: Rating = 0/5. FAF = 55.
0%: Luigi can Nair you to trade with U-tilt or he can avoid the U-tilt with airdodge or DJ.
10%: Luigi can avoid U-tilt only by airdodging with no DI, otherwise he can DI behind Link and DJ away.
20%: Avoiding U-tilt is only possible if Luigi DI's behind Link.
30%: As above.
40%: As above except Platform Drop Through Up-B works.
50%: As above except even with no DI U-tilt won't work.
60%: Platform Drop Through to Up-B stops working.
70% Start attempting SH/FH U-airs, but they are not guaranteed as he can do DJ airdodge or even Nair if you get too close.
80%: As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: DJ Uair no longer works.
Mario: Rating = 1.5/5. FAF = 55.
0%: Opponent DI does nothing.
Mario can Nair or Up-B you before you can do any attacks. You get nothing guaranteed.
Dash away or shield or don't d-throw at all.
10%: From this point DI is a thing.
With no DI, Mario's Nair, Up-B, airdodge and DJ will come out, but they will not be quick enough to stop Link from getting an U-tilt.
DIing away from Link (i.e. in the direction Link is facing) only makes matters worse for Mario.
DIing behind Link will allow Mario to airdodge U-tilt or B-reverse an Up-B to hit Link. Turning around to U-tilt in this case will only help if you are literally frame perfect, so I won't be bothering much with that sort of thing.
20%: As above.
30%: As above except that DIing behind Link will no longer help to avoid U-tilt even if Link doesn't turn around.
40%: As above except that U-smash is now unavoidable in most scenarios whereas before Mario could Nair and trade.
Mario can avoid U-smash by DIing behind Link and airdodging or DJing, assuming that Link doesn't turn around U-smash, in which case only DJ will help.
Also Platform Drop Through to Aerial Up-B is unavoidable.
50%: As above except that U-tilt will stop working if Mario DI's away and DJ's, and U-smash will stop working too if you don't dash forwards slightly to follow the DI.
60%: As above except that U-tilt will not work, and U-smash will not work if Mario DI's upwards. However FH Nair works except when the opponent DI's behind Link and airdodges.
70%: Platform Drop Through Up-B stops working. Nothing except FH Nair works as indicated above.
77%: SHUFF works.
80%: FH to immediate aerial Up-B works though you have to be very precise otherwise Mario can airdodge. Mario's Nair trades with our FH Nair.
90%: FH immediate aerial Up-B still works.
91%: SHUFF no longer works.
100%: Aerial Up-B no longer works. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works.
Marth/Lucina ('Lucitha'): Rating = 3.5/5. FAF = 54.
0%: Lucitha can avoid U-tilt with airdodge or DJ airdodge.
10%: U-tilt is only avoidable by DIing behind Link and using Dolphin Slash (in the air it is intangible from frame 1), but it won't hit Link and so unless Lucitha is under e.g. the middle BF platform, this option will not be taken. Be aware however that it is an option and so instead of an U-tilt you may read the DS to the platform and get an Uair instead.
20%: As above except the only way for Lucitha to avoid U-smash now is to use Dolphin Slash which again will not hit Link.
30%: As above except U-tilt is now unavoidable and Lucitha must DI behind Link in order for DS to avoid U-smash.
40%: As above.
50%: As above except now U-smash is unavoidable. FH Nair can only be avoided by DS, but it hits us so not worth it.
Platform Drop Up-B works.
60%: U-tilt can be avoided by DIing away in front of or behind Link and U-smash can be avoided by DIing away in front of Link. FH Nair is now unavoidable.
66%: SHUFF works.
70%: As above except U-smash can be avoided by DIing behind Link too.
80%: As above except U-tilt and U-smash are out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except FH Uair is only avoidable by DIing away from Link and airdodging which will barely avoid the Uair if Link Dashes forwards for a frame or two before the FH Uair (otherwise Lucitha is simply out of range). FH Nair can be avoided by DIing behind Link.
97%: SHUFF no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except Aerial Up-B doesn't work.
120%: As above except you'll need to dash forwards if they DI away to force the airdodge and guarantee the FH Sourspot Uair.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Mega Man: Rating = 3/5. FAF = 56.
0%: The only way to avoid U-tilt is to DJ immediate airdodge.
10%: MM must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works. MM must DI behind Link and DJ airdodge to avoid U-smash.
50%: As above except U-smash is unavoidable too.
60%: As above except FH Nair is also unavoidable.
70%: As above except Aerial Up-B is an option. U-tilt can be avoided by DIing away in front or behind Link, and U-smash can be avoided by DIing away in front of Link, but then U-smash can still be unavoidable if Link dashes in for one or two frames first.
80%: As above except U-smash can be avoided by DIing behind Link, but as before, if Link dashes in the direction of the DI for one to two frames U-smash is still unavoidable.
85%: SHUFF works.
90%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
100%: FH Nair no longer works and Aerial Up-B must be frame perfect so forget that too.
119%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash in for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: As above.
200%: DJ Sourspot Uair no longer works.
Meta Knight: Rating = 4.5/5. FAF = 52.
0%: MK can only avoid U-tilt by airdodging. MK can avoid U-smash by trading with Dair or it can do a frame perfect DJ airdodge away from Link.
10%: The only way to avoid U-tilt is by DIing behind Link and airdodging. The only way to avoid U-smash is to DI behind Link and DJ airdodge.
20%: As above except U-tilt is now unavoidable.
30%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
40%: As above except FH Nair is also unavoidable, and FH Bair is a thing which can be comboed into Aerial Up-B or DJ Bair.
50%: As above except Bair will no longer combo.
60%: As above except U-tilt no longer works and U-smash can be avoided by DIing behind Link.
62%: SHUFF works.
70%: As above except FH Uair is unavoidable, Aerial Up-B is now an option, U-smash is out of range, and FH Bair no longer works.
Platform Drop Up-B no longer works.
80%: As above.
85%: SHUFF no longer works.
90%: As above except FH Nair no longer works.
100%: As above except Aerial Up-B no longer works. FH Uair is still unavoidable.
110%: FH Uairs can be avoided by DIing away from Link. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will no longer reach so you'll have to do a DJ Uair and you'll have to dash in for a frame or two if they DI away to ensure the Sourspot Uair.
160%: As above.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Mewtwo: Rating = 5/5. FAF = 50.
0%: U-tilt, Grounded Up-B, and the last two hits of U-smash are unavoidable.
10%: As above except Grounded Up-B is no longer unavoidable and U-smash is completely unavoidable.
20%: As above except Platform Drop Up-B works.
30%: As above except FH Nair is unavoidable and U-tilt can be avoided by DIing away in front of Link. Also FH Bair to Aerial Up-B or DJ Bair works.
40%: As above except U-smash can be avoided by DIing away in front of Link, though you can still make U-smash work by Dashing forwards for a frame or two first. Also FH Bair no longer works.
50%: As above except U-tilt is out of range.
60%: As above FH Uair is unavoidable, U-smash is out of range, and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
70%: As above. Platform Drop DJ Fair works.
80%: FH Nair no longer works. FH Uair can be avoided by DIing the D-throw away then airdodging or DJ immediate airdodging only, though if you dash forwards for a frame only, FH Uair is still unavoidable. If you dash forwards for two frames though, Mewtwo will be able to airdodge then can drift behind you to avoid the Sourspot Uair.
90%: As above.
100%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works.
110%: As above.
120%: FH Uair no longer works.
Mii Brawler: Rating = 2.5/5. FAF = 55.
0%: Brawler can avoid U-tilt by using Nair, airdodge, DJ airdodge, or by simply DJing behind Link.
10%: In order to avoid U-tilt Brawler must DI behind Link and airdodge or do a frame perfect DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above.
60%: FH Nair can be avoided by DIing behind. U-tilt can be avoided by DIing either away in front or behind Link. U-smash will start to work, but it can be avoided by DIing away in front of Link, though you can still make it work if you dash forwards for a frame or two.
70%: FH Nair is unavoidable. As above except U-tilt and U-smash are out of range.
78%: SHUFF works.
80%: As above except Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except Aerial Up-B and FH Nair no longer work.
108%: SHUFF no longer works.
110%: Sourspot Uair not yet reliable enough.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Mii Gunner: Rating = 2/5. FAF = 55.
0%: Gunner can avoid U-tilt by airdodging or DJ airdodging.
10%: In order to avoid U-tilt Gunner must DI behind Link and airdodge or DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging, at which point we can get a guaranteed Grounded Up-B.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIing either away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair no longer works. Nothing works.
86%: SHUFF works.
87%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll have to dash forwards for a frame or two to force the airdodge and ensure the FH Sourspot Uair.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works
Mii Sword: Rating = 2/5. FAF = 55.
0%: Sword can avoid U-tilt by airdodging, DJ airdodging, or just DJing behind Link.
10%: In order to avoid U-tilt Sword must DI behind Link and airdodge or DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above.
60%: U-tilt can be avoided by DIing either away in front or behind Link. FH Nair is only avoidable by DIing behind Link and airdodging.
70%: As above except U-tilt is out of range.
78%: SHUFF works.
80%: As above except Platform Drop Up-B no longer works.
90%: FH Nair no longer works.
102%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Mr. Game & Watch: Rating = 4/5. FAF = 51.
0%: GW can avoid U-tilt with DJ immediate airdodge, and airdodge. If GW airdodges into the ground, this can be punished with a turn around U-tilt (if you don't turn around it can be powershielded) or even better you can just buffer a grounded Up-B without needing to turn it around.
Technically it can also be avoided with Oil Panic but it won't hit Link so whatever. Because GW has Oil Panic which is a frame 2 move than is invulnerable from frame 1 through to 6, it is especially important to only go for guaranteed follow ups when GW has it fully charged, otherwise don't use options that need to get in his face. I will not mention it again because I refuse to fill it up every time I test something.
10%: U-tilt is unavoidable regardless of DI. U-smash is almost unavoidable too in that U-smash will catch DJ and the third strike will hit an airdodge attempt unless GW DI's behind Link.
20%: As above except that DIing behind Link will not help avoid the U-smash anymore.
30%: As above except now the first hit of U-smash is completely unavoidable regardless of DI as well.
Also Platform Drop Up-B works.
40%: U-tilt is out of range and U-smash can be avoided by DIing behind Link, FH Nair is only avoidable by DIing behind Link, and FH Bair is possible if they don't DI away in front of Link.
50%: Platform Drop Up-B no longer works. Nothing is guaranteed. May as well go for Uair as GW can only avoid it with airdodge.
60%: As above.
70%: FH Uair (A-stick up during the jump-squat frames) is unavoidable.
80%: As above.
90%: As above.
100%: As above.
110%: FH Uair can be airdodged. You can still get a FH Sourspot Uair by following the airdodge though.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: As above.
140%: As above.
150%: DJ Sourspot Uair no longer works.
Ness: Rating = 2.5/5. FAF = 54.
0%: Ness can airdodge or DJ airdodge to avoid U-tilt.
10%: Ness must DI behind Link and airdodge to avoid U-tilt, and if he continues to drift away he can avoid a turn-around Jab.
20%: U-tilt is unavoidable.
30%: As above except Platform Drop Up-B works.
40%: U-tilt can be avoided by DIing away in front or behind Link. Both can be covered by walking in that direction for a couple of frames then U-tilting.
50%: U-tilt is out of range. FH Nair can only be avoided by DIing behind Link and airdodging.
60%: As above except Platform Drop Up-B no longer works.
70%: As above.
80%: FH Uair is unavoidable. FH Nair no longer works.
90%: As above.
100%: As above.
110%: FH Uair can be avoided by DIing away and airdodging, then we cannot get a Sourspot Uair
Olimar: Rating = 5/5. FAF = 51.
0%: Olimar can only avoid U-tilt with airdodge, at which point we can get a turn around Jab, U-tilt or even a frame perfect U-smash (good luck), though if you're feeling lazy you can just buffer a grounded Up-B.
10%: U-tilt and U-smash are unavoidable.
20%: As above except Platform Drop Up-B works.
30%: As above except now FH Nair can only be avoided by DIing behind Link.
40%: As above except now FH Nair is unavoidable.
46%: SHUFF works.
50%: As above except Aerial Up-B is now an option. U-tilt and U-smash can be avoided by DIing away in front or behind Link, but U-smash can still be unavoidable if Link follows the DI and dashes toward Olimar for a frame or two first.
60%: As above except now FH Uair is unavoidable. U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
68%: SHUFF no longer works.
70%: As above. Platform Drop DJ Fair works.
80%: As above except FH Nair no longer works.
90%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works.
100%: As above.
110%: As above.
120%: FH Uair can be airdodged. You can still get a FH Sourspot Uair by following the airdodge though.
130%: As above.
140%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
150%: As above.
160%: DJ Sourspot Uair no longer works.
Pac-Man: Rating = 1.5/5. FAF = 55.
0%: Pac can Nair us or DJ out to avoid U-tilt.
10%: Pac must DI behind Link in order to avoid U-tilt, at which point he can Nair, airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIng away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
Platform Drop Up-B no longer works.
70%: Nair no longer works. Nothing works.
80%: Sourspot Uair is not yet reliable but it can work.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: As above except you'll need to dash forwards for a frame or two if they DI away.
140%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
150%: DJ Sourspot Uair no longer works.
Palutena: Rating = 1.5/5. FAF = 54.
0%: Palutena can avoid U-tilt with airdodge or DJ airdodge.
10%: Palutena can avoid U-tilt by DIing behind Link and then airdodging or DJing.
20%: Palutena can avoid U-tilt by DIing behind Link and then DJing.
30%: U-tilt is only avoidable by DIing away in front of Link. U-smash is only avoidable by DIing behind Link then DJing.
Platform Drop Up-B works.
40%: U-tilt is out of range. U-smash can be avoided by DIing either behind or in front of Link.
50%: As above except now FH Nair is only avoidable by DIing behind Link.
60%: As above except U-smash is out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
70%: As above except FH Nair can be airdodged now.
80%: As above.
90%: Aerial Up-B can be airdodged now. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: Sourspot FH Uair can be avoided by DIing away and DJing, and trying to dash in and DJ Uair won't help.
Peach: Rating = 2/5. FAF = 53.
0%: Peach can DJ out.
10%: Peach is unable to avoid the U-tilt.
20%: As above.
30%: As above except now U-smash is an option too. Without DI the first hit cannot be avoided, but then it may have trouble linking into the other hits. If Peach DI's behind Link and DJ's she can avoid the U-smash.
Also Platform Drop Through to Up-B works.
40%: As above only now U-tilt no longer reaches high enough.
50%: Nothing works as now even U-smash and Platform Drop Through to Up-B don't work and Nair is too slow.
70%: Start attempting FH U-airs, but they are not guaranteed. It is technically possible to get an aerial Up-B to connect but it is very precise and probably not worth going for.
80%: Peach cannot avoid FH U-air, so just follow her DI. You will not need to dash anywhere first; if she DI's away from Link, just FH in that direction and buffer the U-air out of the jump-squat frames with A-stick. Note that when buffering the FH out of the D-throw you must not hit the A-stick Up too early otherwise you'll just get an U-tilt.
90%: As above.
100%: Peach can airdodge the FH U-air. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: Sourspot FH Uair can be avoided by DJing, and trying to DJ Uair won't help.
Pikachu: Rating = 4/5. FAF = 51.
0%: U-tilt is unavoidable.
10%: As above except U-smash is now only avoidable by DIing behind Link and DJ airdodging or avoiding the third hit of U-smash by simply DIing the D-throw behind Link and using thunder.
20%: As above except U-smash is only avoidable by DIing behind Link and using thunder to avoid the third hit of U-smash.
Platform Drop Up-B works.
30%: As above except U-smash is unavoidable.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link, though Link can still make U-smash work by Dashing forwards for a frame or two before doing U-smash.
FH Nair is unavoidable now though, and FH Bair is a thing and can combo into Aerial Up-B or DJ Bair if the first Bair hits with Pikachu inside Link (e.g. if there was no DI and you just jump straight up).
50%: As above except U-tilt is out of range and U-smash can be avoided by DIing behind Link, though Link can still make U-smash work by dashing towards Pika's DI first.
Also Aerial Up-B is now an option.
FH Bair is no longer a thing.
54%: SHUFF works.
60%: As above except U-smash is out of range too.
Platform Drop Up-B no longer works.
70%: As above except that now FH Uair is unavoidable. Platform Drop DJ Fair works.
78%: SHUFF no longer works.
80%: As above except FH Nair no longer works.
90%: As above except Aerial Up-B no longer works.
100%: As above. Platform Drop DJ Fair no longer works.
110%: As above except now Pikachu can DI away in front of Link and avoid the initial U-air by airdodging.
Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above except you'll need to dash forwards for a frame or two if they DI away.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works.
Pit and Dark Pit ('Pit'): Rating = 2/5. FAF = 55.
0%: Pit can avoid U-tilt with airdodge or DJ airdodge, and I guess he can trade with the first hit of Nair, but that would be dumb.
10%: Pit can avoid U-tilt only by DIing behind Link and then airdodging or DJ immediate airdodging. If Pit airdodges into the ground it is possible to turn around Jab Pit before he can shield.
20%: As above except Link can turn around U-tilt Pit before he can shield and it is technically possible to turn around D-smash too if you're good enough (though it would be safer and easier to just buffer a grounded Up-B).
30%: Pit can avoid Utilt by DIing behind Link and simply DJing away.
40%: U-tilt is unavoidable.
50%: As above except Platform Drop Up-B works.
60%: FH Nair is unavoidable. U-tilt can be avoided by simply DIing away either in front or behind Link.
70%: As above except U-tilt is out of range.
80%: As above only now Aerial Up-B is an option and FH Nair can be avoided by DIing behind Link.
Platform Drop Up-B no longer works.
90%: Up-B is no longer an option. Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: Sourspot DJ Uair no longer works.
R.O.B.: Rating = 3.5/5. FAF = 57.
0%: Rob can airdodge or just DJ out to avoid U-tilt.
10%: As above.
20%: U-tilt is unavoidable. U-smash is only avoidable if R.O.B does a DJ airdodge with only 1 extra frame of padding.
30%: As above except in order to avoid U-smash the DJ airdodge must be frame perfect.
40%: As above except now U-smash is unavoidable too.
50%: As above except Platform Drop Up-B works.
60%: As above.
70%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link, and U-smash can be avoided by DIing away in front of Link (dashing forwards first will not help as Rob can DJ away in time).
80%: As above except now U-smash can be avoided by DIing behind Link as well.
90%: U-tilt and U-smash are out of range, and FH Nair no longer works. Nothing works.
Platform Drop Up-B no longer works.
97%: SHUFF works.
100%: As above.
101%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above except you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: Sourspot DJ Uair no longer works.
Robin: Rating = 3/5. FAF = 55.
0%: Robin can avoid U-tilt by airdodging or DJ immediate airdodging.
10%: Robin can only avoid U-tilt by DIing behind Link and airdodging.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: As above. (U-smash can still be avoided by simply DIing behind Link and DJing)
60%: U-tilt is now avoidable by DIing away in front of Link. FH Nair is now unavoidable. (U-smash can not be avoided by DIing behind Link and DJing, but now it can be avoided by simply DIing away in front of Link.)
70%: As above except U-tilt can be avoided by DIing either away in front or behind Link and Nair can be avoided by DIing behind Link.
80%: As above except U-tilt is out of range and Aerial Up-B is now an option.
90%: As above except FH Nair is no longer an option. Platform Drop Up-B no longer works.
100%: Beyond, Aerial Up-B stops working. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: Sourspot DJ Uair no longer works.
Rosalina: Rating = 2.5/5. FAF = 51.
0%: Luma will hit you if it's nearby, otherwise she can just DJ out.
10%: If Rosalina is by herself, then U-tilt is unavoidable. U-smash is almost unavoidable insofar as DJ will not be able to avoid the first hit but then the second hit will get messed up and allow Rosalina an opportunity to escape, and airdodge will only dodge the first two hits before landing and getting hit by the third strike. Otherwise Luma will either hit you or get hit by U-tilt/U-smash which will delay it long enough for her to get away.
You can try to grab Rosalina toward the end of the grab and instantly D-throw to separate her from Luma even if it's still alive, otherwise just hit it away first.
20%: As above. U-smash is still avoidable by DIing behind Link and DJing or airdodging.
Platform Drop Through Up-B works.
30%: As above except U-tilt can be avoided by DIing in front of or behind Link.
40%: U-tilt is now out of range.
50%: FH immediate Aerial Up-B is now unavoidable. Platform Drop Through Up-B no longer works.
60%: As above.
70%: As above except FH U-air is also unavoidable now. (DI will not avoid Aerial Up-B or U-air if you jump towards them.) Platform Drop DJ Fair works.
80%: Rosalina can airdodge Aerial Up-B now, but not Uair. Platform Drop DJ Fair no longer works.
90%: As above.
100%: The initial hit of FH Uair can be avoided with airdodge. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: As above except you'll need to dash forwards for a frame or two if they DI away.
140%: Sourspot DJ Uair no longer works.
Roy: Rating = 3.5/5. FAF = 55.
0%: U-tilt can only be avoided with a DJ immediate airdodge.
10%: Roy must DI behind Link and airdodge or do a frame perfect DJ immediate airdodge to avoid U-tilt.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: As above except FH Nair is unavoidable.
70%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link, though U-smash can still be unavoidable if Link dashes forwards for a frame or two first.
80%: As above. SHUFF works.
90%: As above except U-tilt is out of range, dashing forwards then doing U-smash no longer works if Roy DI's away, and Aerial Up-B is now an option.
100%: U-smash is out of range, and FH Nair and Aerial Up-B no longer work.
Platform Drop Up-B no longer works. Nothing works.
110%: SHUFF no longer works.
120% Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above but note if they DI away you have to Dash in for a bit longer than normal.
160% As above.
170%: Sourspot FH Uair can be avoided by DIing away.
Ryu: Rating = 1.5/5. FAF = 56.
Beware that Ryu has invulnerability on frame 1 of True Shuryuken (TS), which means if you are close enough he can hit you any time he can absorb a hit with Focus Attack (FA) below.
0%: Ryu can avoid U-tilt by using Nair, FA, TS, airdodge or DJ airdodge.
10%: In order to avoid U-tilt Ryu can FA or TS. You can beat FA by doing Jab 1 to 2, but regardless of what you do TS will hit you if you don't shield/dodge.
20%: U-tilt can only be avoided by DIing behind Link using FA or TS. FA must be reversed in order to face Link, which can be avoided with a roll even if released as early as possible. If Ryu DIs behind you and does a TS then reverses it, he will avoid the U-tilt but will miss you.
30%: As above.
40%: U-tilt is unavoidable.
50%: As above.
60%: U-tilt can be avoided by DIing away in front of Link.
70%: Aerial Up-B can be beaten FA + SDI or just using TS. U-tilt can be avoided by DIing behind Link as well.
80%: As above except U-tilt is out of range.
90%: As above.
100%: Aerial Up-B can be airdodged.
110%: FH Uair is only avoidable by DIing away and either using FA or airdodging. Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away. They can still DI away and FA the Uair though.
Note, if Ryu tries to TS, you will be beneath him and will get a Sourspot Uair.
120%: Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame if they DI away. If you dash forwards for anything more than a frame, the Uair can be absorbed with FA.
130%: As above except you may dash forwards for up to 3 frames, a generous enough window to make this reliable.
140%: As above.
150%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ. If you're on-point and they DI away you can hit them before FA or DJ come out.
160%: Sourspot DJ Uair no longer works if they DI away.
Samus: Rating = 0/5. FAF = 57.
0%: Samus can DJ out.
10%: As above.
20%: Samus has to DJ then airdodge to escape U-tilt without DI, otherwise she can just DI behind Link and DJ.
30%: Samus must DI behind Link then DJ to avoid U-tilt.
40%: As above.
50%: As above except U-tilt can also be avoided by simply DIing away in front of Link.
Platform Drop Up-B works.
60%: U-tilt can be avoided by simply DIing either away in front or behind Link.
70%: U-tilt is out of range entirely.
80%: Platform Drop Up-B no longer works. Nothing is guaranteed. Go for Uairs.
90%: As above.
100%: As above.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: Sourspot FH Uair no longer works and doing a DJ Uair won't help.
Sheik: Rating = 4/5. FAF = 52.
0%: Jab is unavoidable. Sheik can avoid U-tilt by airdodging and can avoid U-smash only by DJing away to an immediate airdodge, or by hitting Link with Nair.
10%: U-tilt is unavoidable. Jab no longer works.
20%: As above except that U-smash is unavoidable now too.
30%: As above except Platform Drop Up-B works.
40%: FH Nair can only be avoided by DIing behind Link. U-tilt can be avoided by DIing away in front of Link. U-smash can be avoided by DIing away in front of Link, but this can be countered by dashing forwards for a frame or two first. FH Bair is a thing if Sheik DI's behind you, but then there are no followups.
50%: As above except that FH Nair is unavoidable and U-tilt can also be avoided by simply DIing behind Link.
60%: As above except U-tilt is now out of range and FH Nair can be avoided again.
62%: SHUFF works.
70%: As above except U-smash is now out of range, Aerial Up-B is now an option, and FH Uair can only be avoided by DIing away from Link, however if Link dashes in for a frame or two first, the only way to avoid Uair is to airdodge.
Platform Drop Up-B no longer works.
78%: SHUFF no longer works.
80%: As above.
90%: As above except Aerial Up-B no longer works .
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: FH initial hit Uair no longer works (when they weren't DIing away). Sourspot Uair still works though.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ and make sure your dash in far enough if they DI away.
150%: Sourspot DJ Uair no longer works when they DI away.
Shulk: FAF = 56.
Default: Rating = 2.5/5.
Jump: Rating = 3.5/5.
Speed: Rating = 2.5/5.
Shield: Rating = 2/5.
Buster: Rating = 2.5/5.
Smash: Rating = 2.5/5.
Sonic: Rating = 1/5. FAF = 54.
0%: Sonic can avoid U-tilt by using Up-B (U-tilt hits the spring), airdodge or DJ airdodge.
10%: Sonic must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ immediate airdodge.
20%: Sonic can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around), or a turn around re-grab among other things.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by DIing away in front or behind Link.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is only avoidable by DIing behind Link and airdodging.
70%: FH Nair no longer works.
Platform Drop Up-B no longer works.
75%: SHUFF works.
78%: SHUFF no longer works.
90% Sourspot Uair becomes unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
150%: Sourspot DJ Uair no longer works.
Toon Link: Rating = 1.5/5. FAF = 54.
0%: The only way for Toon to avoid U-tilt is to DJ then airdodge. If Toon tries to only DJ, Utilt will hit. If Toon tries to just airdodge Link will be able to punish the landing lag with another U-tilt or even a D-smash among other things.
10%: Toon will only be able to escape U-tilt by DIing behind Link and DJing then immediately airdodging. If Toon just airdodges into the ground, then we'll be able to punish with an U-smash or turn around U-smash depending on DI (though grounded Up-B will cover everything).
20%: U-tilt is only unavoidable if Toon DI's behind Link and airdodges, but then we can punish even with an unavoidable turn around re-grab or an F-smash.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by simply DIing away in front or behind Link.
50%: U-tilt is out of range.
60%: As above.
70%: As above.
80%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
90%: As above.
100%: As above.
110%: As above.
120%: As above except you'll need to dash forwards for a frame or two if they DI away.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
140%: As above.
150%: Sourspot DJ Uair no longer works.
Villager: Rating = 0/5. FAF = 55.
0%: Villager can DJ out or Nair us to avoid U-tilt.
10%: Villager can DI behind and DJ out to avoid U-tilt.
20%: As above.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by simply DIing away from link or behind him.
60%: U-tilt is out of range.
70%: Platform Drop Up-B no longer works.
80%: As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: As above except you'll need to dash forwards for a frame or two if they DI away and FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
140%: Sourspot DJ Uair no longer works.
Wario: Rating = 1.5/5. FAF = 57.
0%: Wario can Nair us before we can hit with U-tilt, or he can airdodge or he can DJ to instant airdodge.
10%: As above except that Wario's Nair trades now.
20%: Wario can only avoid U-tilt if he DI's the D-throw behind Link (and DJ's or airdodges).
30%: Wario can only avoid U-tilt and U-smash if he DI's the D-throw behind Link.
40%: As above except U-tilt is now unavoidable regardless of DI.
50%: As above except that Platform Drop Up-B works.
60%: As above except U-tilt is avoidable by DIing D-throw away or behind Link.
70%: As above except that FH Nair is only avoidable by DIing the D-throw behind Link.
80%: As above except Platform Drop Up-B no longer works, U-tilt and U-smash are out of range, and FH to immediate Aerial Up-B is technically a thing now but must be done perfectly. At this point go for Uairs only.
89%: SHUFF works.
90%: As above except Nair is no longer a thing.
100%: Aerial Up-B no longer works.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above except you'll need to dash forwards for a frame or two if they DI away.
170%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: Sourspot DJ Uair no longer works.
Wii Fit Trainer: Rating = 0/5. FAF = 55.
0%: WFT can avoid U-tilt by simply DJing out.
10%: WFT can DI behind Link and simply DJ out, otherwise there's airdodge or DJ airdodge.
20%: WFT must DI behind Link to avoid U-tilt, but can still simply DJ out.
30%: As above.
40%: As above except WFT can also just DI away in front of Link to avoid U-tilt.
50%: U-tilt is out of range.
Platform Drop Up-B works.
60%: As above.
70%: Platform Drop Up-B no longer works. Nothing works.
80% As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: Sourspot FH Uair no longer works, and DJing does not help.
Yoshi: Rating = 1/5. FAF = 56.
0%: Yoshi's DJ and Nair say no.
10%: As above.
20%: And here things get interesting. U-tilt will hit Yoshi if he tries to airdodge or DJ, but then the heavy armor on DJ means that Yoshi can take the hit and then Down-B to hit us before we can shield. So as far as I'm concerned, DJ says no.
30%: As above.
40%: U-tilt and U-smash will connect before DJ can come out, but then they can be avoided entirely if Yoshi DI's behind Link and DJ's.
50%: As above except U-tilt is now out of range.
60%: U-smash now out of range too. Platform Drop B-reverse Up-B will hit beat a Yoshi trying to DI behind you and DJ, but then it won't beat no DI DJ.
70%: Nothing works.
80%: You may as well start going for U-airs. U-air will eat through the DJ heavy armor.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
140%: As above.
150%: Sourspot DJ Uair no longer works.
Zelda: Rating = 2.5/5. FAF = 53.
0%: Zelda can avoid U-tilt with DJ immediate airdodge only. If she does just a DJ the U-tilt will hit. If she does just an airdodge the lag will mean she cannot avoid the next U-tilt (but will be able to shield an U-smash). If she does neutral special to avoid the first U-tilt it won't hit Link and she'll be open to being hit by anything you want. (I won't bother testing neutral special from this point.)
10%: Zelda can only avoid U-tilt by DIing behind Link and airdodging, which can then be punished with a turn around U-smash among other things. Just doing another U-tilt however will be powershielded. Personally I'd just go for a buffered grounded Up-B, no need to turn it around, easy, no risk.
20%: U-tilt is unavoidable. U-smash can only be avoided with a frame perfect DJ to airdodge.
30%: As above except U-smash can be avoided by DIing behind Link and DJing.
Platform Drop Up-B works.
40%: U-smash and FH Nair are now unavoidable and U-tilt is out of range. FH bair is possible if they don't DI away in front of Link but you won't get any followups so I won't bother testing it from this point.
50%: As above except U-smash is now out of range too.
60%: As above except Aerial Up-B is now an option.
64%: SHUFF works.
70%: As above except FH Nair no longer works.
Platform Drop Up-B no longer works.
76%: SHUFF no longer works.
80%: FH Uair is unavoidable. Aerial Up-B no longer works.
90%: FH Uair can only be avoided by DIing away from Link. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: As above.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
140%: As above.
150%: As above.
160%: Sourspot DJ Uair no longer works.
Zero Suit Samus: Rating = 3.5/5. FAF = 52.
0%: ZSS can avoid U-tilt with DJ to airdodge, airdodge, or Flipkick.
10%: U-tilt is unavoidable regardless of DI. U-smash can only be avoided by DIing behind Link at which point it's a simple matter of DJing out.
20%: As above except U-smash can only be avoided by DIing behind Link then either DJing and immediately airdodging, or Flipkicking.
30%: As above except now U-smash is unavoidable regardless of DI as well.
Also Platform Drop Up-B works.
40%: FH Nair is unavoidable and FH Bair is only unavoidable if ZSS DI's behind Link (and if you jump backwards Bair can combo into Aerial Up-B or DJ Bair). U-tilt and U-smash can be avoided by simply DIing away in front of Link, though U-smash will still easily work if Link dashes forwards briefly first.
50%: As above.
60%: As above.
62%: SHUFF works.
70%: As above except now Aerial Up-B is unavoidable. FH Uair can only be avoided by DIing away from Link and airdodging. Also U-tilt is out of range, and FH Bair is no longer a thing.
80%: As above except U-smash is now out of range too.
Sourspot Uair becomes unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
85%: SHUFF no longer works.
90%: As above except FH Nair can be airdodged.
Platform Drop Up-B no longer works.
Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above except aerial Up-B no longer works.
120%: As above.
130%: As above but note you'll need to dash forwards far enough if they DI away.
140%: FH Sourspot Uair no longer works if they DI away and DJ. You can't get there in time.
The following is very self explanatory (which is why I'm about to explain it XD). It is all you'll ever need to know about D-throw follow ups in relation to all of your opponent's relevant options at 10% intervals for every character. It is important for me to note early on that staleness and rage will affect the results as obviously it will matter how far the opponent was launched (I plan to eventually include a guide that indicates what works at what percents with rage factored in for each character, but atm only some have it).
I am only interested in guaranteed followups out of D-throw. Therefore I will not be mentioning any punishes you could potentially get out of reads. You can figure that stuff out for yourself.
You'll notice that beside the name of each character there is a rating out of 5 as well as an indication as to what the FAF (first actionable frame) out of D-throw is. The rating is a rough estimate to let you know how good/bad D-throw is in that particular MU (without Platform Drop options being a factor). So a 5/5 means they get destroyed, and a 0/5 means that nothing is ever guaranteed. The FAF gives you an indication of when you will need to input your actions out of D-throw without having to guess. The FAF will change of course depending on the weight of the character being thrown.
Inside the spoiler for each character you will find another spoiler which contains a less detailed list of guaranteed follow-ups and advised follow-ups [work in progress]. The advised follow-ups will be what I believe should be used in a more practical sense, and it will assume opponent miss-inputs where what is required is e.g a frame perfect DJ airdodge. I will advise to go for FH Uairs even when they are not strictly guaranteed and you have to follow DI and get the late hit of Uair. Aerial Up-B is a tricky one because it does great damage but it is less reliable, so it will be less advised, even if it is technically guaranteed.
Use the second spoiler merely as a quick reference and feel free to make your own minds up about what options you will use given the information provided.
Keep in mind that each percent given represents a segment, so 10% to 20% doesn't necessarily just mean 10%, 11% .... 19% and 20%, it could in fact, for all you know, mean 1% to 29%, but a more prudent estimate would be 5% to 25%. So bare that in mind.
Note that for the sake of keeping things concise, if I don't mention it, assume it isn't an option for one reason or another.
I have assumed frame perfect inputs taking advantage of buffering from both players, but at the same time, in places, especially where there is no buffer window, I have been realistic and specifically mentioned that something needs to be frame perfect to emphasise the fact that mistakes can be made.
Recently I added Sourspot Uair stuff. Just note that because the point of this follow-up is to force and airdodge then outlast the airdodge with your Uair, sometimes you will actually need to delay the Uair at higher percents, otherwise it won't outlast the airdodge.
Shout-out to @Stryker95 for labbing out the SHUFF percents against the rest of the cast.
Please note that with the SHUFF I will only list it as working if you have a guaranteed follow-up such as Jab which you need at least 7 frames for. This is because some characters begin to be forced to airdodge the SH Uair at percents where you end up having a greater frame advantage than 7, but for some you will have less at the beginning. For more detailed SHUFF information including where you can get a guaranteed re-grab follow-up among other things, see here https://smashboards.com/threads/lin...-found-in-the-op.379659/page-50#post-21581626
Bayonetta: Rating = 2/5. FAF = 52.
Guaranteed:
20% to 30%: U-tilt.
30%: U-smash.
40% to 80%: Platform Drop Up-B
50% to 90%: FH Nair.
70% to 90%: Aerial Up-B.
Recommended:
0%: Don't use D-throw unless you want to shield and see what they do.
10%: U-tilt, otherwise go for a read.
20%: U-tilt. U-smash if you don't think they'll DI away.
30%: U-smash.
40%: U-smash if you don't think they'll DI away.
50% to 90%: FH Nair.
20% to 30%: U-tilt.
30%: U-smash.
40% to 80%: Platform Drop Up-B
50% to 90%: FH Nair.
70% to 90%: Aerial Up-B.
Recommended:
0%: Don't use D-throw unless you want to shield and see what they do.
10%: U-tilt, otherwise go for a read.
20%: U-tilt. U-smash if you don't think they'll DI away.
30%: U-smash.
40%: U-smash if you don't think they'll DI away.
50% to 90%: FH Nair.
0%: Bayonetta can airdodge or DJ airdodge to activate BW if you U-tilt, otherwise she can Up-B you before U-tilt hits. She can avoid U-smash by doing a DJ airdodge or by using Up-B.
If Bayonetta airdodges to avoid U-tilt you will be able to act 4 frames sooner than her (i.e. you'll have a 4 frame advantage).
If Bayonetta DJ airdodges to avoid U-tilt she has a 5 frame advantage.
10%: If Bayonetta DIs behind Link she can barely airdodge and activate BW if you U-tilt, giving you a 4 frame advantage. If Bayonetta DIs either away in front or behind Link and airdodges she will activate BW against the first hit of U-smash and avoid the second and third hits giving her a huge frame advantage.
20%: U-tilt is unavoidable. If Bayonetta DIs away in front of Link and airdodges she can activate BW against U-smash.
30%: As above except U-smash is also unavoidable.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link. If Link tries to Dash forwards before U-smashing, BW can be activated by airdodging.
Platform Drop Up-B works.
50%: As above except FH Nair is unavoidable.
60%: As above except U-tilt is now out of range.
70%: As above except Aerial Up-B is now an option and U-smash is out of range.
80%: As above.
90%: As above except Platform Drop Up-B no longer works.
100%: FH Nair can be avoided. An airdodge can activate BW against Aerial Up-B.
Beyond, it's not worth going for anything.
Bowser: Rating = 0/5. FAF = 61.
Guaranteed:
Nothing.
Recommended:
20% to 60%: U-tilt to at least force a DJ, or just don't D-throw.
80% to beyond: FH Uairs, though be wary of ballsy Dairs and Down-B's even if you have lagless landings. Otherwise don't D-throw.
Nothing.
Recommended:
20% to 60%: U-tilt to at least force a DJ, or just don't D-throw.
80% to beyond: FH Uairs, though be wary of ballsy Dairs and Down-B's even if you have lagless landings. Otherwise don't D-throw.
10%: As above; Bowser can simply DJ to avoid everything.
20%: As above.
30%: As above.
40%: As above.
50%: As above.
60%: Bowser can no longer avoid U-tilt with airdodge unless he DIs behind Link, but can still avoid U-tilt and U-smash with DJ.
70%: U-tilt is out of range. So lol, D-throw to U-tilt never works on Bowser. And DJ still avoids U-smash, and it also avoids FH Nair. Platform Drop Through to Up-B can always be airdodged.
80%: You may as well start going for U-airs. Nothing is guaranteed. Bowser can DJ or Airdodge to avoid it, but FH U-air autocancels so it's pretty safe. Depending on whether Bowser DJ's or airdodges will depend on whether you want to FH Uair or DJ Uair.
90%: As above.
100%: As above.
Beyond, as above. It doesn't get any better. Bowser is thoroughly immune.
Bowser Jr.: Rating = 0.5/5. FAF = 57.
Guaranteed:
(50% to 70%: Platform Drop Up-B.)
80% to 90%: FH Nair.
89% to 111%: SHUFF.
120% to 130%: Sourspot FH Uair.
Recommended:
0% to 50%: U-tilt. (U-smash if you note that he's not DIing behind you)
(50% to 70%: Platform Drop Up-B.)
70% to 90%: FH Nair.
91% to 111%: SHUFF.
120% to 140%: Sourspot FH Uair.
(50% to 70%: Platform Drop Up-B.)
80% to 90%: FH Nair.
89% to 111%: SHUFF.
120% to 130%: Sourspot FH Uair.
Recommended:
0% to 50%: U-tilt. (U-smash if you note that he's not DIing behind you)
(50% to 70%: Platform Drop Up-B.)
70% to 90%: FH Nair.
91% to 111%: SHUFF.
120% to 140%: Sourspot FH Uair.
10%: As above except that U-smash will now catch both airdodge and DJ. In order to escape the U-smash BJ must DJ and immediately airdodge or DI the D-throw behind Link and DJ away.
20%: As above except that U-tilt and U-smash are now only avoidable if BJ DI's the D-throw behind Link.
30%: As above.
40%: As above.
50%: As above except Platform Drop To Up B works.
60%: As above except that BJ can avoid U-tilt by DIing anywhere away from Link.
70%: As above except that U-tilt is now out of range even with no DI. FH Nair is now only avoidable by DIing behind Link and DJing.
80%: Platform Drop Up-B no longer works, U-smash is now out of range, and FH Nair is now unavoidable.
89%: SHUFF works.
90%: As above.
100%: Nair is avoidable. Technically FH immediate Aerial Up-B is a thing.
112%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, though it can work as low as 100.
130%: As above.
140%: Sourspot Uair can be avoided by DIing away and DJing but only if Link was facing left (z-axis interaction). In any case, it will stop working beyond this.
Captain Falcon: Rating = 4/5. FAF = 56.
Guaranteed:
0% to 10%: Jabs.
30% to 50%: U-tilt.
40% to 50%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 80%: (Dash) U-smash.
60% to 100%: FH Nair.
80% to 90%: Aerial Up-B.
85% to 118%: SHUFF.
120% to 160%: Sourspot (Dash) FH Uair.
Recommended:
0% to 10%: Jabs.
20% to 50%: U-smash.
60% to 80%: (Dash) U-smash.
85% to 118%: SHUFF.
120% to 160%: Sourspot (Dash) FH Uair.
0% to 10%: Jabs.
30% to 50%: U-tilt.
40% to 50%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 80%: (Dash) U-smash.
60% to 100%: FH Nair.
80% to 90%: Aerial Up-B.
85% to 118%: SHUFF.
120% to 160%: Sourspot (Dash) FH Uair.
Recommended:
0% to 10%: Jabs.
20% to 50%: U-smash.
60% to 80%: (Dash) U-smash.
85% to 118%: SHUFF.
120% to 160%: Sourspot (Dash) FH Uair.
10%: The only way to avoid U-tilt is to airdodge into the ground, but Jab is still unavoidable.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge. Jab can be avoided by DIing behind Link too. (If they DI behind you, B-revered Up-B is unavoidable, though whether you want to go for it is up to you).
The only way to avoid U-smash is to DI behind Link then DJ airdodge.
30%: As above except U-tilt is unavoidable.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is unavoidable. U-tilt and U-smash can be avoided by DIing away in front of Link, but U-smash can still be unavoidable if Link dashes in for a frame or two first.
70%: As above.
80%: As above except that Aerial Up-B is now unavoidable. U-tilt and U-smash can be avoided by DIing behind Link, though again, U-smash can still work if Link dashes for a frame or two in the direction of the DI.
85%: SHUFF works.
90%: As above except U-tilt is now out of range, and Dash to U-smash no longer works for following DI away.
100%: As above except U-smash is now out of range, and Aerial Up-B no longer works.
Platform Drop Up-B no longer works.
110%: FH Nair no longer works.
119%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI. Just note that you'll have to dash in first if he DI's away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170% Sourspot Uair can be avoided by DIing away and DJing.
Charizard: Rating = 0/5. FAF = 59.
Guaranteed:
(60%: Platform Drop Up-B.)
Recommended:
0% to 10%: Don't D-throw.
20% to 60%: U-tilt or attempt to punish DJ.
100% and beyond: FH Uair when Charizard doesn't DI away.
(60%: Platform Drop Up-B.)
Recommended:
0% to 10%: Don't D-throw.
20% to 60%: U-tilt or attempt to punish DJ.
100% and beyond: FH Uair when Charizard doesn't DI away.
10%: As above.
20%: As above except Down-B will not help Charizard avoid U-tilt any more and Up-B will no longer hit Link.
30%: U-tilt is only avoidable by DIing behind Link then DJing away or airdodging, or by DIing in front and away from Link then DJing.
40%: As above except Charizard can also avoid U-tilt be DIing away in front of Link then airdodging.
50%: As above except Charizard can also avoid U-tilt be merely DIing the D-throw away in front of Link.
60%: As above except Charizard can also avoid U-tilt be merely DIing the D-throw behind Link.
Platform Drop Up-B works.
70%: U-tilt is out of range and Platform Drop Up-B no longer works. Nothing works.
Beyond, nothing works, but at around 100% you may as well go for FH Uairs. Charizard can avoid it entirely by DIing away then DJing away, but without DI if Charizard airdodges his airdodge will end before he lands allowing us to hit him with the long-lasting hitbox of Uair.
Cloud: FAF = 55.
Without Limit Charged: Rating = 3/5.
With Limit Charged: Rating = 4/5.
Without Limit Charged:
Guaranteed:
20% to 50%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
60%: U-smash.
70% to 80%: (Dash) U-smash.
70% to 90%: FH Nair.
78% to 108%: SHUFF.
80% to 90%: Aerial Up-B.
110% to 170%: (Dash) Sourspot FH Uair.
180%: (Dash) Sourspot DJ Uair.
Recommended:
0% to 50%: U-tilt.
60%: U-smash.
70% to 80%: (Dash) U-smash.
81% to 108%: SHUFF.
110% to 170%: (Dash) Sourspot FH Uair.
180%: (Dash) Sourspot DJ Uair.
With Limit Charged:
Guaranteed:
20% to 60%: U-tilt.
40% to 60%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 90%: (Dash) U-smash.
80% to 100%: Aerial Up-B.
88% to 121%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30% to 60%: U-smash.
70% to 90%: (Dash) U-smash.
91% to 121%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
Guaranteed:
20% to 50%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
60%: U-smash.
70% to 80%: (Dash) U-smash.
70% to 90%: FH Nair.
78% to 108%: SHUFF.
80% to 90%: Aerial Up-B.
110% to 170%: (Dash) Sourspot FH Uair.
180%: (Dash) Sourspot DJ Uair.
Recommended:
0% to 50%: U-tilt.
60%: U-smash.
70% to 80%: (Dash) U-smash.
81% to 108%: SHUFF.
110% to 170%: (Dash) Sourspot FH Uair.
180%: (Dash) Sourspot DJ Uair.
With Limit Charged:
Guaranteed:
20% to 60%: U-tilt.
40% to 60%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 90%: (Dash) U-smash.
80% to 100%: Aerial Up-B.
88% to 121%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30% to 60%: U-smash.
70% to 90%: (Dash) U-smash.
91% to 121%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
0%: Cloud can avoid U-tilt by using airdodge or DJ airdodge.
10%: Cloud must DI behind Link in order to avoid U-tilt, at which point he must airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: As above. Cloud can still completely avoid U-smash be DIing behind Link and simply DJing.
60%: U-smash and FH Nair are unavoidable. U-tilt can be avoided by DIing away in front of Link.
70%: As above except U-smash can be avoided by DIing away in front of Link, though you can still make it work if you dash forwards for a frame or two before doing U-smash.
78%: SHUFF works.
80%: As above except U-tilt is out of range. Aerial Up-B is now an option.
90%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
100%: FH Nair and Aerial Up-B can be airdodged.
109%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: DJ Sourspot Uair can be avoided by DIing away.
With Limit Charged:
0%: Cloud must DJ airdodge to avoid U-tilt; if he just airdodges he'll land while U-tilt's hitbox is still out and get hit regardless of DI. Obviously DJ by itself won't work, and Limit Climhazard's intangability comes out too slow.
10%: Cloud must DI behind Link in order to avoid U-tilt, at which point he must airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above except the only way to avoid U-smash is to DI behind Link and DJ airdodge.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: As above except now FH Nair is also unavoidable.
70%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link, though you can still make U-smash work if you dash forwards for a frame or two first.
80%: As above except Aerial Up-special is now an option.
88%: SHUFF works.
90%: As above except U-tilt is out of range.
100%: As above except U-smash is also out of range and FH Nair no longer works.
Platform Drop Up-B no longer works.
110%: Aerial Up-special no longer works.
122%: SHUFF no longer works.
130%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: As above.
190%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
200%: DJ Sourspot Uair can be avoided by DIing away.
Corrin: Rating = 3/5. FAF = 55.
Guaranteed:
20% to 50%: U-tilt.
40% to 50%: U-smash.
(40% to 70%: Platform Drop Up-B.)
60% to 70%: (Dash) U-smash.
60% to 90%: FH Nair.
70% to 100%: Aerial Up-B.
77% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 20%: U-tilt.
30% to 50%: U-smash.
60% to 70%: (Dash) U-smash.
77% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
40% to 50%: U-smash.
(40% to 70%: Platform Drop Up-B.)
60% to 70%: (Dash) U-smash.
60% to 90%: FH Nair.
70% to 100%: Aerial Up-B.
77% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 20%: U-tilt.
30% to 50%: U-smash.
60% to 70%: (Dash) U-smash.
77% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
10%: In order to avoid U-tilt Corrin must DI behind Link and airdodge or do a frame perfect DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above except U-smash is only avoidable by DIing behind Link and DJ airdodging.
34%: Note that Corrin will be able to DI away and airdodge to avoid U-smash at this specific percent, i.e. at 33 and 35% it will not work and no other DI is relevant.
40%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link. U-smash can be avoided by DIing away in front of Link, but Link can still make it work by Dashing forwards for a frame or two before using U-smash.
70%: As above except Aerial Up-B is now an option and U-tilt is out of range.
77%: SHUFF works.
80%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
90%: As above.
100%: FH Nair no longer works.
104%: SHUFF no longer works.
110%: Aerial Up-B no longer works. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, though you will need to dash forwards to follow DI if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Sourspot Uair will stop working, but you can keep making Sourspot Uair technically unavoidable if you do a quick DJ Uair, still dashing forwards slightly if they DI away, and still forcing them to airdodge then following their DI.
180%: DJ Sourspot Uair stops working.
Diddy: Rating = 4/5. FAF = 54.
Guaranteed:
20% to 50%: U-tilt.
30% to 50%: U-smash.
(40% to 80%: Platform Drop Up-B.)
50% to 80%: FH Nair.
60% to 70%: (Dash) U-smash.
70% to 100%: Aerial Up-B.
75% to 103%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: U-tilt.
20% to 50%: U-smash.
60% to 70%: (Dash) U-smash.
75% to 103%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 190%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
30% to 50%: U-smash.
(40% to 80%: Platform Drop Up-B.)
50% to 80%: FH Nair.
60% to 70%: (Dash) U-smash.
70% to 100%: Aerial Up-B.
75% to 103%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: U-tilt.
20% to 50%: U-smash.
60% to 70%: (Dash) U-smash.
75% to 103%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 190%: Sourspot (Dash) DJ Uair.
10%: U-tilt can only be avoided by DIing the D-throw behind Link and airdodging into the ground. We cannot punish the airdodge into the ground if it was used to dodge an U-tilt.
20%: U-tilt is unavoidable regardless of DI. U-smash is only avoidable by DIing away and airdodging or DIing behind Link and DJing then immediately airdodging.
30%: As above except now U-smash is unavoidable regardless of DI as well.
40%: As above except Platform Drop Up-B works.
50%: As above except FH Nair is now also unavoidable regardless of DI. Also FH Bair is only avoidable if Diddy DI's away in front of Link, which can then combo into Aerial Up-B or DJ Bair.
60%: As above except U-tilt and U-smash can now be avoided by DIing the D-throw away or behind Link (unless Link dashes briefly before the U-smash).
70%: As above except that FH immediate Aerial Up-B is unavoidable now too. FH Bair is still possible, but it now needs to be delayed slightly, not buffered out of the jump-squat frames, only now nothing combos out of it.
75%: SHUFF works.
80%: As above except U-tilt is now completely out of range, and U-smash hits at the very tip, causing the opponent to be able to escape, so consider it out of range from this point onward as well. Nair, Bair and Up-B work, all of which should be delayed slightly to hit the higher opponent.
90%: As above except Nair and Platform Drop Up-B no longer work.
100%: Bair no longer works. Up-B is guaranteed still.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
120%: As above except you'll need to dash in for a frame or two if Diddy DI's away to get the Sourspot Uair.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to get the Sourspot Uair you'll need to DJ.
180%: As above.
190%: As above.
200%: DJ Sourspot Uair will no longer work.
Donkey Kong: Rating = 2.5/5. FAF = 60.
Guaranteed:
40% to 60%: U-tilt.
(50% to 90%: Platform Drop Up-B.
70%: U-smash.
70% to 90%: FH Nair.
90%: Aerial Up-B.
120% to 140%: Sourspot FH Uair.
150%: Sourspot (Dash) FH Uair.
Recommended:
20% to 60%: U-tilt.
70% to 90%: Nair.
120% to 140%: Sourspot FH Uair.
150%: Sourspot (Dash) FH Uair.
40% to 60%: U-tilt.
(50% to 90%: Platform Drop Up-B.
70%: U-smash.
70% to 90%: FH Nair.
90%: Aerial Up-B.
120% to 140%: Sourspot FH Uair.
150%: Sourspot (Dash) FH Uair.
Recommended:
20% to 60%: U-tilt.
70% to 90%: Nair.
120% to 140%: Sourspot FH Uair.
150%: Sourspot (Dash) FH Uair.
10%: As above.
20%: DK can DJ to avoid U-tilt, but with no DI airdodge will not work.
30%: As above.
40%: U-tilt is unavoidable regardless of DI. U-smash is unavoidable in its entirety with no DI (airdodge and Up-B can avoid the first hit), but can be avoided if the D-throw is DI'd behind Link.
50%: As above except the first swing of U-smash cannot be avoided anymore where there is no DI, though the move can still be avoided by DIing behind Link.
Also Platform Drop Up-B works.
60%: As above.
70%: U-smash and FH Nair are now unavoidable regardless of DI, and U-tilt can be avoided by DIing the D-throw away either in front or behind Link.
80%: U-tilt is out of range, and U-smash can be avoided by DIing away from Link (dashing forwards briefly will not help). FH Nair is still unavoidable if you follow the DI though
90%: As above only now U-smash is out of range and Aerial Up-B is now technically a thing.
100%: Nair and Up-B can be avoided with DI away. Platform Drop Up-B no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
130%: As above.
140%: As above.
150%: As above except you'll need to dash in for a frame or two if DK DI's away to get the Sourspot Uair.
160%: Sourspot Uair can be avoided by DIing way and DJing.
Dr. Mario: Rating = 1.5/5. FAF = 55.
Guaranteed:
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
77% to 91%: SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
60% to 70%: FH Nair.
77% to 91%: SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
77% to 91%: SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
60% to 70%: FH Nair.
77% to 91%: SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
10%: Doc must DI behind Link in order to avoid U-tilt, at which point he can reverse Up-B, airdodge or DJ airdodge.
20%: Doc can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around).
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIng away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
77%: SHUFF works.
80%: As above.
90%: FH Nair no longer works.
91%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge. You will need to dash in for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to get the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair can be avoided by DIing away and DJing.
Duck Hunt: Rating = 2/5. FAF = 54.
Guaranteed:
20% to 50%: U-tilt.
40% to 50%: U-tilt avoiding the Can.
(40% to 70%: Platform Drop Up-B.)
50%: U-smash.
74% to 97%: SHUFF.
80% to 90%: Aerial Up-B.
110% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
Not worried about the Can?:
10% to 20%: U-tilt.
30% to 50%: U-smash.
Worried about the Can?:
30% to 50% U-tilt.
60% to 70%: FH Nair.
74% to 97%: SHUFF.
110% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
40% to 50%: U-tilt avoiding the Can.
(40% to 70%: Platform Drop Up-B.)
50%: U-smash.
74% to 97%: SHUFF.
80% to 90%: Aerial Up-B.
110% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
Not worried about the Can?:
10% to 20%: U-tilt.
30% to 50%: U-smash.
Worried about the Can?:
30% to 50% U-tilt.
60% to 70%: FH Nair.
74% to 97%: SHUFF.
110% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
10%: DHD can only avoid U-tilt by DIing behind Link and airdodging. DHD must DI behind Link in order to spawn the Can.
20%: U-tilt is unavoidable. Though the Can will not help DHD avoid U-tilt, it is still an option if DHD DI's behind Link.
30%: As above except U-smash is only avoidable by DIing behind Link and doing a frame perfect DJ to airdodge. (Naturally the Can can be spawned as well.)
40%: It is no longer possible to spawn the Can by DIing behind Link before U-tilt hits. U-smash can now be avoided by DIing behind Link and simply DJing away.
Platform Drop Up-B works.
50%: As above except U-smash is now unavoidable (and the Can cannot be spawned). Also FH Nair (and Bair if DHD doesn't DI away, though nothing combos out of it) are unavoidable, but the Can can be spawned.
60%: U-tilt can be avoided by DIing either in front of or behind Link, and U-smash can be avoided by DIing away in front of Link. FH Bair no longer works. FH Nair can only be avoided by DIing behind Link and airdodging.
70%: As above except U-tilt is out of range and U-smash can be avoided by DIing to either side.
74%: SHUFF works.
80%: As above except U-smash is out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except FH Nair is no longer an option.
98%: SHUFF no longer works.
100%: Aerial Up-B no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
120%: As above.
130%: As above.
140%: As above except to force the airododge and get the Sourspot Uair you will need to dash in slightly if they DI away, otherwise they can DJ out.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: DJ Sourspot Uair will stop working.
Falco: Rating = 4/5. FAF = 52.
Guaranteed:
0% to 40%: U-tilt.
20% to 40%: U-smash.
(30% to 70%: Platform Drop Up-B.)
40% to 80%: FH Nair.
50% to 60%: (Dash) U-smash.
60% to 80%: Aerial Up-B.
63% to 93% SHUFF.
70%: FH Uair.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 40%: U-smash.
50% to 60%: (Dash) U-smash.
63% to 93% SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
0% to 40%: U-tilt.
20% to 40%: U-smash.
(30% to 70%: Platform Drop Up-B.)
40% to 80%: FH Nair.
50% to 60%: (Dash) U-smash.
60% to 80%: Aerial Up-B.
63% to 93% SHUFF.
70%: FH Uair.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 40%: U-smash.
50% to 60%: (Dash) U-smash.
63% to 93% SHUFF.
100% to 140%: Sourspot (Dash) FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
10%: As above.
20%: As above except U-smash is now also unavoidable.
30%: As above except Platform Drop Up-B works.
40%: As above except now FH Nair is unavoidable too, and FH Bair is a thing and can combo into Aerial Up-B or DJ Bair if the first Bair hits with Falco inside Link (e.g. if there was no DI and you just jump straight up).
50%: As above except U-tilt can be avoided by DIing away in front or behind Link, and U-smash can be avoided by DIing away in front of Link, though Link can still make U-smash work by Dashing forwards for a frame or two before doing U-smash. Link can no longer combo out of Bair effectively.
60%: As above except U-smash can be avoided by DIing behind Link as well, though again as before, Link can dash in the direction of the DI and still get the U-smash. Aerial Up-B is now an option.
63%: SHUFF works.
70%: As above except that U-tilt and U-smash are out of range. Also FH Uair is now unavoidable. FH Bair in no longer a thing.
80%: As above except FH Uair can be avoided by DIing away from Link (Dashing in first won't help).
Platform Drop Up-B no longer works.
90%: As above except FH Nair and Aerial Up-B no longer work.
94%: SHUFF no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will need to dash forwards briefly if they DI the D-throw away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Fox: Rating = 4/5. FAF = 51.
Guaranteed:
0%: B-reversed Grounded Up-B.
0%: Turn around Jab.
0% to 8%: SH, Z-catch, footstool, down-throw, re-footstool, Nair, FF, Nair Lock.
10% to 30%: U-tilt.
20% to 40%: U-smash.
(20% to 70%: Platform Drop Up-B.)
40% to 60%: (Dash) U-smash.
40% to 80%: FH Nair.
56% to 87% SHUFF.
70% to 100%: FH (Dash) Uair.
(70% to 100%: Platform Drop DJ Fair.)
100% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Nair Lock if a Bomb is at your feet, B-reversed Up-B if it will hit them off-stage, otherwise try Turn around Jab or don't D-throw.
10% to 40%: U-smash.
50% to 60%: (Dash) U-smash.
61% to 87% SHUFF.
88% to 100%: FH (Dash) Uair.
100% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
0%: B-reversed Grounded Up-B.
0%: Turn around Jab.
0% to 8%: SH, Z-catch, footstool, down-throw, re-footstool, Nair, FF, Nair Lock.
10% to 30%: U-tilt.
20% to 40%: U-smash.
(20% to 70%: Platform Drop Up-B.)
40% to 60%: (Dash) U-smash.
40% to 80%: FH Nair.
56% to 87% SHUFF.
70% to 100%: FH (Dash) Uair.
(70% to 100%: Platform Drop DJ Fair.)
100% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Nair Lock if a Bomb is at your feet, B-reversed Up-B if it will hit them off-stage, otherwise try Turn around Jab or don't D-throw.
10% to 40%: U-smash.
50% to 60%: (Dash) U-smash.
61% to 87% SHUFF.
88% to 100%: FH (Dash) Uair.
100% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
However if you are near a bomb on the ground, you can also SH, buffer a Z-catch during your jumpsquat frames, immediately do a grounded footstool and throw the bomb down, re-footstool, Nair lock. This will work up until 8%.
10%: U-tilt is unavoidable. The only way to avoid U-smash is to DI behind Link and do a frame perfect DJ airdodge.
20%: As above except U-smash is now also unavoidable.
Platform Drop Up-B works.
30%: As above.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link, but Link can Dash forwards and U-smash which will still easily work. FH Nair is now unavoidable, and FH Bair is a thing but it won't combo.
50%: As above.
56%: SHUFF works.
60%: As above except U-tilt and U-smash can be avoided by DIing behind Link as well; as with before though, Link can dash in the direction of the DI and still get the U-smash. Aerial Up-B is now an option, but it doesn't connect well into the last hit, so not worth it.
70%: As above except that U-tilt and U-smash are out of range. FH Uair can be unavoidable if you're perfect enough even if Fox DI's away from Link and airdodges (requires you to Dash forwards for one frame only to follow DI away).
Platform Drop DJ Fair works.
80%: As above except Platform Drop Up-B no longer works.
87%: SHUFF no longer works.
90%: As above except FH Nair no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable if you are slightly off your timing when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
Platform Drop DJ Fair no longer works.
110%: FH initial hit Uair can now be avoided by DIing away and airdodging even if you only dash forwards for a single frame.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: DJ Sourspot Uair can be avoided by DIing away and DJing.
Ganon: Rating = 1.5/5. FAF = 58.
Guaranteed:
20% to 40%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
80% to 100%: Aerial Up-B.
120% to 140%: Sourspot (Dash) FH Uair.
Recommended:
0% to 10%: U-tilt.
11% to 19%: Beware of DJ away Down-B beating U-tilt, in which case try counter it with FH Fair.
20% to 40%: U-tilt.
60% to 70%: FH Nair.
80% to 100%: Aerial Up-B if you want to risk it.
120% to 140%: Sourspot (Dash) FH Uair.
20% to 40%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
80% to 100%: Aerial Up-B.
120% to 140%: Sourspot (Dash) FH Uair.
Recommended:
0% to 10%: U-tilt.
11% to 19%: Beware of DJ away Down-B beating U-tilt, in which case try counter it with FH Fair.
20% to 40%: U-tilt.
60% to 70%: FH Nair.
80% to 100%: Aerial Up-B if you want to risk it.
120% to 140%: Sourspot (Dash) FH Uair.
10%: As above except just airdodge will avoid U-tilt as well now.
11% to 19%: Ganon can avoid U-tilt by DIing away and DJing, and he can then punish an U-tilt attempt with Down-B. If you know this will happen, counter with a buffered FH Fair jumping forwards.
20%: U-tilt is unavoidable regardless of DI.
30%: As above.
40%: As above except U-smash can only be avoided by DIing behind Link.
Platform Drop Up-B works.
50%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link.
60%: As above except FH Nair can only be avoided by DIing behind Link and DJing.
70%: As above except FH Nair can only be avoided by DIing away from or behind Link and DJing away. Also U-tilt is now out of range.
80%: As above except U-smash is now out of range. Aerial Up-B is an option now; unlike FH Nair, immediate Aerial Up-B cannot be escaped by DIing away and DJing away, but as always the timing is strict due to there being no bufferable window like with FH Nair in the jump-squat frames and so you risk it being avoided by airdodge. If you get it right however, at this stage it is the only thing that is guaranteed.
90%: As above except Platform Drop Up-B no longer works
100%: As above except FH Nair can be airdodged.
110%: Nothing works reliably.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
130%: As above.
140%: As above.
150%: Sourspot Uair can be avoided by DIing away and DJing.
Greninja: Rating = 1.5/5. FAF = 54.
Guaranteed:
30%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
90% to 120%: Sourspot (Dash) FH Uair.
Recommended:
0% to 9%: Punish scrubby Shadow Sneak attempts, or if a bomb is at your feet, SH Z-catch, grounded footstool, Down-throw, re-footstool, Nair, FF, Nair Lock.
10% to 30/40%: U-tilt.
60% to 70%: FH Nair.
90% to 120%: Sourspot (Dash) FH Uair.
30%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
90% to 120%: Sourspot (Dash) FH Uair.
Recommended:
0% to 9%: Punish scrubby Shadow Sneak attempts, or if a bomb is at your feet, SH Z-catch, grounded footstool, Down-throw, re-footstool, Nair, FF, Nair Lock.
10% to 30/40%: U-tilt.
60% to 70%: FH Nair.
90% to 120%: Sourspot (Dash) FH Uair.
However if you are near a bomb on the ground, you can also SH, buffer a Z-catch during your jumpsquat frames, immediately do a grounded footstool and throw the bomb down, re-footstool, Nair lock. This will work up until 9%.
Note that Greninja is a strange one due to being able to use shadow sneak during non-tumble hitstun i.e. in this case as soon as he is thrown between 0 and 9%. While it will always allow Greninja to avoid the first follow up, he will then be leaving himself open to another follow up.
10%: U-tilt can only be avoided by DIing behind Link, at which point either airdodge or just DJ away will work.
20%: As above.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by DIing away in front of Link.
Platform Drop Up-B works.
50%: U-tilt can be avoided by DIing either away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair is no longer an option. Nothing works.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
100%: As above.
110%: As above.
120%: As above.
130%: Sourspot Uair stops working reliably if they DI away and DJ.
Ike: Rating = 3.5/5. FAF = 57.
Guaranteed:
30% to 60%: U-tilt.
50% to 60%: U-smash.
(50% to 80%: Platform Drop Up-B.)
70% to 90%: FH Nair.
80% to 90%: Aerial Up-B.
120% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) Uair.
Recommended:
20% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 90%: FH Nair.
120% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) Uair.
30% to 60%: U-tilt.
50% to 60%: U-smash.
(50% to 80%: Platform Drop Up-B.)
70% to 90%: FH Nair.
80% to 90%: Aerial Up-B.
120% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) Uair.
Recommended:
20% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 90%: FH Nair.
120% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) Uair.
10%: Ike can avoid U-tilt with airdodge or DJ airdodge.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge.
30%: U-tilt is unavoidable.
40%: As above except the only way to avoid U-smash is to DI behind Link and DJ immediate airdodge.
50%: As above except now U-smash is unavoidable.
Platform Drop Up-B works.
60%: As above.
70%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link. U-smash can be avoided by DIing away in front of Link.
80%: As above except U-tilt is out of range, U-smash can be avoided by DIing to either side, and Aerial Up-B is now an option.
90%: As above except U-smash is also out of range.
Platform Drop Up-B no longer works.
100%: As above except FH Nair and Aerial Up-B no longer work. Nothing works.
110%: Nothing works reliably.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge; you will still need to dash forwards briefly if they DI the D-throw away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: DJ Sourspot Uair will stop working.
Jigglypuff: Rating = 4/5. FAF = 49.
Guaranteed:
0% to 20%: U-tilt.
10% to 50%: FH Nair.
40% to 100%: FH Uair.
(50% to 60%: Platform Drop DJ Fair.)
110% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: FH Nair.
40% to 100%: FH Uair.
110% to 140%: Sourspot DJ Uair.
0% to 20%: U-tilt.
10% to 50%: FH Nair.
40% to 100%: FH Uair.
(50% to 60%: Platform Drop DJ Fair.)
110% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: FH Nair.
40% to 100%: FH Uair.
110% to 140%: Sourspot DJ Uair.
10%: As above except U-smash is also unavoidable, but the hits don't connect well, and FH Nair is unavoidable.
Platform Drop Up-B works.
20%: As above.
30%: As above except U-tilt is out of range. Aerial Up-B is a thing but the hits don't connect well.
40%: As above except FH Uair is unavoidable. Also U-smash is out of range.
Platform Drop Up-B no longer works.
50%: As above. Platform Drop DJ Fair works.
60%: As above except FH Nair and Aerial Up-B are no longer things.
70%: As above. Platform Drop DJ Fair no longer works.
80%: As above.
90%: As above.
100%: As above.
110%: FH Uair is out of range. Sourspot Uair becomes reliable and unavoidable when you do a DJ Uair and follow DI after airdodge.
120%: As above.
130%: As above.
140%: DJ Sourspot Uair no longer works.
King Dedede: Rating = 3/5. FAF = 59.
Guaranteed:
30% to 70%: U-tilt.
(50% to 100%: Platform Drop Up-B.)
70%: U-smash.
70% to 80%: FH Nair.
90% to 100%: Aerial Up-B.
118% to 152%: SHUFF.
150% to 170%: Sourspot FH Uair.
180% to 200%: Sourspot (Dash) FH Uair.
210% to 220%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30% to 70%: U-smash.
80%: FH Nair.
90% to 100%: Aerial Up-B.
118% to 152%: SHUFF.
150% to 170%: Sourspot FH Uair.
180% to 200%: Sourspot (Dash) FH Uair.
210% to 220%: Sourspot (Dash) DJ Uair.
30% to 70%: U-tilt.
(50% to 100%: Platform Drop Up-B.)
70%: U-smash.
70% to 80%: FH Nair.
90% to 100%: Aerial Up-B.
118% to 152%: SHUFF.
150% to 170%: Sourspot FH Uair.
180% to 200%: Sourspot (Dash) FH Uair.
210% to 220%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30% to 70%: U-smash.
80%: FH Nair.
90% to 100%: Aerial Up-B.
118% to 152%: SHUFF.
150% to 170%: Sourspot FH Uair.
180% to 200%: Sourspot (Dash) FH Uair.
210% to 220%: Sourspot (Dash) DJ Uair.
10%: As above except DDD's Nair will trade with U-smash.
20%: As above except Nair will not trade and U-tilt can be avoided by simply airdodging.
30%: U-tilt is unavoidable and U-smash can only be avoided by DIing behind Link then doing a frame perfect DJ airdodge.
40%: As above.
50%: As above except Platform Drop Up-B works.
60%: As above.
70%: As above except U-smash and FH Nair are now unavoidable. FH Bair also works and it can combo into Aerial Up-B or DJ Bair if the first Bair is used inside DDD.
80%: As above except U-tilt can be avoided by DIing either away in front or behind Link, and U-smash can be avoided by DIing away in front of Link.
90%: As above except U-smash and Nair can also be avoided by DIing behind Link. Also Aerial Up-B is an option now.
100%: As above except U-tilt is out of range and FH Bair is no longer a thing.
110%: As above except U-smash is now out of range too and Aerial Up-B no longer works.
Platform Drop Up-B no longer works.
118%: SHUFF works.
120%: As above.
130%: As above.
140%: As above.
150%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI after airdodge.
153%: SHUFF no longer works.
160%: As above.
170%: As above.
180%: As above except you will need to dash forwards for a frame or two in order to force the airdodge and make the Sourspot Uair still unavoidable if the DI away.
190%: As above.
200%: As above.
210%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
220%: As above.
230%: DJ Sourspot Uair stops working.
Kirby: Rating = 5/5. FAF = 51.
Guaranteed:
0% to 30%: U-tilt.
10% to 30%: U-smash.
(10% to 40%: Platform Drop Up-B.)
30% to 50%: FH Nair.
45% to 55%: SHUFF.
50% to 70%: Aerial Up-B.
60% to 110%: FH Uair.
(70%: Platform Drop DJ Fair.)
120% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: U-smash.
40%: FH Nair.
45% to 55%: SHUFF.
60% to 110%: FH Uair.
120% to 140%: Sourspot DJ Uair.
0% to 30%: U-tilt.
10% to 30%: U-smash.
(10% to 40%: Platform Drop Up-B.)
30% to 50%: FH Nair.
45% to 55%: SHUFF.
50% to 70%: Aerial Up-B.
60% to 110%: FH Uair.
(70%: Platform Drop DJ Fair.)
120% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: U-smash.
40%: FH Nair.
45% to 55%: SHUFF.
60% to 110%: FH Uair.
120% to 140%: Sourspot DJ Uair.
10%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
20%: As above.
30%: As above except now FH Nair is also unavoidable.
40%: As above except U-tilt and U-smash can be avoided by simply DIing the D-throw away in front or behind Link.
45%: SHUFF works.
50%: As above except U-tilt and U-smash are out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
56%: SHUFF no longer works.
60%: As above except FH Uair is unavoidable now and FH Nair can be avoided by DIing behind Link and airdodging.
70%: As above. Platform Drop DJ Fair works.
80%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works as Kirby can avoid it by DIing behind.
90%: As above.
100%: As above.
110%: As above.
120%: FH Uair can be avoided. Sourspot Uair becomes reliable and unavoidable when you do a DJ Uair and follow DI, forcing them to airdodge.
130%: As above.
140%: As above.
150%: DJ Sourspot Uair no longer works.
Link: Rating = 2/5. FAF = 56.
Guaranteed:
30% to 50%: U-tilt.
60%: U-smash.
(40% to 70%: Platform Drop Up-B.)
70%: Dash U-smash.
79% to 103%: SHUFF.
80%: Aerial Up-B.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
Recommended:
20% to 50%: U-tilt.
60%: U-smash.
70%: Dash U-smash.
79% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
60%: U-smash.
(40% to 70%: Platform Drop Up-B.)
70%: Dash U-smash.
79% to 103%: SHUFF.
80%: Aerial Up-B.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
Recommended:
20% to 50%: U-tilt.
60%: U-smash.
70%: Dash U-smash.
79% to 103%: SHUFF.
110% to 160%: Sourspot (Dash) FH Uair.
170%: Sourspot (Dash) DJ Uair.
10%: As above.
20%: U-tilt is only avoidable by DIing behind Link
30%: U-tilt is unavoidable. U-smash is only avoidable by DIing behind Link and DJing.
40%: As above except Platform Drop Up-B works
50%: As above.
60%: U-smash is now unavoidable, but note that if the opponent doesn't DI the D-throw, the second swing of U-smash will miss if you buffer it, so you'd need to slightly delay the U-smash if they didn't DI. FH Bair can only be avoided by DIing away infront of Link while FH Nair can only be avoided by DIing behind Link. U-tilt can be avoided by DIing away or behind Link.
70%: As above except now U-smash is avoidable by DIing away or behind Link if Link doesn't Dash in the direction of Dark Link's DI briefly first.
79%: SHUFF works.
80%: As above except now U-tilt and U-smash are out of range (U-smash can barely nick with the tip of the first swing but then they'll escape). Also Aerial Up-B is unavoidable. And Bair no longer works.
Platform Drop Up-B no longer works.
90%: Nair and Up-B stop working.
100%: As above.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: DJ Sourspot Uair no longer works.
Little Mac: Rating = 5/5. FAF = 52.
Guaranteed:
10% to 50%: U-tilt.
30% to 50%: U-smash.
(30% to 80%: Platform Drop Up-B.)
40% to 80%: FH Nair.
60% to 70%: (Dash) U-smash.
60% to 100%: Aerial Up-B.
70% to 90%: FH Uair.
75% to 104%: SHUFF.
110% to 120%: Sourspot FH Uair.
130% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't use D-throw.
10% to 50%: U-smash.
60% to 70%: Dash U-smash.
80% FH Uair.
84% to 104%: SHUFF.
110% to 120%: Sourspot FH Uair.
130% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
10% to 50%: U-tilt.
30% to 50%: U-smash.
(30% to 80%: Platform Drop Up-B.)
40% to 80%: FH Nair.
60% to 70%: (Dash) U-smash.
60% to 100%: Aerial Up-B.
70% to 90%: FH Uair.
75% to 104%: SHUFF.
110% to 120%: Sourspot FH Uair.
130% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't use D-throw.
10% to 50%: U-smash.
60% to 70%: Dash U-smash.
80% FH Uair.
84% to 104%: SHUFF.
110% to 120%: Sourspot FH Uair.
130% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
10%: U-tilt is unavoidable regardless of DI. U-smash is barely unavoidable but only if Mac DI's behind Link then DJ's and immediately airdodges.
20%: As above.
30%: As above except now U-smash is also unavoidable.
Also Platform Drop Up-B works.
40%: As above except now FH Nair is also unavoidable. FH Bair is only avoidable by DIing away from link in front of him, and it will combo into DJ Bair or Aerial Up-B for big damage.
50%: As above except you won't be comboing out of Bair anymore.
60%: As above except U-tilt can be avoided by DIing away in front and behind Link. U-smash can be avoided by DIing in front of Link if Link doesn't dash forwards slightly first. Also Aerial Up-B is now unavoidable.
70%: As above except now FH Uair is unavoidable. Also you need to delay Bair slightly if you want it to hit.
75%: SHUFF works.
80%: As above except now U-tilt and U-smash are now out of range.
90%: As above except Bair and Nair won't work.
Also Platform Drop Up-B stops working.
100%: As above except FH Uair can be avoided if they DI away and airdodge as you will be forced to spend at least one frame dashing forwards to reach them.
105%: SHUFF no longer works.
110%: Aerial Up-B stops working. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge. (If they don't DI away, the initial hit of Uair can still connect.)
120%: As above.
130%: As above except you will need to dash forwards for a little if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Lucario: Rating = 2.5/5. FAF = 55.
Guaranteed:
30% to 50%: U-tilt.
(50% to 90%: Platform Drop Up-B.)
60% to 70%: (Dash) U-smash.
70% to 80%: FH Nair.
80%: Aerial Up-B.
85% to 106%: SHUFF.
110% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
60% to 70%: (Dash) U-smash.
80%: FH Nair.
85% to 106%: SHUFF.
110% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
(50% to 90%: Platform Drop Up-B.)
60% to 70%: (Dash) U-smash.
70% to 80%: FH Nair.
80%: Aerial Up-B.
85% to 106%: SHUFF.
110% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
60% to 70%: (Dash) U-smash.
80%: FH Nair.
85% to 106%: SHUFF.
110% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
10%: As above except that Dair will no longer help Lucario avoid U-tilt and Lucario can no longer simply DJ out, but must DJ airdodge (or airdodge).
20%: Lucario can only avoid U-tilt by DIing behind Link and airdodging into the ground.
30%: U-tilt is unavoidable.
40%: As above.
50%: As above except Platform Drop Up-B works.
60%: U-tilt can be avoided by DIing away in front of Link. U-smash can now only be avoided by DIing away in front of Link, but then this can be covered by dashing forwards for a frame or two then using U-smash to make it unavoidable.
70%: As above except Lucario can DI behind Link to avoid U-tilt and U-smash, but U-smash can still work if Link follows their DI and dashes towards them. FH Nair is unavoidable.
80%: As above except U-tilt and U-smash are out of range. Also, Aerial Up-B is now an option.
85%: SHUFF works.
90%: FH Nair and Aerial Up-B no longer work.
100%: Platform Drop Up-B no longer works.
107%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: As above.
200%: DJ Sourspot Uair no longer works.
Lucas: Rating = 2.5/5. FAF = 54.
Guaranteed:
20% to 40%: U-tilt.
(30% to 60%: Platform Drop Up-B.)
80% to 90%: FH Uair.
Recommended:
10% to 40%: U-tilt.
50% to 70%: FH Nair.
80% to 90%: FH Uair.
20% to 40%: U-tilt.
(30% to 60%: Platform Drop Up-B.)
80% to 90%: FH Uair.
Recommended:
10% to 40%: U-tilt.
50% to 70%: FH Nair.
80% to 90%: FH Uair.
10%: Lucas must DI behind Link and airdodge in order to avoid U-tilt, at which point if he continues to DI away we get no follow-up.
20%: U-tilt is unavoidable.
30%: As above except Platform Drop Up-B works.
40%: As above.
50%: FH Nair can only be avoided by DIing behind Link and airdodging. U-tilt can be avoided by DIing away in front or behind Link.
60%: As above except U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair is no longer an option. FH Uair is unavoidable.
90%: As above.
100%: FH Uair can avoided by DIing away from Link and airdodging, and we cannot punish the airdodge.
Beyond, as above.
Luigi: Rating = 0/5. FAF = 55.
Guaranteed:
(40% to 50%: Platform Drop Up-B.)
90% to 110%: Sourspot (Dash) FH Uair.
120%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 40%: U-tilt.
90% to 110%: Sourspot (Dash) FH Uair.
120%: Sourspot (Dash) DJ Uair.
(40% to 50%: Platform Drop Up-B.)
90% to 110%: Sourspot (Dash) FH Uair.
120%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 40%: U-tilt.
90% to 110%: Sourspot (Dash) FH Uair.
120%: Sourspot (Dash) DJ Uair.
10%: Luigi can avoid U-tilt only by airdodging with no DI, otherwise he can DI behind Link and DJ away.
20%: Avoiding U-tilt is only possible if Luigi DI's behind Link.
30%: As above.
40%: As above except Platform Drop Through Up-B works.
50%: As above except even with no DI U-tilt won't work.
60%: Platform Drop Through to Up-B stops working.
70% Start attempting SH/FH U-airs, but they are not guaranteed as he can do DJ airdodge or even Nair if you get too close.
80%: As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: DJ Uair no longer works.
Mario: Rating = 1.5/5. FAF = 55.
Guaranteed:
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
77% to 90%: SHUFF.
80% to 90%: Aerial Up-B.
100% to 140%: Sourspot (Dash) FH Uair.
Recommended:
0% to 20%: Don't D-throw.
30% to 50%: U-tilt.
60% to 70%: FH Nair.
77% to 90%: SHUFF.
80% to 90%: Aerial Up-B.
100% to 140%: Sourspot (Dash) FH Uair.
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
77% to 90%: SHUFF.
80% to 90%: Aerial Up-B.
100% to 140%: Sourspot (Dash) FH Uair.
Recommended:
0% to 20%: Don't D-throw.
30% to 50%: U-tilt.
60% to 70%: FH Nair.
77% to 90%: SHUFF.
80% to 90%: Aerial Up-B.
100% to 140%: Sourspot (Dash) FH Uair.
Mario can Nair or Up-B you before you can do any attacks. You get nothing guaranteed.
Dash away or shield or don't d-throw at all.
10%: From this point DI is a thing.
With no DI, Mario's Nair, Up-B, airdodge and DJ will come out, but they will not be quick enough to stop Link from getting an U-tilt.
DIing away from Link (i.e. in the direction Link is facing) only makes matters worse for Mario.
DIing behind Link will allow Mario to airdodge U-tilt or B-reverse an Up-B to hit Link. Turning around to U-tilt in this case will only help if you are literally frame perfect, so I won't be bothering much with that sort of thing.
20%: As above.
30%: As above except that DIing behind Link will no longer help to avoid U-tilt even if Link doesn't turn around.
40%: As above except that U-smash is now unavoidable in most scenarios whereas before Mario could Nair and trade.
Mario can avoid U-smash by DIing behind Link and airdodging or DJing, assuming that Link doesn't turn around U-smash, in which case only DJ will help.
Also Platform Drop Through to Aerial Up-B is unavoidable.
50%: As above except that U-tilt will stop working if Mario DI's away and DJ's, and U-smash will stop working too if you don't dash forwards slightly to follow the DI.
60%: As above except that U-tilt will not work, and U-smash will not work if Mario DI's upwards. However FH Nair works except when the opponent DI's behind Link and airdodges.
70%: Platform Drop Through Up-B stops working. Nothing except FH Nair works as indicated above.
77%: SHUFF works.
80%: FH to immediate aerial Up-B works though you have to be very precise otherwise Mario can airdodge. Mario's Nair trades with our FH Nair.
90%: FH immediate aerial Up-B still works.
91%: SHUFF no longer works.
100%: Aerial Up-B no longer works. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works.
Marth/Lucina ('Lucitha'): Rating = 3.5/5. FAF = 54.
Guaranteed:
30% to 50%: U-tilt.
50%: U-smash.
(50% to 70%: Platform Drop Up-B.)
60% to 80%: FH Nair.
66% to 96%: SHUFF.
80% to 100%: Aerial Up-B.
100% to 110%: Sourspot FH Uair.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10%: U-tilt.
20% to 50%: U-smash.
60%: FH Nair.
66% to 96%: SHUFF.
100% to 110%: Sourspot FH Uair.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
50%: U-smash.
(50% to 70%: Platform Drop Up-B.)
60% to 80%: FH Nair.
66% to 96%: SHUFF.
80% to 100%: Aerial Up-B.
100% to 110%: Sourspot FH Uair.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10%: U-tilt.
20% to 50%: U-smash.
60%: FH Nair.
66% to 96%: SHUFF.
100% to 110%: Sourspot FH Uair.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
10%: U-tilt is only avoidable by DIing behind Link and using Dolphin Slash (in the air it is intangible from frame 1), but it won't hit Link and so unless Lucitha is under e.g. the middle BF platform, this option will not be taken. Be aware however that it is an option and so instead of an U-tilt you may read the DS to the platform and get an Uair instead.
20%: As above except the only way for Lucitha to avoid U-smash now is to use Dolphin Slash which again will not hit Link.
30%: As above except U-tilt is now unavoidable and Lucitha must DI behind Link in order for DS to avoid U-smash.
40%: As above.
50%: As above except now U-smash is unavoidable. FH Nair can only be avoided by DS, but it hits us so not worth it.
Platform Drop Up-B works.
60%: U-tilt can be avoided by DIing away in front of or behind Link and U-smash can be avoided by DIing away in front of Link. FH Nair is now unavoidable.
66%: SHUFF works.
70%: As above except U-smash can be avoided by DIing behind Link too.
80%: As above except U-tilt and U-smash are out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except FH Uair is only avoidable by DIing away from Link and airdodging which will barely avoid the Uair if Link Dashes forwards for a frame or two before the FH Uair (otherwise Lucitha is simply out of range). FH Nair can be avoided by DIing behind Link.
97%: SHUFF no longer works.
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except Aerial Up-B doesn't work.
120%: As above except you'll need to dash forwards if they DI away to force the airdodge and guarantee the FH Sourspot Uair.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Mega Man: Rating = 3/5. FAF = 56.
Guaranteed:
20% to 60%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
50% to 60%: U-smash.
60% to 90%: FH Nair.
70% to 80%: (Dash) U-smash.
70% to 90%: Aerial Up-B.
85% to 118%: SHUFF.
120% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 80%: (Dash) U-smash.
85% to 118%: SHUFF.
120% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
20% to 60%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
50% to 60%: U-smash.
60% to 90%: FH Nair.
70% to 80%: (Dash) U-smash.
70% to 90%: Aerial Up-B.
85% to 118%: SHUFF.
120% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 80%: (Dash) U-smash.
85% to 118%: SHUFF.
120% to 170%: Sourspot (Dash) FH Uair.
180% to 190%: Sourspot (Dash) DJ Uair.
10%: MM must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works. MM must DI behind Link and DJ airdodge to avoid U-smash.
50%: As above except U-smash is unavoidable too.
60%: As above except FH Nair is also unavoidable.
70%: As above except Aerial Up-B is an option. U-tilt can be avoided by DIing away in front or behind Link, and U-smash can be avoided by DIing away in front of Link, but then U-smash can still be unavoidable if Link dashes in for one or two frames first.
80%: As above except U-smash can be avoided by DIing behind Link, but as before, if Link dashes in the direction of the DI for one to two frames U-smash is still unavoidable.
85%: SHUFF works.
90%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
100%: FH Nair no longer works and Aerial Up-B must be frame perfect so forget that too.
119%: SHUFF no longer works.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you will need to dash in for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
190%: As above.
200%: DJ Sourspot Uair no longer works.
Meta Knight: Rating = 4.5/5. FAF = 52.
Guaranteed:
20% to 50%: U-tilt.
30% to 50%: U-smash.
(30% to 60%: Platform Drop Up-B.)
40% to 80%: FH Nair.
62% to 84%: SHUFF.
70% to 90%: Aerial Up-B.
70% to 100%: FH Uair.
110% to 140%: Sourspot FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
0%: U-tilt.
10% to 60%: U-smash.
62% to 84%: SHUFF.
85% to 100%: FH Uair.
110% to 140%: Sourspot FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
30% to 50%: U-smash.
(30% to 60%: Platform Drop Up-B.)
40% to 80%: FH Nair.
62% to 84%: SHUFF.
70% to 90%: Aerial Up-B.
70% to 100%: FH Uair.
110% to 140%: Sourspot FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
0%: U-tilt.
10% to 60%: U-smash.
62% to 84%: SHUFF.
85% to 100%: FH Uair.
110% to 140%: Sourspot FH Uair.
150% to 170%: Sourspot (Dash) DJ Uair.
10%: The only way to avoid U-tilt is by DIing behind Link and airdodging. The only way to avoid U-smash is to DI behind Link and DJ airdodge.
20%: As above except U-tilt is now unavoidable.
30%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
40%: As above except FH Nair is also unavoidable, and FH Bair is a thing which can be comboed into Aerial Up-B or DJ Bair.
50%: As above except Bair will no longer combo.
60%: As above except U-tilt no longer works and U-smash can be avoided by DIing behind Link.
62%: SHUFF works.
70%: As above except FH Uair is unavoidable, Aerial Up-B is now an option, U-smash is out of range, and FH Bair no longer works.
Platform Drop Up-B no longer works.
80%: As above.
85%: SHUFF no longer works.
90%: As above except FH Nair no longer works.
100%: As above except Aerial Up-B no longer works. FH Uair is still unavoidable.
110%: FH Uairs can be avoided by DIing away from Link. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will no longer reach so you'll have to do a DJ Uair and you'll have to dash in for a frame or two if they DI away to ensure the Sourspot Uair.
160%: As above.
170%: As above.
180%: DJ Sourspot Uair no longer works.
Mewtwo: Rating = 5/5. FAF = 50.
Guaranteed:
0%: Grounded Up-B.
0% to 20%: U-tilt.
0% to 30%: U-smash.
(20% to 50%: Platform Drop Up-B.)
30% to 70%: FH Nair.
40% to 50%: (Dash) U-smash.
60% to 70%: FH Uair.
60% to 90%: Aerial Up-B.
(70% to 90%: Platform Drop DJ Fair.)
80% to 110%: (1 frame Dash only) FH Uair.
Recommended:
0% to 30%: U-smash.
40% to 50%: Dash U-smash.
60% to 70%: FH Uair.
80% to 110%: (1 frame Dash) FH Uair.
0%: Grounded Up-B.
0% to 20%: U-tilt.
0% to 30%: U-smash.
(20% to 50%: Platform Drop Up-B.)
30% to 70%: FH Nair.
40% to 50%: (Dash) U-smash.
60% to 70%: FH Uair.
60% to 90%: Aerial Up-B.
(70% to 90%: Platform Drop DJ Fair.)
80% to 110%: (1 frame Dash only) FH Uair.
Recommended:
0% to 30%: U-smash.
40% to 50%: Dash U-smash.
60% to 70%: FH Uair.
80% to 110%: (1 frame Dash) FH Uair.
10%: As above except Grounded Up-B is no longer unavoidable and U-smash is completely unavoidable.
20%: As above except Platform Drop Up-B works.
30%: As above except FH Nair is unavoidable and U-tilt can be avoided by DIing away in front of Link. Also FH Bair to Aerial Up-B or DJ Bair works.
40%: As above except U-smash can be avoided by DIing away in front of Link, though you can still make U-smash work by Dashing forwards for a frame or two first. Also FH Bair no longer works.
50%: As above except U-tilt is out of range.
60%: As above FH Uair is unavoidable, U-smash is out of range, and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
70%: As above. Platform Drop DJ Fair works.
80%: FH Nair no longer works. FH Uair can be avoided by DIing the D-throw away then airdodging or DJ immediate airdodging only, though if you dash forwards for a frame only, FH Uair is still unavoidable. If you dash forwards for two frames though, Mewtwo will be able to airdodge then can drift behind you to avoid the Sourspot Uair.
90%: As above.
100%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works.
110%: As above.
120%: FH Uair no longer works.
Mii Brawler: Rating = 2.5/5. FAF = 55.
Guaranteed:
20% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
60%: (Dash) U-smash.
70% to 80%: FH Nair.
78% to 107%: SHUFF.
80%: Aerial Up-B.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't use D-throw.
10% to 50%: U-tilt.
60% to 80%: FH Nair.
78% to 107%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
60%: (Dash) U-smash.
70% to 80%: FH Nair.
78% to 107%: SHUFF.
80%: Aerial Up-B.
120% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't use D-throw.
10% to 50%: U-tilt.
60% to 80%: FH Nair.
78% to 107%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
10%: In order to avoid U-tilt Brawler must DI behind Link and airdodge or do a frame perfect DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above.
60%: FH Nair can be avoided by DIing behind. U-tilt can be avoided by DIing either away in front or behind Link. U-smash will start to work, but it can be avoided by DIing away in front of Link, though you can still make it work if you dash forwards for a frame or two.
70%: FH Nair is unavoidable. As above except U-tilt and U-smash are out of range.
78%: SHUFF works.
80%: As above except Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
90%: As above except Aerial Up-B and FH Nair no longer work.
108%: SHUFF no longer works.
110%: Sourspot Uair not yet reliable enough.
120%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Mii Gunner: Rating = 2/5. FAF = 55.
Guaranteed:
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
86%: SHUFF.
100%: Sourspot FH Uair.
110%: to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) FH Uair.
Recommended:
10% to 50%: U-tilt.
60% to 70%: FH Nair.
100%: Sourspot FH Uair.
110%: to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) FH Uair.
30% to 40%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
86%: SHUFF.
100%: Sourspot FH Uair.
110%: to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) FH Uair.
Recommended:
10% to 50%: U-tilt.
60% to 70%: FH Nair.
100%: Sourspot FH Uair.
110%: to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) FH Uair.
10%: In order to avoid U-tilt Gunner must DI behind Link and airdodge or DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging, at which point we can get a guaranteed Grounded Up-B.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIing either away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
70%: As above except Platform Drop Up-B no longer works.
80%: FH Nair no longer works. Nothing works.
86%: SHUFF works.
87%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll have to dash forwards for a frame or two to force the airdodge and ensure the FH Sourspot Uair.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works
Mii Sword: Rating = 2/5. FAF = 55.
Guaranteed:
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
78% to 101%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 77%: FH Nair.
78% to 101%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
78% to 101%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 77%: FH Nair.
78% to 101%: SHUFF.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
10%: In order to avoid U-tilt Sword must DI behind Link and airdodge or DJ airodge.
20%: U-tilt is only avoidable by DIing behind Link and airdodging.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above.
60%: U-tilt can be avoided by DIing either away in front or behind Link. FH Nair is only avoidable by DIing behind Link and airdodging.
70%: As above except U-tilt is out of range.
78%: SHUFF works.
80%: As above except Platform Drop Up-B no longer works.
90%: FH Nair no longer works.
102%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: As above.
190%: DJ Sourspot Uair no longer works.
Mr. Game & Watch: Rating = 4/5. FAF = 51.
Guaranteed:
10% to 30%: U-tilt.
30%: U-smash.
(30% to 40%: Platform Drop Up-B.)
70% to 100%: FH Uair.
110%: Sourspot FH Uair.
120% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: U-smash.
40%: FH Nair.
70% to 100%: FH Uair.
110%: Sourspot FH Uair.
120% to 140%: Sourspot DJ Uair.
10% to 30%: U-tilt.
30%: U-smash.
(30% to 40%: Platform Drop Up-B.)
70% to 100%: FH Uair.
110%: Sourspot FH Uair.
120% to 140%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 30%: U-smash.
40%: FH Nair.
70% to 100%: FH Uair.
110%: Sourspot FH Uair.
120% to 140%: Sourspot DJ Uair.
Technically it can also be avoided with Oil Panic but it won't hit Link so whatever. Because GW has Oil Panic which is a frame 2 move than is invulnerable from frame 1 through to 6, it is especially important to only go for guaranteed follow ups when GW has it fully charged, otherwise don't use options that need to get in his face. I will not mention it again because I refuse to fill it up every time I test something.
10%: U-tilt is unavoidable regardless of DI. U-smash is almost unavoidable too in that U-smash will catch DJ and the third strike will hit an airdodge attempt unless GW DI's behind Link.
20%: As above except that DIing behind Link will not help avoid the U-smash anymore.
30%: As above except now the first hit of U-smash is completely unavoidable regardless of DI as well.
Also Platform Drop Up-B works.
40%: U-tilt is out of range and U-smash can be avoided by DIing behind Link, FH Nair is only avoidable by DIing behind Link, and FH Bair is possible if they don't DI away in front of Link.
50%: Platform Drop Up-B no longer works. Nothing is guaranteed. May as well go for Uair as GW can only avoid it with airdodge.
60%: As above.
70%: FH Uair (A-stick up during the jump-squat frames) is unavoidable.
80%: As above.
90%: As above.
100%: As above.
110%: FH Uair can be airdodged. You can still get a FH Sourspot Uair by following the airdodge though.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: As above.
140%: As above.
150%: DJ Sourspot Uair no longer works.
Ness: Rating = 2.5/5. FAF = 54.
Guaranteed:
20% to 30%: U-tilt.
40%: (Walk) U-tilt.
(30% to 50%: Platform Drop Up-B.)
80% to 100%: FH Uair.
Recommended:
10% to 30%: U-tilt.
40%: (Walk) U-tilt.
50% to 70%: FH Nair.
80% to 100%: FH Uair.
20% to 30%: U-tilt.
40%: (Walk) U-tilt.
(30% to 50%: Platform Drop Up-B.)
80% to 100%: FH Uair.
Recommended:
10% to 30%: U-tilt.
40%: (Walk) U-tilt.
50% to 70%: FH Nair.
80% to 100%: FH Uair.
10%: Ness must DI behind Link and airdodge to avoid U-tilt, and if he continues to drift away he can avoid a turn-around Jab.
20%: U-tilt is unavoidable.
30%: As above except Platform Drop Up-B works.
40%: U-tilt can be avoided by DIing away in front or behind Link. Both can be covered by walking in that direction for a couple of frames then U-tilting.
50%: U-tilt is out of range. FH Nair can only be avoided by DIing behind Link and airdodging.
60%: As above except Platform Drop Up-B no longer works.
70%: As above.
80%: FH Uair is unavoidable. FH Nair no longer works.
90%: As above.
100%: As above.
110%: FH Uair can be avoided by DIing away and airdodging, then we cannot get a Sourspot Uair
Olimar: Rating = 5/5. FAF = 51.
Guaranteed:
10% to 40%: U-tilt.
10% to 40%: U-smash.
(20% to 50%: Platform Drop Up-B.)
40% to 70%: FH Nair.
46% to 67%: SHUFF.
50%: (Dash) U-smash.
50% to 80%: Aerial Up-B.
60% to 110%: FH Uair.
(70% to 80%: Platform Drop DJ Fair.)
120% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 40%: U-smash. (Use U-tilt instead if their SDI is on-point.)
46% to 67%: SHUFF.
68% to 110%: FH Uair.
120% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot DJ Uair.
10% to 40%: U-tilt.
10% to 40%: U-smash.
(20% to 50%: Platform Drop Up-B.)
40% to 70%: FH Nair.
46% to 67%: SHUFF.
50%: (Dash) U-smash.
50% to 80%: Aerial Up-B.
60% to 110%: FH Uair.
(70% to 80%: Platform Drop DJ Fair.)
120% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot DJ Uair.
Recommended:
0%: U-tilt.
10% to 40%: U-smash. (Use U-tilt instead if their SDI is on-point.)
46% to 67%: SHUFF.
68% to 110%: FH Uair.
120% to 130%: Sourspot FH Uair.
140% to 150%: Sourspot DJ Uair.
10%: U-tilt and U-smash are unavoidable.
20%: As above except Platform Drop Up-B works.
30%: As above except now FH Nair can only be avoided by DIing behind Link.
40%: As above except now FH Nair is unavoidable.
46%: SHUFF works.
50%: As above except Aerial Up-B is now an option. U-tilt and U-smash can be avoided by DIing away in front or behind Link, but U-smash can still be unavoidable if Link follows the DI and dashes toward Olimar for a frame or two first.
60%: As above except now FH Uair is unavoidable. U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
68%: SHUFF no longer works.
70%: As above. Platform Drop DJ Fair works.
80%: As above except FH Nair no longer works.
90%: As above except Aerial Up-B no longer works. Platform Drop DJ Fair no longer works.
100%: As above.
110%: As above.
120%: FH Uair can be airdodged. You can still get a FH Sourspot Uair by following the airdodge though.
130%: As above.
140%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
150%: As above.
160%: DJ Sourspot Uair no longer works.
Pac-Man: Rating = 1.5/5. FAF = 55.
Guaranteed:
20% to 40%: U-tilt.
(40% to 50%: Platform Drop Up-B.)
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 50%: U-tilt.
60%: FH Nair.
80% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
20% to 40%: U-tilt.
(40% to 50%: Platform Drop Up-B.)
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 50%: U-tilt.
60%: FH Nair.
80% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
10%: Pac must DI behind Link in order to avoid U-tilt, at which point he can Nair, airdodge or DJ airdodge.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by DIng away in front or behind Link.
60%: FH Nair is only avoidable by DIing behind Link and airdodging. U-tilt is out of range.
Platform Drop Up-B no longer works.
70%: Nair no longer works. Nothing works.
80%: Sourspot Uair is not yet reliable but it can work.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: As above except you'll need to dash forwards for a frame or two if they DI away.
140%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
150%: DJ Sourspot Uair no longer works.
Palutena: Rating = 1.5/5. FAF = 54.
Guaranteed:
60% to 80%: Aerial Up-B.
90% to 110%: Sourspot (Dash) FH Uair.
Recommended:
10% to 30%: U-tilt.
50%: FH Nair.
60% to 80%: Aerial Up-B.
90% to 110%: Sourspot (Dash) FH Uair.
60% to 80%: Aerial Up-B.
90% to 110%: Sourspot (Dash) FH Uair.
Recommended:
10% to 30%: U-tilt.
50%: FH Nair.
60% to 80%: Aerial Up-B.
90% to 110%: Sourspot (Dash) FH Uair.
10%: Palutena can avoid U-tilt by DIing behind Link and then airdodging or DJing.
20%: Palutena can avoid U-tilt by DIing behind Link and then DJing.
30%: U-tilt is only avoidable by DIing away in front of Link. U-smash is only avoidable by DIing behind Link then DJing.
Platform Drop Up-B works.
40%: U-tilt is out of range. U-smash can be avoided by DIing either behind or in front of Link.
50%: As above except now FH Nair is only avoidable by DIing behind Link.
60%: As above except U-smash is out of range and Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
70%: As above except FH Nair can be airdodged now.
80%: As above.
90%: Aerial Up-B can be airdodged now. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: Sourspot FH Uair can be avoided by DIing away and DJing, and trying to dash in and DJ Uair won't help.
Peach: Rating = 2/5. FAF = 53.
Guaranteed:
10% to 30%: U-tilt.
(30% to 40%: Platform Drop Up-B.)
70%: Aerial Up-B.
80% to 90%: FH Uair.
100%: Sourspot FH Uair.
110%: Sourspot (Dash) FH Uair.
Recommended:
10% to 30%: U-tilt.
80% to 90%: FH Uair.
100%: Sourspot FH Uair.
110%: Sourspot (Dash) FH Uair.
10% to 30%: U-tilt.
(30% to 40%: Platform Drop Up-B.)
70%: Aerial Up-B.
80% to 90%: FH Uair.
100%: Sourspot FH Uair.
110%: Sourspot (Dash) FH Uair.
Recommended:
10% to 30%: U-tilt.
80% to 90%: FH Uair.
100%: Sourspot FH Uair.
110%: Sourspot (Dash) FH Uair.
10%: Peach is unable to avoid the U-tilt.
20%: As above.
30%: As above except now U-smash is an option too. Without DI the first hit cannot be avoided, but then it may have trouble linking into the other hits. If Peach DI's behind Link and DJ's she can avoid the U-smash.
Also Platform Drop Through to Up-B works.
40%: As above only now U-tilt no longer reaches high enough.
50%: Nothing works as now even U-smash and Platform Drop Through to Up-B don't work and Nair is too slow.
70%: Start attempting FH U-airs, but they are not guaranteed. It is technically possible to get an aerial Up-B to connect but it is very precise and probably not worth going for.
80%: Peach cannot avoid FH U-air, so just follow her DI. You will not need to dash anywhere first; if she DI's away from Link, just FH in that direction and buffer the U-air out of the jump-squat frames with A-stick. Note that when buffering the FH out of the D-throw you must not hit the A-stick Up too early otherwise you'll just get an U-tilt.
90%: As above.
100%: Peach can airdodge the FH U-air. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: Sourspot FH Uair can be avoided by DJing, and trying to DJ Uair won't help.
Pikachu: Rating = 4/5. FAF = 51.
Guaranteed:
0% to 30%: U-tilt.
(20% to 50%: Platform Drop Up-B.)
30%: U-smash.
40% to 50%: (Dash) U-smash if necessary.
40% to 70%: FH Nair.
50% to 80% Aerial Up-B.
54% to 77%: SHUFF.
(70% to 90%: Platform Drop DJ Fair.)
70% to 100%: FH Uair.
110% to 130%: Sourspot FH Uair.
140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30%: U-smash.
40% to 50%: (Dash) U-smash.
54% to 77%: SHUFF.
78% to 100%: FH Uair.
110% to 130%: Sourspot FH Uair.
140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
0% to 30%: U-tilt.
(20% to 50%: Platform Drop Up-B.)
30%: U-smash.
40% to 50%: (Dash) U-smash if necessary.
40% to 70%: FH Nair.
50% to 80% Aerial Up-B.
54% to 77%: SHUFF.
(70% to 90%: Platform Drop DJ Fair.)
70% to 100%: FH Uair.
110% to 130%: Sourspot FH Uair.
140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30%: U-smash.
40% to 50%: (Dash) U-smash.
54% to 77%: SHUFF.
78% to 100%: FH Uair.
110% to 130%: Sourspot FH Uair.
140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
10%: As above except U-smash is now only avoidable by DIing behind Link and DJ airdodging or avoiding the third hit of U-smash by simply DIing the D-throw behind Link and using thunder.
20%: As above except U-smash is only avoidable by DIing behind Link and using thunder to avoid the third hit of U-smash.
Platform Drop Up-B works.
30%: As above except U-smash is unavoidable.
40%: U-tilt and U-smash can be avoided by DIing away in front of Link, though Link can still make U-smash work by Dashing forwards for a frame or two before doing U-smash.
FH Nair is unavoidable now though, and FH Bair is a thing and can combo into Aerial Up-B or DJ Bair if the first Bair hits with Pikachu inside Link (e.g. if there was no DI and you just jump straight up).
50%: As above except U-tilt is out of range and U-smash can be avoided by DIing behind Link, though Link can still make U-smash work by dashing towards Pika's DI first.
Also Aerial Up-B is now an option.
FH Bair is no longer a thing.
54%: SHUFF works.
60%: As above except U-smash is out of range too.
Platform Drop Up-B no longer works.
70%: As above except that now FH Uair is unavoidable. Platform Drop DJ Fair works.
78%: SHUFF no longer works.
80%: As above except FH Nair no longer works.
90%: As above except Aerial Up-B no longer works.
100%: As above. Platform Drop DJ Fair no longer works.
110%: As above except now Pikachu can DI away in front of Link and avoid the initial U-air by airdodging.
Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above except you'll need to dash forwards for a frame or two if they DI away.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: DJ Sourspot Uair no longer works.
Pit and Dark Pit ('Pit'): Rating = 2/5. FAF = 55.
Guaranteed:
40% to 50%: U-tilt.
(50% to 70%: Platform Drop Up-B.)
60% to 70%: FH Nair.
80%: Aerial Up-B
110% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 80%: FH Nair.
90% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
40% to 50%: U-tilt.
(50% to 70%: Platform Drop Up-B.)
60% to 70%: FH Nair.
80%: Aerial Up-B
110% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 80%: FH Nair.
90% to 140%: Sourspot (Dash) FH Uair.
150% to 160%: Sourspot (Dash) DJ Uair.
10%: Pit can avoid U-tilt only by DIing behind Link and then airdodging or DJ immediate airdodging. If Pit airdodges into the ground it is possible to turn around Jab Pit before he can shield.
20%: As above except Link can turn around U-tilt Pit before he can shield and it is technically possible to turn around D-smash too if you're good enough (though it would be safer and easier to just buffer a grounded Up-B).
30%: Pit can avoid Utilt by DIing behind Link and simply DJing away.
40%: U-tilt is unavoidable.
50%: As above except Platform Drop Up-B works.
60%: FH Nair is unavoidable. U-tilt can be avoided by simply DIing away either in front or behind Link.
70%: As above except U-tilt is out of range.
80%: As above only now Aerial Up-B is an option and FH Nair can be avoided by DIing behind Link.
Platform Drop Up-B no longer works.
90%: Up-B is no longer an option. Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
160%: As above.
170%: Sourspot DJ Uair no longer works.
R.O.B.: Rating = 3.5/5. FAF = 57.
Guaranteed:
20% to 60%: U-tilt.
40% to 60%: U-smash.
70% to 80%: FH Nair.
97% to 100%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
20% to 60%: U-smash.
70% to 80%: FH Nair.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
20% to 60%: U-tilt.
40% to 60%: U-smash.
70% to 80%: FH Nair.
97% to 100%: SHUFF.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
20% to 60%: U-smash.
70% to 80%: FH Nair.
110%: Sourspot FH Uair.
120% to 160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
10%: As above.
20%: U-tilt is unavoidable. U-smash is only avoidable if R.O.B does a DJ airdodge with only 1 extra frame of padding.
30%: As above except in order to avoid U-smash the DJ airdodge must be frame perfect.
40%: As above except now U-smash is unavoidable too.
50%: As above except Platform Drop Up-B works.
60%: As above.
70%: FH Nair is unavoidable. U-tilt can be avoided by DIing either away in front or behind Link, and U-smash can be avoided by DIing away in front of Link (dashing forwards first will not help as Rob can DJ away in time).
80%: As above except now U-smash can be avoided by DIing behind Link as well.
90%: U-tilt and U-smash are out of range, and FH Nair no longer works. Nothing works.
Platform Drop Up-B no longer works.
97%: SHUFF works.
100%: As above.
101%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above except you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above.
160%: As above.
170%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: Sourspot DJ Uair no longer works.
Robin: Rating = 3/5. FAF = 55.
Guaranteed:
20% to 50%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
60%: FH Nair.
80% to 90%: Aerial Up-B.
100%: Sourspot FH Uair.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 70%: FH Nair.
80% to 90%: Aerial Up-B.
100%: Sourspot FH Uair.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
20% to 50%: U-tilt.
(40% to 80%: Platform Drop Up-B.)
60%: FH Nair.
80% to 90%: Aerial Up-B.
100%: Sourspot FH Uair.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 50%: U-tilt.
60% to 70%: FH Nair.
80% to 90%: Aerial Up-B.
100%: Sourspot FH Uair.
110% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
10%: Robin can only avoid U-tilt by DIing behind Link and airdodging.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: As above. (U-smash can still be avoided by simply DIing behind Link and DJing)
60%: U-tilt is now avoidable by DIing away in front of Link. FH Nair is now unavoidable. (U-smash can not be avoided by DIing behind Link and DJing, but now it can be avoided by simply DIing away in front of Link.)
70%: As above except U-tilt can be avoided by DIing either away in front or behind Link and Nair can be avoided by DIing behind Link.
80%: As above except U-tilt is out of range and Aerial Up-B is now an option.
90%: As above except FH Nair is no longer an option. Platform Drop Up-B no longer works.
100%: Beyond, Aerial Up-B stops working. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
170%: As above.
180%: Sourspot DJ Uair no longer works.
Rosalina: Rating = 2.5/5. FAF = 51.
Guaranteed:
(Assuming Luma is unable to interfere.)
10% to 20%: U-tilt.
(20% to 40%: Platform Drop Up-B.)
50% to 70%: Aerial Up-B.
(70%: Platform Drop DJ Fair.)
70% to 90%: FH Uair.
100% to 110%: Sourspot FH Uair.
120%: Sourspot DJ Uair.
130%: Sourspot (Dash) DJ Uair.
Recommended:
(Assuming Luma is unable to interfere.)
10% to 30%: U-tilt.
50% to 60%: Aerial Up-B.
70% to 90%: FH Uair.
100% to 110%: Sourspot FH Uair.
120%: Sourspot DJ Uair.
130%: Sourspot (Dash) DJ Uair.
(Assuming Luma is unable to interfere.)
10% to 20%: U-tilt.
(20% to 40%: Platform Drop Up-B.)
50% to 70%: Aerial Up-B.
(70%: Platform Drop DJ Fair.)
70% to 90%: FH Uair.
100% to 110%: Sourspot FH Uair.
120%: Sourspot DJ Uair.
130%: Sourspot (Dash) DJ Uair.
Recommended:
(Assuming Luma is unable to interfere.)
10% to 30%: U-tilt.
50% to 60%: Aerial Up-B.
70% to 90%: FH Uair.
100% to 110%: Sourspot FH Uair.
120%: Sourspot DJ Uair.
130%: Sourspot (Dash) DJ Uair.
10%: If Rosalina is by herself, then U-tilt is unavoidable. U-smash is almost unavoidable insofar as DJ will not be able to avoid the first hit but then the second hit will get messed up and allow Rosalina an opportunity to escape, and airdodge will only dodge the first two hits before landing and getting hit by the third strike. Otherwise Luma will either hit you or get hit by U-tilt/U-smash which will delay it long enough for her to get away.
You can try to grab Rosalina toward the end of the grab and instantly D-throw to separate her from Luma even if it's still alive, otherwise just hit it away first.
20%: As above. U-smash is still avoidable by DIing behind Link and DJing or airdodging.
Platform Drop Through Up-B works.
30%: As above except U-tilt can be avoided by DIing in front of or behind Link.
40%: U-tilt is now out of range.
50%: FH immediate Aerial Up-B is now unavoidable. Platform Drop Through Up-B no longer works.
60%: As above.
70%: As above except FH U-air is also unavoidable now. (DI will not avoid Aerial Up-B or U-air if you jump towards them.) Platform Drop DJ Fair works.
80%: Rosalina can airdodge Aerial Up-B now, but not Uair. Platform Drop DJ Fair no longer works.
90%: As above.
100%: The initial hit of FH Uair can be avoided with airdodge. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above.
120%: FH Uair will stop reaching, so to force the Sourspot Uair you'll need to DJ.
130%: As above except you'll need to dash forwards for a frame or two if they DI away.
140%: Sourspot DJ Uair no longer works.
Roy: Rating = 3.5/5. FAF = 55.
Guaranteed:
20% to 60%: U-tilt.
40% to 60%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 80%: (Dash) U-smash.
80% to 109%: SHUFF.
90%: Aerial Up-B.
120% to 160%: Sourspot (Dash for a bit longer) FH Uair.
Recommended:
0% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 80%: (Dash) U-smash.
83% to 109%: SHUFF.
120% to 160%: Sourspot (Dash for a bit longer) FH Uair.
20% to 60%: U-tilt.
40% to 60%: U-smash.
(40% to 90%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 80%: (Dash) U-smash.
80% to 109%: SHUFF.
90%: Aerial Up-B.
120% to 160%: Sourspot (Dash for a bit longer) FH Uair.
Recommended:
0% to 30%: U-tilt.
40% to 60%: U-smash.
70% to 80%: (Dash) U-smash.
83% to 109%: SHUFF.
120% to 160%: Sourspot (Dash for a bit longer) FH Uair.
10%: Roy must DI behind Link and airdodge or do a frame perfect DJ immediate airdodge to avoid U-tilt.
20%: U-tilt is unavoidable.
30%: As above.
40%: As above except U-smash is also unavoidable.
Platform Drop Up-B works.
50%: As above.
60%: As above except FH Nair is unavoidable.
70%: As above except U-tilt and U-smash can be avoided by DIing away in front of Link, though U-smash can still be unavoidable if Link dashes forwards for a frame or two first.
80%: As above. SHUFF works.
90%: As above except U-tilt is out of range, dashing forwards then doing U-smash no longer works if Roy DI's away, and Aerial Up-B is now an option.
100%: U-smash is out of range, and FH Nair and Aerial Up-B no longer work.
Platform Drop Up-B no longer works. Nothing works.
110%: SHUFF no longer works.
120% Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
130%: As above.
140%: As above.
150%: As above but note if they DI away you have to Dash in for a bit longer than normal.
160% As above.
170%: Sourspot FH Uair can be avoided by DIing away.
Ryu: Rating = 1.5/5. FAF = 56.
Guaranteed:
40% to 50%: U-tilt.
120% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 70%: U-tilt.
110% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
40% to 50%: U-tilt.
120% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 70%: U-tilt.
110% to 140%: Sourspot (Dash) FH Uair.
150%: Sourspot (Dash) DJ Uair.
0%: Ryu can avoid U-tilt by using Nair, FA, TS, airdodge or DJ airdodge.
10%: In order to avoid U-tilt Ryu can FA or TS. You can beat FA by doing Jab 1 to 2, but regardless of what you do TS will hit you if you don't shield/dodge.
20%: U-tilt can only be avoided by DIing behind Link using FA or TS. FA must be reversed in order to face Link, which can be avoided with a roll even if released as early as possible. If Ryu DIs behind you and does a TS then reverses it, he will avoid the U-tilt but will miss you.
30%: As above.
40%: U-tilt is unavoidable.
50%: As above.
60%: U-tilt can be avoided by DIing away in front of Link.
70%: Aerial Up-B can be beaten FA + SDI or just using TS. U-tilt can be avoided by DIing behind Link as well.
80%: As above except U-tilt is out of range.
90%: As above.
100%: Aerial Up-B can be airdodged.
110%: FH Uair is only avoidable by DIing away and either using FA or airdodging. Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away. They can still DI away and FA the Uair though.
Note, if Ryu tries to TS, you will be beneath him and will get a Sourspot Uair.
120%: Sourspot Uair becomes reliable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame if they DI away. If you dash forwards for anything more than a frame, the Uair can be absorbed with FA.
130%: As above except you may dash forwards for up to 3 frames, a generous enough window to make this reliable.
140%: As above.
150%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ. If you're on-point and they DI away you can hit them before FA or DJ come out.
160%: Sourspot DJ Uair no longer works if they DI away.
Samus: Rating = 0/5. FAF = 57.
Guaranteed:
(50% to 70%: Platform Drop Up-B.)
110% to 140%: Sourspot (Dash) FH Uair.
Recommended:
20% to 60%: U-tilt.
110% to 140%: Sourspot (Dash) FH Uair.
(50% to 70%: Platform Drop Up-B.)
110% to 140%: Sourspot (Dash) FH Uair.
Recommended:
20% to 60%: U-tilt.
110% to 140%: Sourspot (Dash) FH Uair.
10%: As above.
20%: Samus has to DJ then airdodge to escape U-tilt without DI, otherwise she can just DI behind Link and DJ.
30%: Samus must DI behind Link then DJ to avoid U-tilt.
40%: As above.
50%: As above except U-tilt can also be avoided by simply DIing away in front of Link.
Platform Drop Up-B works.
60%: U-tilt can be avoided by simply DIing either away in front or behind Link.
70%: U-tilt is out of range entirely.
80%: Platform Drop Up-B no longer works. Nothing is guaranteed. Go for Uairs.
90%: As above.
100%: As above.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: As above.
150%: Sourspot FH Uair no longer works and doing a DJ Uair won't help.
Sheik: Rating = 4/5. FAF = 52.
Guaranteed:
0%: Jab.
10% to 30%: U-tilt.
20% to 30%: U-smash.
(30% to 60%: Platform Drop Up-B.)
40% to 60%: (Dash) U-smash.
50%: FH Nair.
62% to 77%: SHUFF.
70% to 80%: Aerial Up-B.
100% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Jab.
10%: U-tilt.
20% to 30%: U-smash.
40% to 60%: (Dash) U-smash.
62% to 77%: SHUFF.
80%: Aerial Up-B.
(Between 70% and 110%, (Dash) FH Uair can only be avoided by DIing away and airdodging.)
100% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
0%: Jab.
10% to 30%: U-tilt.
20% to 30%: U-smash.
(30% to 60%: Platform Drop Up-B.)
40% to 60%: (Dash) U-smash.
50%: FH Nair.
62% to 77%: SHUFF.
70% to 80%: Aerial Up-B.
100% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Jab.
10%: U-tilt.
20% to 30%: U-smash.
40% to 60%: (Dash) U-smash.
62% to 77%: SHUFF.
80%: Aerial Up-B.
(Between 70% and 110%, (Dash) FH Uair can only be avoided by DIing away and airdodging.)
100% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
10%: U-tilt is unavoidable. Jab no longer works.
20%: As above except that U-smash is unavoidable now too.
30%: As above except Platform Drop Up-B works.
40%: FH Nair can only be avoided by DIing behind Link. U-tilt can be avoided by DIing away in front of Link. U-smash can be avoided by DIing away in front of Link, but this can be countered by dashing forwards for a frame or two first. FH Bair is a thing if Sheik DI's behind you, but then there are no followups.
50%: As above except that FH Nair is unavoidable and U-tilt can also be avoided by simply DIing behind Link.
60%: As above except U-tilt is now out of range and FH Nair can be avoided again.
62%: SHUFF works.
70%: As above except U-smash is now out of range, Aerial Up-B is now an option, and FH Uair can only be avoided by DIing away from Link, however if Link dashes in for a frame or two first, the only way to avoid Uair is to airdodge.
Platform Drop Up-B no longer works.
78%: SHUFF no longer works.
80%: As above.
90%: As above except Aerial Up-B no longer works .
100%: As above except Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: FH initial hit Uair no longer works (when they weren't DIing away). Sourspot Uair still works though.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ and make sure your dash in far enough if they DI away.
150%: Sourspot DJ Uair no longer works when they DI away.
Shulk: FAF = 56.
Default: Rating = 2.5/5.
Jump: Rating = 3.5/5.
Speed: Rating = 2.5/5.
Shield: Rating = 2/5.
Buster: Rating = 2.5/5.
Smash: Rating = 2.5/5.
Default
0%: Shulk can avoid U-tilt by DJing behind Link among other things.
10%: Shulk must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: Shulk can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around).
30%: U-tilt is unavoidable.
40%: As above except that Platform Drop Up-B works.
50%: As above except now U-smash is unavoidable too.
60%: FH Nair is unavoidable. U-tilt can be avoided by DIng away in front or behind Link. U-smash can be avoided by DIing away in front of Link, and dashing forwards first will not help.
70%: As above except U-tilt and U-smash are out of range.
78%: SHUFF works.
80%: As above except Platform Drop Up-B no longer works.
90%: FH Nair no longer works.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: As above.
180%: Sourspot DJ Uair no longer works.
Jump
0%: Shulk can only avoid U-tilt by DJ immediate airdodging.
10%: Shulk must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: Shulk can only avoid U-tilt by DIing behind Link and airdodging; we cannot punish the airdodge if it was used to avoid an U-tilt.
30%: U-tilt is unavoidable.
40%: As above except now U-smash is unavoidable too.
Platform Drop Up-B works.
50%: As above.
60%: As above except FH Nair is unavoidable.
70%: As above except U-tilt can be avoided by DIing either away in front or behind Link. Aerial Up-B is now an option.
80%: As above except U-smash can be avoided by DIing away in front or behind Link, but you can still make U-smash work if you Dash towards the DI for one or two frames.
85%: SHUFF works.
90%: As above except U-tilt is out of range.
Platform Drop Up-B no longer works.
100%: As above except U-smash is out of range and FH Nair can be avoided by DIing behind Link.
110%: FH Nair and Aerial Up-B no longer work.
120%: SHUFF no longer works.
130%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: As above.
190%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
200%: Sourspot DJ Uair no longer works if they DI away.
Speed
0%: Shulk can airdodge or DJ airdodge to avoid U-tilt.
10%: Shulk must DI behind Link and airdodge or DJ airdodge in order to avoid U-tilt.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge, at which point grounded Up-B is unavoidable.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above except U-smash is also unavoidable.
60%: As above except FH Nair is now unavoidable. U-tilt can be avoided by DIing away in front or behind Link.
70%: As above except U-tilt is out of range. U-smash can be avoided by DIing away in front or behind Link, but U-smash can still work if Link dashes towards the DI for a frame or two before doing U-smash. Aerial Up-B is now an option.
78%: SHUFF works.
80%: As above except U-smash is out of range.
Platform Drop Up-B no longer works.
90%: FH Nair and Aerial Up-B no longer work.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: As above.
180%:
190%: Sourspot DJ Uair no longer works.
Shield
0%: U-tilt is avoidable by DJing behind Link or by DJ airdodging.
10%: As above, no need to DI.
20%: As above.
30%: Shulk can on longer DJ behind Link and avoid U-tilt (regardless of DI). DJ airdodge is the only way to avoid U-tilt, no need for DI.
40%: As above.
50%: As above.
60%: As above except now Shulk can also airdodge to avoid U-tilt, no DI required.
70%: As above.
80%: As above.
90%: Shulk must DI behind Link and either airdodge or DJ airdodge in order to avoid U-tilt.
100%: The only way to avoid U-tilt is to DI behind Link and airdodge, at which point we can do a Grounded Up-B which Shulk cannot shield.
110%: As above.
120%: U-tilt is unavoidable.
130%: As above except Platform Drop Up-B works.
140%: As above except U-smash is also unavoidable.
150%: As above except now FH Nair is unavoidable too.
160%: As above except U-tilt and U-smash can be avoided by DIing either away in front or behind Link, however U-smash can still work if Link dashes towards the DI for a frame or two.
170%: As above except U-tilt it out of range. Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
176%: SHUFF works.
180%: As above except U-smash is out of range.
190%: FH Nair and Aerial Up-B no longer work.
199%: SHUFF no longer works.
210%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
220%: As above.
230%: As above.
240%: As above.
250%: As above.
260%: As above.
270%: As above.
280%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
290%: As above.
300%:
310%: Sourspot DJ Uair no longer works.
Buster
0%: Shulk can airdodge, DJ airdodge, or DJ behind Link to avoid U-tilt.
10%: Shulk must DI behind Link and airdodge or DJ airdodge to avoid U-tilt.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge into the ground, at which point we can do a grounded Up-B which is unavoidable.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above except U-smash is also unavoidable.
60%: FH Nair is unavoidable. U-tilt and U-smash can be avodied by DIing either way in front or behind Link (dashing forwards first will not allow U-smash to connect).
70%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
78%: SHUFF works.
80%: As above.
90%: FH Nair no longer works.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: Sourspot DJ Uair no longer works.
Smash
0%: U-tilt is unavoidable.
10%: As above.
20%: As above except Platform Drop Up-B works.
30%: As above except U-smash is unavoidable too.
40%: FH Nair is unavoidable. U-tilt and U-smash can be avoided by DIing either away in front or behind Link, but U-smash can still work by dashing towards the DI for a frame or two first.
50%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
56%: SHUFF works.
60%: As above.
70%: FH Nair no longer works.
73%: SHUFF no longer works.
80%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
90%: As above.
100%: As above.
110%: As above.
120%: As above.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
150%: Sourspot DJ Uair no longer works.
Guaranteed:
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
50%: U-smash.
60% to 80%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50%: U-smash.
60% to 77%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
50%: U-smash.
60% to 80%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50%: U-smash.
60% to 77%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 170%: Sourspot (Dash) DJ Uair.
10%: Shulk must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: Shulk can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around).
30%: U-tilt is unavoidable.
40%: As above except that Platform Drop Up-B works.
50%: As above except now U-smash is unavoidable too.
60%: FH Nair is unavoidable. U-tilt can be avoided by DIng away in front or behind Link. U-smash can be avoided by DIing away in front of Link, and dashing forwards first will not help.
70%: As above except U-tilt and U-smash are out of range.
78%: SHUFF works.
80%: As above except Platform Drop Up-B no longer works.
90%: FH Nair no longer works.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: As above.
180%: Sourspot DJ Uair no longer works.
Jump
Guaranteed:
30% to 60%: U-tilt.
40% to 70%: U-smash.
(40% to 80%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 100%: Aerial Up-B.
80% to 90%: (Dash) U-smash.
85% to 119%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 30%: U-tilt.
40% to 70%: U-smash.
80% to 90%: (Dash) U-smash.
91% to 119%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
30% to 60%: U-tilt.
40% to 70%: U-smash.
(40% to 80%: Platform Drop Up-B.)
60% to 90%: FH Nair.
70% to 100%: Aerial Up-B.
80% to 90%: (Dash) U-smash.
85% to 119%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 30%: U-tilt.
40% to 70%: U-smash.
80% to 90%: (Dash) U-smash.
91% to 119%: SHUFF.
130% to 180%: Sourspot (Dash) FH Uair.
190%: Sourspot (Dash) DJ Uair.
10%: Shulk must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ airdodge.
20%: Shulk can only avoid U-tilt by DIing behind Link and airdodging; we cannot punish the airdodge if it was used to avoid an U-tilt.
30%: U-tilt is unavoidable.
40%: As above except now U-smash is unavoidable too.
Platform Drop Up-B works.
50%: As above.
60%: As above except FH Nair is unavoidable.
70%: As above except U-tilt can be avoided by DIing either away in front or behind Link. Aerial Up-B is now an option.
80%: As above except U-smash can be avoided by DIing away in front or behind Link, but you can still make U-smash work if you Dash towards the DI for one or two frames.
85%: SHUFF works.
90%: As above except U-tilt is out of range.
Platform Drop Up-B no longer works.
100%: As above except U-smash is out of range and FH Nair can be avoided by DIing behind Link.
110%: FH Nair and Aerial Up-B no longer work.
120%: SHUFF no longer works.
130%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
140%: As above.
150%: As above.
160%: As above.
170%: As above.
180%: As above.
190%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
200%: Sourspot DJ Uair no longer works if they DI away.
Speed
Guaranteed:
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
50% to 60%: U-smash.
60% to 80%: FH Nair.
70%: (Dash) U-smash.
70% to 80%: Aerial Up-B.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50% to 60%: U-smash.
70%: (Dash) U-smash.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
(40% to 70%: Platform Drop Up-B.)
50% to 60%: U-smash.
60% to 80%: FH Nair.
70%: (Dash) U-smash.
70% to 80%: Aerial Up-B.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50% to 60%: U-smash.
70%: (Dash) U-smash.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160% to 180%: Sourspot (Dash) DJ Uair.
10%: Shulk must DI behind Link and airdodge or DJ airdodge in order to avoid U-tilt.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge, at which point grounded Up-B is unavoidable.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above except U-smash is also unavoidable.
60%: As above except FH Nair is now unavoidable. U-tilt can be avoided by DIing away in front or behind Link.
70%: As above except U-tilt is out of range. U-smash can be avoided by DIing away in front or behind Link, but U-smash can still work if Link dashes towards the DI for a frame or two before doing U-smash. Aerial Up-B is now an option.
78%: SHUFF works.
80%: As above except U-smash is out of range.
Platform Drop Up-B no longer works.
90%: FH Nair and Aerial Up-B no longer work.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: As above.
180%:
190%: Sourspot DJ Uair no longer works.
Shield
Guaranteed:
120% to 150%: U-tilt.
(130% to 160%: Platform Drop Up-B.)
140% to 150%: U-smash.
150% to 180%: FH Nair.
160% to 170%: (Dash) U-smash.
170% to 180%: Aerial Up-B.
176% to 198%: SHUFF.
120% to 270%: Sourspot (Dash) FH Uair.
280% to 300%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 130%: U-tilt.
140% to 150%: U-smash.
160% to 170%: (Dash) U-smash.
176% to 198%: SHUFF.
120% to 270%: Sourspot (Dash) FH Uair.
280% to 300%: Sourspot (Dash) DJ Uair.
120% to 150%: U-tilt.
(130% to 160%: Platform Drop Up-B.)
140% to 150%: U-smash.
150% to 180%: FH Nair.
160% to 170%: (Dash) U-smash.
170% to 180%: Aerial Up-B.
176% to 198%: SHUFF.
120% to 270%: Sourspot (Dash) FH Uair.
280% to 300%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 130%: U-tilt.
140% to 150%: U-smash.
160% to 170%: (Dash) U-smash.
176% to 198%: SHUFF.
120% to 270%: Sourspot (Dash) FH Uair.
280% to 300%: Sourspot (Dash) DJ Uair.
10%: As above, no need to DI.
20%: As above.
30%: Shulk can on longer DJ behind Link and avoid U-tilt (regardless of DI). DJ airdodge is the only way to avoid U-tilt, no need for DI.
40%: As above.
50%: As above.
60%: As above except now Shulk can also airdodge to avoid U-tilt, no DI required.
70%: As above.
80%: As above.
90%: Shulk must DI behind Link and either airdodge or DJ airdodge in order to avoid U-tilt.
100%: The only way to avoid U-tilt is to DI behind Link and airdodge, at which point we can do a Grounded Up-B which Shulk cannot shield.
110%: As above.
120%: U-tilt is unavoidable.
130%: As above except Platform Drop Up-B works.
140%: As above except U-smash is also unavoidable.
150%: As above except now FH Nair is unavoidable too.
160%: As above except U-tilt and U-smash can be avoided by DIing either away in front or behind Link, however U-smash can still work if Link dashes towards the DI for a frame or two.
170%: As above except U-tilt it out of range. Aerial Up-B is now an option.
Platform Drop Up-B no longer works.
176%: SHUFF works.
180%: As above except U-smash is out of range.
190%: FH Nair and Aerial Up-B no longer work.
199%: SHUFF no longer works.
210%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
220%: As above.
230%: As above.
240%: As above.
250%: As above.
260%: As above.
270%: As above.
280%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
290%: As above.
300%:
310%: Sourspot DJ Uair no longer works.
Buster
Guaranteed:
30% to 50%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
50%: U-smash.
60% to 80%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50%: U-smash.
60% to 77%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160%: Sourspot (Dash) DJ Uair.
30% to 50%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
50%: U-smash.
60% to 80%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160%: Sourspot (Dash) DJ Uair.
Recommended:
10% to 40%: U-tilt.
50%: U-smash.
60% to 77%: FH Nair.
78% to 95%: SHUFF.
100% to 150%: Sourspot (Dash) FH Uair.
160%: Sourspot (Dash) DJ Uair.
10%: Shulk must DI behind Link and airdodge or DJ airdodge to avoid U-tilt.
20%: The only way to avoid U-tilt is to DI behind Link and airdodge into the ground, at which point we can do a grounded Up-B which is unavoidable.
30%: U-tilt is unavoidable.
40%: As above except Platform Drop Up-B works.
50%: As above except U-smash is also unavoidable.
60%: FH Nair is unavoidable. U-tilt and U-smash can be avodied by DIing either way in front or behind Link (dashing forwards first will not allow U-smash to connect).
70%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
78%: SHUFF works.
80%: As above.
90%: FH Nair no longer works.
96%: SHUFF no longer works.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
110%: As above.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
170%: Sourspot DJ Uair no longer works.
Smash
Guaranteed:
0% to 30%: U-tilt.
(20% to 40%: Platform Drop Up-B.)
30%: U-smash.
40%: (Dash) U-smash.
40% to 60%: FH Nair.
56% to 72%: SHUFF.
80% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30%: U-smash.
40%: (Dash) U-smash.
50%: FH Nair.
56% to 72%: SHUFF.
80% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
0% to 30%: U-tilt.
(20% to 40%: Platform Drop Up-B.)
30%: U-smash.
40%: (Dash) U-smash.
40% to 60%: FH Nair.
56% to 72%: SHUFF.
80% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 20%: U-tilt.
30%: U-smash.
40%: (Dash) U-smash.
50%: FH Nair.
56% to 72%: SHUFF.
80% to 130%: Sourspot (Dash) FH Uair.
140%: Sourspot (Dash) DJ Uair.
10%: As above.
20%: As above except Platform Drop Up-B works.
30%: As above except U-smash is unavoidable too.
40%: FH Nair is unavoidable. U-tilt and U-smash can be avoided by DIing either away in front or behind Link, but U-smash can still work by dashing towards the DI for a frame or two first.
50%: As above except U-tilt and U-smash are out of range.
Platform Drop Up-B no longer works.
56%: SHUFF works.
60%: As above.
70%: FH Nair no longer works.
73%: SHUFF no longer works.
80%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
90%: As above.
100%: As above.
110%: As above.
120%: As above.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
150%: Sourspot DJ Uair no longer works.
Sonic: Rating = 1/5. FAF = 54.
Guaranteed:
30%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
75% to 77%: SHUFF.
90% to 100%: Sourspot FH Uair.
110%: to 130%: Sourspot (Dash) FH Uair.
Recommended:
10% to 40%: U-tilt.
60%: FH Nair.
75% to 77%: SHUFF.
90% to 100%: Sourspot FH Uair.
110%: to 130%: Sourspot (Dash) FH Uair.
30%: U-tilt.
(40% to 60%: Platform Drop Up-B.)
75% to 77%: SHUFF.
90% to 100%: Sourspot FH Uair.
110%: to 130%: Sourspot (Dash) FH Uair.
Recommended:
10% to 40%: U-tilt.
60%: FH Nair.
75% to 77%: SHUFF.
90% to 100%: Sourspot FH Uair.
110%: to 130%: Sourspot (Dash) FH Uair.
10%: Sonic must DI behind Link in order to avoid U-tilt, at which point he can airdodge or DJ immediate airdodge.
20%: Sonic can only avoid U-tilt by DIing behind Link and airdodging, at which point we can hit him with a grounded Up-B (no need to turn around), or a turn around re-grab among other things.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by DIing away in front or behind Link.
Platform Drop Up-B works.
50%: As above.
60%: FH Nair is only avoidable by DIing behind Link and airdodging.
70%: FH Nair no longer works.
Platform Drop Up-B no longer works.
75%: SHUFF works.
78%: SHUFF no longer works.
90% Sourspot Uair becomes unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: As above.
140%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
150%: Sourspot DJ Uair no longer works.
Toon Link: Rating = 1.5/5. FAF = 54.
Guaranteed:
30%: U-tilt.
80% to 110%: Sourspot FH Uair.
120%: Sourspot (Dash) FH Uair.
130% to 140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 40%: U-tilt.
80% to 110%: Sourspot FH Uair.
120%: Sourspot (Dash) FH Uair.
130% to 140%: Sourspot (Dash) DJ Uair.
30%: U-tilt.
80% to 110%: Sourspot FH Uair.
120%: Sourspot (Dash) FH Uair.
130% to 140%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 40%: U-tilt.
80% to 110%: Sourspot FH Uair.
120%: Sourspot (Dash) FH Uair.
130% to 140%: Sourspot (Dash) DJ Uair.
10%: Toon will only be able to escape U-tilt by DIing behind Link and DJing then immediately airdodging. If Toon just airdodges into the ground, then we'll be able to punish with an U-smash or turn around U-smash depending on DI (though grounded Up-B will cover everything).
20%: U-tilt is only unavoidable if Toon DI's behind Link and airdodges, but then we can punish even with an unavoidable turn around re-grab or an F-smash.
30%: U-tilt is unavoidable.
40%: U-tilt can be avoided by simply DIing away in front or behind Link.
50%: U-tilt is out of range.
60%: As above.
70%: As above.
80%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
90%: As above.
100%: As above.
110%: As above.
120%: As above except you'll need to dash forwards for a frame or two if they DI away.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
140%: As above.
150%: Sourspot DJ Uair no longer works.
Villager: Rating = 0/5. FAF = 55.
Guaranteed:
(40% to 60%: Platform Drop Up-B.)
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) DJ Uair.
(40% to 60%: Platform Drop Up-B.)
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) DJ Uair.
Recommended:
0%: Don't D-throw.
10% to 50%: U-tilt.
90% to 120%: Sourspot FH Uair.
130%: Sourspot (Dash) DJ Uair.
10%: Villager can DI behind and DJ out to avoid U-tilt.
20%: As above.
30%: As above.
40%: As above except Platform Drop Up-B works.
50%: U-tilt can be avoided by simply DIing away from link or behind him.
60%: U-tilt is out of range.
70%: Platform Drop Up-B no longer works.
80%: As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: As above except you'll need to dash forwards for a frame or two if they DI away and FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ
140%: Sourspot DJ Uair no longer works.
Wario: Rating = 1.5/5. FAF = 57.
Guaranteed:
40% to 50%: U-tilt.
(50% to 70%: Platform Drop Up-B.)
80% to 90%: Aerial Up-B.
89% to 103%: SHUFF.
110% to 150%: Sourspot FH Uair.
160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 50%: U-tilt.
70% to 80%: FH Nair.
89% to 103%: SHUFF.
110% to 150%: Sourspot FH Uair.
160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
40% to 50%: U-tilt.
(50% to 70%: Platform Drop Up-B.)
80% to 90%: Aerial Up-B.
89% to 103%: SHUFF.
110% to 150%: Sourspot FH Uair.
160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: Don't D-throw.
20% to 50%: U-tilt.
70% to 80%: FH Nair.
89% to 103%: SHUFF.
110% to 150%: Sourspot FH Uair.
160%: Sourspot (Dash) FH Uair.
170% to 180%: Sourspot (Dash) DJ Uair.
10%: As above except that Wario's Nair trades now.
20%: Wario can only avoid U-tilt if he DI's the D-throw behind Link (and DJ's or airdodges).
30%: Wario can only avoid U-tilt and U-smash if he DI's the D-throw behind Link.
40%: As above except U-tilt is now unavoidable regardless of DI.
50%: As above except that Platform Drop Up-B works.
60%: As above except U-tilt is avoidable by DIing D-throw away or behind Link.
70%: As above except that FH Nair is only avoidable by DIing the D-throw behind Link.
80%: As above except Platform Drop Up-B no longer works, U-tilt and U-smash are out of range, and FH to immediate Aerial Up-B is technically a thing now but must be done perfectly. At this point go for Uairs only.
89%: SHUFF works.
90%: As above except Nair is no longer a thing.
100%: Aerial Up-B no longer works.
104%: SHUFF no longer works.
110%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
120%: As above.
130%: As above.
140%: As above.
150%: As above.
160%: As above except you'll need to dash forwards for a frame or two if they DI away.
170%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
180%: As above.
190%: Sourspot DJ Uair no longer works.
Wii Fit Trainer: Rating = 0/5. FAF = 55.
Guaranteed:
(50% to 60%: Platform Drop Up-B.)
90% to 100%: Sourspot FH Uair.
110% to 120%: Sourspot (Dash) FH Uair.
Recommended:
20% to 30%: U-tilt.
90% to 100%: Sourspot FH Uair.
110% to 120%: Sourspot (Dash) FH Uair.
(50% to 60%: Platform Drop Up-B.)
90% to 100%: Sourspot FH Uair.
110% to 120%: Sourspot (Dash) FH Uair.
Recommended:
20% to 30%: U-tilt.
90% to 100%: Sourspot FH Uair.
110% to 120%: Sourspot (Dash) FH Uair.
10%: WFT can DI behind Link and simply DJ out, otherwise there's airdodge or DJ airdodge.
20%: WFT must DI behind Link to avoid U-tilt, but can still simply DJ out.
30%: As above.
40%: As above except WFT can also just DI away in front of Link to avoid U-tilt.
50%: U-tilt is out of range.
Platform Drop Up-B works.
60%: As above.
70%: Platform Drop Up-B no longer works. Nothing works.
80% As above.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above except you'll need to dash forwards for a frame or two if they DI away.
120%: As above.
130%: Sourspot FH Uair no longer works, and DJing does not help.
Yoshi: Rating = 1/5. FAF = 56.
Guaranteed:
90% to 120%: Sourspot FH Uair.
130% to 140%: Sourspot DJ Uair.
Recommended:
0% to 30%: Don't D-throw.
40%: U-tilt.
80%: FH Uair.
90% to 120%: Sourspot FH Uair.
130% to 140%: Sourspot DJ Uair.
90% to 120%: Sourspot FH Uair.
130% to 140%: Sourspot DJ Uair.
Recommended:
0% to 30%: Don't D-throw.
40%: U-tilt.
80%: FH Uair.
90% to 120%: Sourspot FH Uair.
130% to 140%: Sourspot DJ Uair.
10%: As above.
20%: And here things get interesting. U-tilt will hit Yoshi if he tries to airdodge or DJ, but then the heavy armor on DJ means that Yoshi can take the hit and then Down-B to hit us before we can shield. So as far as I'm concerned, DJ says no.
30%: As above.
40%: U-tilt and U-smash will connect before DJ can come out, but then they can be avoided entirely if Yoshi DI's behind Link and DJ's.
50%: As above except U-tilt is now out of range.
60%: U-smash now out of range too. Platform Drop B-reverse Up-B will hit beat a Yoshi trying to DI behind you and DJ, but then it won't beat no DI DJ.
70%: Nothing works.
80%: You may as well start going for U-airs. U-air will eat through the DJ heavy armor.
90%: Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge.
100%: As above.
110%: As above.
120%: As above.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
140%: As above.
150%: Sourspot DJ Uair no longer works.
Zelda: Rating = 2.5/5. FAF = 53.
Guaranteed:
20% to 30%: U-tilt.
(30% to 60%: Platform Drop Up-B.)
40%: U-smash.
40% to 60%: FH Nair.
60% to 70%: Aerial Up-B.
64% to 75%: SHUFF.
80%: FH Uair.
90% to 120%: Sourspot (Dash) FH Uair.
130% to 150%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: U-tilt.
20% to 40%: U-smash.
50% to 60%: FH Nair.
64% to 75%: SHUFF.
80%: FH Uair.
90% to 120%: Sourspot (Dash) FH Uair.
130% to 150%: Sourspot (Dash) DJ Uair.
20% to 30%: U-tilt.
(30% to 60%: Platform Drop Up-B.)
40%: U-smash.
40% to 60%: FH Nair.
60% to 70%: Aerial Up-B.
64% to 75%: SHUFF.
80%: FH Uair.
90% to 120%: Sourspot (Dash) FH Uair.
130% to 150%: Sourspot (Dash) DJ Uair.
Recommended:
0% to 10%: U-tilt.
20% to 40%: U-smash.
50% to 60%: FH Nair.
64% to 75%: SHUFF.
80%: FH Uair.
90% to 120%: Sourspot (Dash) FH Uair.
130% to 150%: Sourspot (Dash) DJ Uair.
10%: Zelda can only avoid U-tilt by DIing behind Link and airdodging, which can then be punished with a turn around U-smash among other things. Just doing another U-tilt however will be powershielded. Personally I'd just go for a buffered grounded Up-B, no need to turn it around, easy, no risk.
20%: U-tilt is unavoidable. U-smash can only be avoided with a frame perfect DJ to airdodge.
30%: As above except U-smash can be avoided by DIing behind Link and DJing.
Platform Drop Up-B works.
40%: U-smash and FH Nair are now unavoidable and U-tilt is out of range. FH bair is possible if they don't DI away in front of Link but you won't get any followups so I won't bother testing it from this point.
50%: As above except U-smash is now out of range too.
60%: As above except Aerial Up-B is now an option.
64%: SHUFF works.
70%: As above except FH Nair no longer works.
Platform Drop Up-B no longer works.
76%: SHUFF no longer works.
80%: FH Uair is unavoidable. Aerial Up-B no longer works.
90%: FH Uair can only be avoided by DIing away from Link. Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above.
120%: As above.
130%: FH Uair will stop reaching in time, so to force the Sourspot Uair you'll need to DJ.
140%: As above.
150%: As above.
160%: Sourspot DJ Uair no longer works.
Zero Suit Samus: Rating = 3.5/5. FAF = 52.
Guaranteed:
10% to 20%: U-tilt.
30%: U-smash.
(30% to 80%: Platform Drop Up-B.)
40% to 70%: (Dash) U-smash.
40% to 80%: FH Nair.
62% to 84%: SHUFF.
70% to 100%: Aerial Up-B.
80% to 130%: Sourspot (Dash far enough) FH Uair.
Recommended:
10% to 20%: U-tilt.
30%: U-smash.
40% to 68%: (Dash) U-smash.
69% to 84%: SHUFF.
85% to 130%: Sourspot (Dash far enough) FH Uair.
10% to 20%: U-tilt.
30%: U-smash.
(30% to 80%: Platform Drop Up-B.)
40% to 70%: (Dash) U-smash.
40% to 80%: FH Nair.
62% to 84%: SHUFF.
70% to 100%: Aerial Up-B.
80% to 130%: Sourspot (Dash far enough) FH Uair.
Recommended:
10% to 20%: U-tilt.
30%: U-smash.
40% to 68%: (Dash) U-smash.
69% to 84%: SHUFF.
85% to 130%: Sourspot (Dash far enough) FH Uair.
10%: U-tilt is unavoidable regardless of DI. U-smash can only be avoided by DIing behind Link at which point it's a simple matter of DJing out.
20%: As above except U-smash can only be avoided by DIing behind Link then either DJing and immediately airdodging, or Flipkicking.
30%: As above except now U-smash is unavoidable regardless of DI as well.
Also Platform Drop Up-B works.
40%: FH Nair is unavoidable and FH Bair is only unavoidable if ZSS DI's behind Link (and if you jump backwards Bair can combo into Aerial Up-B or DJ Bair). U-tilt and U-smash can be avoided by simply DIing away in front of Link, though U-smash will still easily work if Link dashes forwards briefly first.
50%: As above.
60%: As above.
62%: SHUFF works.
70%: As above except now Aerial Up-B is unavoidable. FH Uair can only be avoided by DIing away from Link and airdodging. Also U-tilt is out of range, and FH Bair is no longer a thing.
80%: As above except U-smash is now out of range too.
Sourspot Uair becomes unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
85%: SHUFF no longer works.
90%: As above except FH Nair can be airdodged.
Platform Drop Up-B no longer works.
Sourspot Uair becomes reliable and unavoidable when you do a FH Uair and follow DI, forcing them to airdodge; you'll need to dash forwards for a frame or two if they DI away.
100%: As above.
110%: As above except aerial Up-B no longer works.
120%: As above.
130%: As above but note you'll need to dash forwards far enough if they DI away.
140%: FH Sourspot Uair no longer works if they DI away and DJ. You can't get there in time.
So, this applies to Link. http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-69#post-20874193
It works for the edge of platforms as well.
But basically, if Link grabs someone and is right up against the edge of the stage or the edge of a platform facing inwards (with his back to the edge) and you D-throw them, they will not get hit as far.
As a general rule, you can safely extend everything already listed by anything between, say, 10 to 20%. (It varies, greatly...)
It works for the edge of platforms as well.
But basically, if Link grabs someone and is right up against the edge of the stage or the edge of a platform facing inwards (with his back to the edge) and you D-throw them, they will not get hit as far.
As a general rule, you can safely extend everything already listed by anything between, say, 10 to 20%. (It varies, greatly...)
The thing with D-throw to Uair is that it almost always requires frame perfection, which is totally doable of course if you buffer the inputs, but it's only possible to buffer the Uair if you have the A-stick (unless you want to deal with lightly tilting the joystick, which you don't, because it's imprecise at best and you need to free your joystick up to follow DI). The A-stick allows you to input the Uair during your jumpsquat frames without cancelling the jump.
For the characters that you never have to dash forwards for a frame or two for:
What you want to do is grab them, know that you're going to go for an Uair due to their percents (with your own rage factored in), hit down to D-throw them, then from this moment onward you want to only be focused on which direction they got launched; you should have memorised the timing for the other inputs. You want to hit and hold jump so that it gets buffered within the last 10 frames before the FAF of the D-throw animation, then you want to hit the A-stick up at any point during the 7 frames of your jumpsquat to ensure that it gets buffered and begins on the first airborne frame. The timing for these two inputs should be done mechanically without thinking, which frees your mind up to focus on which direction you want to jump. You have until the last jumpsquat frame to recognise which direction the opponent got launched and then simply point the joystick in the right direction. That should be the extent of what you need to worry about, which is very humanly possible; the rest should be done frame perfectly without you needing to think about it.
For the characters who will require you to dash forwards for a frame or two first:
I feel that this can't as realistically be reacted to, and so it will require a read on your part; will they DI away or behind you? I've found that it's only after they start to get consistently punished for DIing away that they'll start to mix it up. If you need to dash forwards first (remember, only for a frame or two (just enough to make you slide forwards during your jumpsquat)), then you want to buffer the dash forwards input in the last 10 frames of the D-throw animation, then time it so you immediately jump as soon as you begin to dash (hit and hold jump) followed by an immediate A-stick Up input.
For the characters that you never have to dash forwards for a frame or two for:
What you want to do is grab them, know that you're going to go for an Uair due to their percents (with your own rage factored in), hit down to D-throw them, then from this moment onward you want to only be focused on which direction they got launched; you should have memorised the timing for the other inputs. You want to hit and hold jump so that it gets buffered within the last 10 frames before the FAF of the D-throw animation, then you want to hit the A-stick up at any point during the 7 frames of your jumpsquat to ensure that it gets buffered and begins on the first airborne frame. The timing for these two inputs should be done mechanically without thinking, which frees your mind up to focus on which direction you want to jump. You have until the last jumpsquat frame to recognise which direction the opponent got launched and then simply point the joystick in the right direction. That should be the extent of what you need to worry about, which is very humanly possible; the rest should be done frame perfectly without you needing to think about it.
For the characters who will require you to dash forwards for a frame or two first:
I feel that this can't as realistically be reacted to, and so it will require a read on your part; will they DI away or behind you? I've found that it's only after they start to get consistently punished for DIing away that they'll start to mix it up. If you need to dash forwards first (remember, only for a frame or two (just enough to make you slide forwards during your jumpsquat)), then you want to buffer the dash forwards input in the last 10 frames of the D-throw animation, then time it so you immediately jump as soon as you begin to dash (hit and hold jump) followed by an immediate A-stick Up input.
I was testing drop through platform>aerial spin attack as a follow up. I'm not sure how many frames dropping through a platform is but drop>upB could be a good way for Link to avoid the laggy 7 frame jumpsquat for followups.
Thoughts?
Thoughts?
First of all, how long does it take to drop through a platform?
Link will drop through the platform on frame 3. You can input the aerial Up-B on frame 4 at the earliest (without it cancelling into a grounded Up-B) but the first frame of the aerial Up-B won't actually occur until frame 5 regardless (so there's a 1 frame buffer window for some reason), meaning that the first hit will hit on frame 12 at the earliest. How very interesting.
Does this mean I have something to test against the whole cast? Yes, yes it does.
But why stop there? How about platform drops to instant aerials? or platform drops to DJ aerials? (DJ activating immediately of course). With the time we might be able to shave off our jump-squat by dropping through the platform instead, it could open up quite a few follow-ups that either maximise damage or allow for a follow-up where one would otherwise be impossible.
Anyway I've got a lot to look into.
Edit: omg.. the dream is real. D-throw to Drop Through to DJ Fair, guaranteed on Fox between 70 and 90%. [still requires a bit more testing but I'm not even supposed to be focusing on this right now.. I was just curious.]
Edit 2: It should be noted that instead of a 10 frame buffer window at the end of the d-throw animation, I believe you only have a 4 frame buffer window to hit and hold down in, otherwise if you hit and hold down on the 5th last frame of the d-throw animation, you'll just crouch. (checked using the 7 frames of a shield-drop)
[Basically, execution-wise, any platform drop follow-ups are going to be very difficult.]
Link will drop through the platform on frame 3. You can input the aerial Up-B on frame 4 at the earliest (without it cancelling into a grounded Up-B) but the first frame of the aerial Up-B won't actually occur until frame 5 regardless (so there's a 1 frame buffer window for some reason), meaning that the first hit will hit on frame 12 at the earliest. How very interesting.
Does this mean I have something to test against the whole cast? Yes, yes it does.
But why stop there? How about platform drops to instant aerials? or platform drops to DJ aerials? (DJ activating immediately of course). With the time we might be able to shave off our jump-squat by dropping through the platform instead, it could open up quite a few follow-ups that either maximise damage or allow for a follow-up where one would otherwise be impossible.
Anyway I've got a lot to look into.
Edit: omg.. the dream is real. D-throw to Drop Through to DJ Fair, guaranteed on Fox between 70 and 90%. [still requires a bit more testing but I'm not even supposed to be focusing on this right now.. I was just curious.]
Edit 2: It should be noted that instead of a 10 frame buffer window at the end of the d-throw animation, I believe you only have a 4 frame buffer window to hit and hold down in, otherwise if you hit and hold down on the 5th last frame of the d-throw animation, you'll just crouch. (checked using the 7 frames of a shield-drop)
[Basically, execution-wise, any platform drop follow-ups are going to be very difficult.]
A while ago I promised I'd look into which characters we can get a guaranteed 'd-throw to platform drop through to DJ Fair' on. Well I forgot about it till just now.
At some point I'd also like to look at the possibilities with other aerials too, but for now, Fair hype.
Yes, the dream is indeed real. Guaranteed D-throw to Fair, if you're on a platform, if you perform it perfectly, against a select few lighter characters.
I tested in reverse order of character weight so I would eventually get to a point where it stopped working and safely avoid having to test every character.
Note that this is assuming frame perfect inputs, i.e. you're probably not good enough, and if you are good enough you will definitely need to practice because this is by no means easy. First you've got the smaller window out of the d-throw to do the platform drop, followed by a 2 frame window for the DJ, followed by a 1 frame window (in some cases) for the Fair if you want it to connect without them being able to airdodge. You have been warned..
I'll be using 10% intervals (which means the ranges it works will most likely be larger, just not all the way to the next 10% interval) tested in training mode (so no rage) as always:
Jiggs: 50% to 60%
Mewtwo: 70% to 90%
Rosalina: 70%
Kirby: 70% to 80% (though Kirby can DI behind Link to avoid Fair at 80% even if you follow the DI and DJ backwards)
Olimar: 70% to 80%
Pikachu: 70% to 90%
Fox: 70% to 90%
And that's it. Anyone heavier was able to airdodge. More of this kind of thing to come at some point. Probably.
At some point I'd also like to look at the possibilities with other aerials too, but for now, Fair hype.
Yes, the dream is indeed real. Guaranteed D-throw to Fair, if you're on a platform, if you perform it perfectly, against a select few lighter characters.
I tested in reverse order of character weight so I would eventually get to a point where it stopped working and safely avoid having to test every character.
Note that this is assuming frame perfect inputs, i.e. you're probably not good enough, and if you are good enough you will definitely need to practice because this is by no means easy. First you've got the smaller window out of the d-throw to do the platform drop, followed by a 2 frame window for the DJ, followed by a 1 frame window (in some cases) for the Fair if you want it to connect without them being able to airdodge. You have been warned..
I'll be using 10% intervals (which means the ranges it works will most likely be larger, just not all the way to the next 10% interval) tested in training mode (so no rage) as always:
Jiggs: 50% to 60%
Mewtwo: 70% to 90%
Rosalina: 70%
Kirby: 70% to 80% (though Kirby can DI behind Link to avoid Fair at 80% even if you follow the DI and DJ backwards)
Olimar: 70% to 80%
Pikachu: 70% to 90%
Fox: 70% to 90%
And that's it. Anyone heavier was able to airdodge. More of this kind of thing to come at some point. Probably.
Below is listed the percents where DThrow to UAir will begin killing. This was tested in 5% increments outside of training mode. All results are on BF [which has a high ceiling] with Link at 0%. Some of these numbers may seem odd, but one has to take into consideration the fall speed, weight, and gravity of both moves; and that our DThrow is weight dependent.
Bayonetta: 110%
Bowser: 125%
Bowser Jr: 117%
Captain Falcon 120%
Charizard: 115%
Cloud: 115% Cloud (Limit): 120%
Corrin: 115%
Dark Pit: 110%
Diddy Kong: 110%
Donkey Kong: 130%
Dr. Mario: 115%
Duck Hunt Duo: 115%
Falco: 105%
Fox: 100%
G & W: 90%
Ganon: 120%
Greninja: 105%
Ike: 120%
Jigglypuff: 85%
King DeDeDe: 135%
Kirby: 95%
Link: 120%
Little Mac: 110%
Lucario: 120%
Lucas: 105%
Lucina: 110%
Luigi: 105%
Mario 115%
Marth: 110%
Mega Man: 120%
Meta Knight: 100%
MewTwo: 95%
Mii Brawler: 115%
Mii Gunner: 110%
Mii Swordsman: 115%
Ness: 105%
Olimar: 100%
Pac-Man: 110%
Palutena: 100%
Peach: 95%
Pikachu: 100%
Pit: 110%
ROB: 115%
Robin: 110%
Rosa: 95%
Roy: 115%
Ryu: 115%
Samus: 115%
Sheik: 100%
Shulk: 115% (Vanilla, Buster, Speed, Jump), 100% (Smash), 180% (Shield)
Sonic: 110%
Toon Link: 105%
Villager: 110%
Wario: 120%
WFT: 105%
Yoshi: 110%
Zelda: 100%
ZSS: 100%
Bowser: 125%
Bowser Jr: 117%
Captain Falcon 120%
Charizard: 115%
Cloud: 115% Cloud (Limit): 120%
Corrin: 115%
Dark Pit: 110%
Diddy Kong: 110%
Donkey Kong: 130%
Dr. Mario: 115%
Duck Hunt Duo: 115%
Falco: 105%
Fox: 100%
G & W: 90%
Ganon: 120%
Greninja: 105%
Ike: 120%
Jigglypuff: 85%
King DeDeDe: 135%
Kirby: 95%
Link: 120%
Little Mac: 110%
Lucario: 120%
Lucas: 105%
Lucina: 110%
Luigi: 105%
Mario 115%
Marth: 110%
Mega Man: 120%
Meta Knight: 100%
MewTwo: 95%
Mii Brawler: 115%
Mii Gunner: 110%
Mii Swordsman: 115%
Ness: 105%
Olimar: 100%
Pac-Man: 110%
Palutena: 100%
Peach: 95%
Pikachu: 100%
Pit: 110%
ROB: 115%
Robin: 110%
Rosa: 95%
Roy: 115%
Ryu: 115%
Samus: 115%
Sheik: 100%
Shulk: 115% (Vanilla, Buster, Speed, Jump), 100% (Smash), 180% (Shield)
Sonic: 110%
Toon Link: 105%
Villager: 110%
Wario: 120%
WFT: 105%
Yoshi: 110%
Zelda: 100%
ZSS: 100%
I was just labbing Robin's 'checkmate' thing against Link when I wondered whether we have anything like that. And apparently we do. There may be other examples (Pikachu comes immediately to mind), all of which will be very character and percent specific, but this is what I have for now.
Against a Fox, if you D-throw then FH Fair, within a specific percent range (outlined below) Fox will have to airdodge to avoid the Fair, and if he does airdodge he will fall and land in airdodge landing lag. If we fast fall at the peak of the FH Fair (regardless of whether it hit or not), we will then be able to land and punish Fox's airdodge landing lag with a grounded Up-B that he cannot shield in time. If he tries to DI the D-throw we can follow it and the Fair will still connect, then so long as there is a stage beneath him, there will be nothing Fox can do to avoid our FF to grounded Up-B.
Here are the percent specifics: (Training mode so no rage.)
75% and under: Fox is able to DJ to avoid the FH Fair.
76-86%: Fox must airdodge to avoid the Fair and then he will unavoidably land in airdodge landing lag and then be unable to avoid a FF to grounded Up-B. (FF to F-smash is possible on and over 85%, but this would be overkill and is risky.)
87-97%: Fox must airdodge to avoid the Fair but then he can act before he lands to avoid airdodge landing lag. If however he doesn't act and instead just lands, he will get the airdodge landing lag and can be heavily punished with whatever the hell you want.
To make myself perfectly clear, what I am saying is that if you grab Fox toward the edge of the stage between 76 and 86%, he's dead.
The percents above and below this specific range allow Fox an option to escape, but they are still potentially lethal if he chooses the wrong option.
I might look into other things like this later.
Edit. Works for Pika too. Slightly differently.
Pikachu:
59% the highest percent that Pika will be able to shield the FF grounded Up-B.
60% the highest percent when DJ by itself will let Pika escape the FH Fair after D-throw.
68% the highest percent that Pika's Nair will beat Link outright
75% the highest percent that Nair will trade.
77% the highest percent that airdodge will still force airdodge landing lag with Pika being unable to act before landing.
87% the highest percent that airdodge will still cause landing lag if Pika chooses to do nothing until landing.
Against a Fox, if you D-throw then FH Fair, within a specific percent range (outlined below) Fox will have to airdodge to avoid the Fair, and if he does airdodge he will fall and land in airdodge landing lag. If we fast fall at the peak of the FH Fair (regardless of whether it hit or not), we will then be able to land and punish Fox's airdodge landing lag with a grounded Up-B that he cannot shield in time. If he tries to DI the D-throw we can follow it and the Fair will still connect, then so long as there is a stage beneath him, there will be nothing Fox can do to avoid our FF to grounded Up-B.
Here are the percent specifics: (Training mode so no rage.)
75% and under: Fox is able to DJ to avoid the FH Fair.
76-86%: Fox must airdodge to avoid the Fair and then he will unavoidably land in airdodge landing lag and then be unable to avoid a FF to grounded Up-B. (FF to F-smash is possible on and over 85%, but this would be overkill and is risky.)
87-97%: Fox must airdodge to avoid the Fair but then he can act before he lands to avoid airdodge landing lag. If however he doesn't act and instead just lands, he will get the airdodge landing lag and can be heavily punished with whatever the hell you want.
To make myself perfectly clear, what I am saying is that if you grab Fox toward the edge of the stage between 76 and 86%, he's dead.
The percents above and below this specific range allow Fox an option to escape, but they are still potentially lethal if he chooses the wrong option.
I might look into other things like this later.
Edit. Works for Pika too. Slightly differently.
Pikachu:
59% the highest percent that Pika will be able to shield the FF grounded Up-B.
60% the highest percent when DJ by itself will let Pika escape the FH Fair after D-throw.
68% the highest percent that Pika's Nair will beat Link outright
75% the highest percent that Nair will trade.
77% the highest percent that airdodge will still force airdodge landing lag with Pika being unable to act before landing.
87% the highest percent that airdodge will still cause landing lag if Pika chooses to do nothing until landing.
I found another way to make D-throw to Fair a thing.
Essentially, this method takes advantage of the fact that you can DJ almost immediately if you were standing right up against the edge of the stage (or the edge of a platform). Specifically, if you're right on the edge and you dash off, you can DJ on the second frame if you hold forwards, or you can DJ in any direction on the third frame or any later frame.
So what does this mean? Well it's pretty simple. If for example you read that someone will do a normal ledge getup, you can dash in and do a delayed dash grab such that you will be pretty much inside them when you grab, you still grab them, then you will slide over to the very edge of the stage. At this point, you can do a D-throw then buffer a dash forwards (off the edge) out of the D-throw, and then almost immediately do a DJ. And because DJ has no jump-squat frames, we end up shaving off around 5 frames. The time we save by doing this allows for pretty much any follow-up you want in some cases. E.g. against Fox, I was just now able to get a D-throw to dash off-stage DJ Fair to combo between 55% and 100% (testing at 5% intervals), which, if you haven't figured out already, will typically kill seeing as you're already so close to the blast-zone.
Now I'm still looking into this, but I just thought I'd keep you all up to date. I have every reason to believe that D-throw to Fair will work on a large portion of the cast using this method. Let's not forget either that the more standard combos will all work much much better and in cases where they otherwise couldn't. E.g. D-throw to Aerial Up-B (right near the edge mind you) and D-throw to Uair will work on characters and percents where they otherwise simply would not.
One last thing. D-throw to Dair Spike is a thing now. You heard me right. Dair has the same start-up time as Fair, so if Fair works and the opponent is still low enough, Dair can connect. And it kills ridiculously early.
Naturally this kind of idea will work for any character, but we have the most to gain out of it seeing as we have 7 jump-squat frames to shave off.
Edit: To give you an idea for other characters, I got D-throw to Fair to work against Mario between 80 and 95%. Considering that I wasn't really expecting it to work against characters like Mario at all, this is a win.
Essentially, this method takes advantage of the fact that you can DJ almost immediately if you were standing right up against the edge of the stage (or the edge of a platform). Specifically, if you're right on the edge and you dash off, you can DJ on the second frame if you hold forwards, or you can DJ in any direction on the third frame or any later frame.
So what does this mean? Well it's pretty simple. If for example you read that someone will do a normal ledge getup, you can dash in and do a delayed dash grab such that you will be pretty much inside them when you grab, you still grab them, then you will slide over to the very edge of the stage. At this point, you can do a D-throw then buffer a dash forwards (off the edge) out of the D-throw, and then almost immediately do a DJ. And because DJ has no jump-squat frames, we end up shaving off around 5 frames. The time we save by doing this allows for pretty much any follow-up you want in some cases. E.g. against Fox, I was just now able to get a D-throw to dash off-stage DJ Fair to combo between 55% and 100% (testing at 5% intervals), which, if you haven't figured out already, will typically kill seeing as you're already so close to the blast-zone.
Now I'm still looking into this, but I just thought I'd keep you all up to date. I have every reason to believe that D-throw to Fair will work on a large portion of the cast using this method. Let's not forget either that the more standard combos will all work much much better and in cases where they otherwise couldn't. E.g. D-throw to Aerial Up-B (right near the edge mind you) and D-throw to Uair will work on characters and percents where they otherwise simply would not.
One last thing. D-throw to Dair Spike is a thing now. You heard me right. Dair has the same start-up time as Fair, so if Fair works and the opponent is still low enough, Dair can connect. And it kills ridiculously early.
Naturally this kind of idea will work for any character, but we have the most to gain out of it seeing as we have 7 jump-squat frames to shave off.
Edit: To give you an idea for other characters, I got D-throw to Fair to work against Mario between 80 and 95%. Considering that I wasn't really expecting it to work against characters like Mario at all, this is a win.
Earlier I was talking about this idea of getting a dash grab so that you end up right on the edge of the stage allowing you to do a D-throw and then run off stage and immediately DJ and follow-up with a bunch of cool options thanks to the time you save from bypassing the jumpsquat frames. The only trouble with this was that the setup is unrealistic. It's too difficult to get that grab and end up sliding all the way to the edge.
So here's the same kind of idea only with a better setup.
You just want to get a grab so that you're all the way up against the side of the stage, and you can do that by e.g. rolling toward the edge against an opponent's ledge option and then grabbing them, or dashing past them and doing a pivot grab right up against the edge. This will of course leave you with your back right up against the side of the stage.
While it does have the advantage of being an easier setup, there are some distinct disadvantages.
Because you have your back up against the edge it will require one extra frame to turn around and then dash off the side of the stage, but the most critical disadvantage is obviously the fact that the opponent will not be sent off-stage by the d-throw unless they DI the D-throw behind you, and so this obviously limits the effectiveness of a DJ Dair follow-up in that the ability to spike them and get an early stock relies on the opponent DIing the D-throw off-stage, and the DJ Fair is also weakened by the fact that it can be avoided entirely by DIng the D-throw toward the centre of the stage.
With that said, the realistic setup makes this worth trying imo.
I've labbed out the percents against Fox for now to give you an idea.
Note that with the DJ Dair percents, there is an extra frame to work with because you are required to DJ forwards anyway. It's a quirk to do with a certain edge mechanic, but basically so long as you are holding forwards, you can DJ one frame sooner, and so this obviously doesn't apply to the DJ Fair percents as you'll want to be DJing backwards. That's why there's a difference in their starting percents even though they come out on the same frame. I don't believe I bothered to take advantage of this earlier, but it makes sense to do so now because you are committed to following a specific DI anyway.
Labbing Aerial Up-B as a follow-up in these circumstances was tougher for a few reasons.
For starters are we talking about instant aerial Up-B or DJ aerial Up-B (the DJ can help gain height and it can be used to re-position Link before using the Up-B e.g. by jumping back towards stage), do we reverse it or leave it so Link stays facing off-stage, and are we connecting with the front hit or back hit first depending on DI?
Not only that, but it's no longer just a matter of 'does it hit' like the previous two options because you have to consider whether or not the opponent will actually stay in the Up-B until the final hit. So while dash off-stage to instant reverse aerial Up-B will hit Fox from as little as 10%, it will only connect all hits from around 40%. Assume that percents given can connect all hits.
[Keep in mind that this is frame perfect and that you are fallible. Tested at 5% intervals in training mode.]
Against Fox
DJ Dair:
55-80% [Fox needs to DI the d-throw off-stage for this to be worth it.]
DJ Fair:
65-105% [but only so long as Fox doesn't DI the d-throw away to centre stage. If you DJ back it will cover both no DI and DI off-stage. If Fox doesn't DI, the Fair will only start to hit Fox off-stage in the direction of the Fair upwards from 80%.]
Instant Reverse Up-B (Link facing toward centre stage):
If Fox DI's the D-throw away toward centre stage it will work from 40-75%.
With no DI it will work from 40-115%.
If Fox DI's the D-throw behind off-stage it will work from 40-100%.
DJ Reverse Up-B:
DI away, can go up to 125%.
No DI, can go up to 120%.
DI behind, can go up to 110%.
Instant Up-B (Link facing off-stage):
DI away, it'll never work.
No DI, 60-110%.
DI behind, 40-95%.
DJ Up-B:
DI away, can work from 90-110%.
No DI, can go up to 130%.
DI behind, can work up to 115%.
So here's the same kind of idea only with a better setup.
You just want to get a grab so that you're all the way up against the side of the stage, and you can do that by e.g. rolling toward the edge against an opponent's ledge option and then grabbing them, or dashing past them and doing a pivot grab right up against the edge. This will of course leave you with your back right up against the side of the stage.
While it does have the advantage of being an easier setup, there are some distinct disadvantages.
Because you have your back up against the edge it will require one extra frame to turn around and then dash off the side of the stage, but the most critical disadvantage is obviously the fact that the opponent will not be sent off-stage by the d-throw unless they DI the D-throw behind you, and so this obviously limits the effectiveness of a DJ Dair follow-up in that the ability to spike them and get an early stock relies on the opponent DIing the D-throw off-stage, and the DJ Fair is also weakened by the fact that it can be avoided entirely by DIng the D-throw toward the centre of the stage.
With that said, the realistic setup makes this worth trying imo.
I've labbed out the percents against Fox for now to give you an idea.
Note that with the DJ Dair percents, there is an extra frame to work with because you are required to DJ forwards anyway. It's a quirk to do with a certain edge mechanic, but basically so long as you are holding forwards, you can DJ one frame sooner, and so this obviously doesn't apply to the DJ Fair percents as you'll want to be DJing backwards. That's why there's a difference in their starting percents even though they come out on the same frame. I don't believe I bothered to take advantage of this earlier, but it makes sense to do so now because you are committed to following a specific DI anyway.
Labbing Aerial Up-B as a follow-up in these circumstances was tougher for a few reasons.
For starters are we talking about instant aerial Up-B or DJ aerial Up-B (the DJ can help gain height and it can be used to re-position Link before using the Up-B e.g. by jumping back towards stage), do we reverse it or leave it so Link stays facing off-stage, and are we connecting with the front hit or back hit first depending on DI?
Not only that, but it's no longer just a matter of 'does it hit' like the previous two options because you have to consider whether or not the opponent will actually stay in the Up-B until the final hit. So while dash off-stage to instant reverse aerial Up-B will hit Fox from as little as 10%, it will only connect all hits from around 40%. Assume that percents given can connect all hits.
[Keep in mind that this is frame perfect and that you are fallible. Tested at 5% intervals in training mode.]
Against Fox
DJ Dair:
55-80% [Fox needs to DI the d-throw off-stage for this to be worth it.]
DJ Fair:
65-105% [but only so long as Fox doesn't DI the d-throw away to centre stage. If you DJ back it will cover both no DI and DI off-stage. If Fox doesn't DI, the Fair will only start to hit Fox off-stage in the direction of the Fair upwards from 80%.]
Instant Reverse Up-B (Link facing toward centre stage):
If Fox DI's the D-throw away toward centre stage it will work from 40-75%.
With no DI it will work from 40-115%.
If Fox DI's the D-throw behind off-stage it will work from 40-100%.
DJ Reverse Up-B:
DI away, can go up to 125%.
No DI, can go up to 120%.
DI behind, can go up to 110%.
Instant Up-B (Link facing off-stage):
DI away, it'll never work.
No DI, 60-110%.
DI behind, 40-95%.
DJ Up-B:
DI away, can work from 90-110%.
No DI, can go up to 130%.
DI behind, can work up to 115%.
D-throw to SHUFF.
Foxy's D-throw Follow-up post was only ever intended as a basic starting point. It lists the straight-forward guaranteed punishes. Since then there have been multiple ways developed to get better punishes using unconventional methods. For example it was noted that going for a FH Fair after a D-throw could force a couple of characters to airdodge to avoid it, at which point we could FF and punish their airdodge landing lag with a grounded Up-B. A great idea, but very limited, which is where the SHUFF comes in.
We present the SHUFF, or Short Hop Uair Fast Fall. When you do a D-throw to a buffered SH UAir, if the opponent’s percent is high enough, double jump, double jump airdodge, or attack will not avoid it, but most characters can still airdodge to avoid it. However, (if their percent isn’t too high) if they airdodge they will receive airdodge landing lag. So, in certain percent ranges on certain characters (listed below), if we D-throw, SH UAir, and then FF, we will get a frame advantage on the ground if they airdodge. If they don't airdodge they eat an Uair, which is a decent punish out of a D-throw, especially on some of the characters listed. This can lead into a regrab or in some cases, FSmash. Note that with certain characters at specific percents, the Uair will of course actually be unavoidable; in these cases you'll want to do a slightly delayed Uair out of the SH instead of buffering it, then the rest is the same.
Listed below first are all the characters this does not work on as they can jump or jump airdodge away. The % next to them is the latest percent where after a DThrow, if they airdodge, they will still receive airdodge landing lag, just in case you want to bait them anyway, assuming they are unaware that they have a guaranteed escape option other than airdodge.
Below that are the characters and percent ranges this works on. The first % is where it begins to work from the grab, so before they are D-thrown. To clarify, this will be the lowest percent the opponent can be before the D-throw where their only option to avoid the Uair is to airdodge. Next to this percent I will note the frame advantage we have over the opponent at this point. The following %s are when we start to get the frame advantage listed next to the %. Frame advantages selected are 7 (for jab) 8 (for SA) 10 (for USmash) wherever they can be regrabbed at (due to different spotdodges) and 15 (for FSmash). The last % is where it stops working as they can make an input to receive different land lag or DJ after the airdodge. If they choose to do nothing they will receive airdodge landing lag, which increases the range this SHUFF works. Note again that SH UAir is true on some characters at certain percents, so the UAir may have to be delayed. If so, I have it pointed out in the % ranges to mark at what point a buffered UAir becomes unavoidable.
To quote Foxy in the throws section:
Miscellaneous:
Because of Bat Within, Bayonetta gets the frame advantage after it is activated because… reasons.
In Cloud’s DJ animation, his feet pick up which can avoid the UAir, but if he airdodges after the DJ, he gets hit. We can still hit him if he only DJs but we have to follow him a little.
Ness, Lucas, and Mewtwo can drift away during their airdodge to avoid followups.
Characters the D-Throw SHUFF doesn't work on:
Bayonetta: 103%
Bowser: 85%
Charizard: 77%
DK: 123%
Ganon: 112%
Greninja: 83%
Ike: 111%
Jigglypuff: 25%
Luigi: 65%
Mr. G&W: 47%
Pac-Man: 76%
Palutena: 70%
Peach: 50%
Pits: 86%
Robin: 90%
Rosa: 50%
Ryu: 94%
Samus: 73%
TL: 54%
Villager: 72%
WFT: 57%
Yoshi: 69%
Characters the D-Throw SHUFF works on:
Have fun SHUFFling.
Foxy's D-throw Follow-up post was only ever intended as a basic starting point. It lists the straight-forward guaranteed punishes. Since then there have been multiple ways developed to get better punishes using unconventional methods. For example it was noted that going for a FH Fair after a D-throw could force a couple of characters to airdodge to avoid it, at which point we could FF and punish their airdodge landing lag with a grounded Up-B. A great idea, but very limited, which is where the SHUFF comes in.
We present the SHUFF, or Short Hop Uair Fast Fall. When you do a D-throw to a buffered SH UAir, if the opponent’s percent is high enough, double jump, double jump airdodge, or attack will not avoid it, but most characters can still airdodge to avoid it. However, (if their percent isn’t too high) if they airdodge they will receive airdodge landing lag. So, in certain percent ranges on certain characters (listed below), if we D-throw, SH UAir, and then FF, we will get a frame advantage on the ground if they airdodge. If they don't airdodge they eat an Uair, which is a decent punish out of a D-throw, especially on some of the characters listed. This can lead into a regrab or in some cases, FSmash. Note that with certain characters at specific percents, the Uair will of course actually be unavoidable; in these cases you'll want to do a slightly delayed Uair out of the SH instead of buffering it, then the rest is the same.
Listed below first are all the characters this does not work on as they can jump or jump airdodge away. The % next to them is the latest percent where after a DThrow, if they airdodge, they will still receive airdodge landing lag, just in case you want to bait them anyway, assuming they are unaware that they have a guaranteed escape option other than airdodge.
Below that are the characters and percent ranges this works on. The first % is where it begins to work from the grab, so before they are D-thrown. To clarify, this will be the lowest percent the opponent can be before the D-throw where their only option to avoid the Uair is to airdodge. Next to this percent I will note the frame advantage we have over the opponent at this point. The following %s are when we start to get the frame advantage listed next to the %. Frame advantages selected are 7 (for jab) 8 (for SA) 10 (for USmash) wherever they can be regrabbed at (due to different spotdodges) and 15 (for FSmash). The last % is where it stops working as they can make an input to receive different land lag or DJ after the airdodge. If they choose to do nothing they will receive airdodge landing lag, which increases the range this SHUFF works. Note again that SH UAir is true on some characters at certain percents, so the UAir may have to be delayed. If so, I have it pointed out in the % ranges to mark at what point a buffered UAir becomes unavoidable.
To quote Foxy in the throws section:
Miscellaneous:
Because of Bat Within, Bayonetta gets the frame advantage after it is activated because… reasons.
In Cloud’s DJ animation, his feet pick up which can avoid the UAir, but if he airdodges after the DJ, he gets hit. We can still hit him if he only DJs but we have to follow him a little.
Ness, Lucas, and Mewtwo can drift away during their airdodge to avoid followups.
Characters the D-Throw SHUFF doesn't work on:
Bayonetta: 103%
Bowser: 85%
Charizard: 77%
DK: 123%
Ganon: 112%
Greninja: 83%
Ike: 111%
Jigglypuff: 25%
Luigi: 65%
Mr. G&W: 47%
Pac-Man: 76%
Palutena: 70%
Peach: 50%
Pits: 86%
Robin: 90%
Rosa: 50%
Ryu: 94%
Samus: 73%
TL: 54%
Villager: 72%
WFT: 57%
Yoshi: 69%
Characters the D-Throw SHUFF works on:
BJ: 89% gives 9 frame advantage
94% 11 frames
106% 15 frames
111% 16 frames
94% 11 frames
106% 15 frames
111% 16 frames
CPT Falcon: 79% 5 frames
85% 7 frames
88% 8 frames
94% 10 frames
110% 15 frames
118% 17 frames
85% 7 frames
88% 8 frames
94% 10 frames
110% 15 frames
118% 17 frames
Cloud: 78% 7 frames
79% 8 frames
86% 10 frames
101% 15 frames
108% 17 frames
79% 8 frames
86% 10 frames
101% 15 frames
108% 17 frames
Limit: 78% 4 frames
88% 7 frames
91% 8 frames
97% 10 frames
101% 11 frames
113% 15 frames
121% 17 frames
88% 7 frames
91% 8 frames
97% 10 frames
101% 11 frames
113% 15 frames
121% 17 frames
Corrin: 77% 7 frames
78% 8 frames
84% 10 frames
98% 15 frames
103% 16 frames
78% 8 frames
84% 10 frames
98% 15 frames
103% 16 frames
Diddy: 75% 7 frames
77% 8 frames
83% 10 frames
86% 11 frames
98% 15 frames
103% 16 frames
77% 8 frames
83% 10 frames
86% 11 frames
98% 15 frames
103% 16 frames
Dr. Mario: 77% 12 frames
85% 15 frames
90% 16 frames
85% 15 frames
90% 16 frames
Duck Hunt: 74% 7 frames
75% 8 frames
81% 10 frames
84% 11 frames
95% 15 frames
97% 15 frames
75% 8 frames
81% 10 frames
84% 11 frames
95% 15 frames
97% 15 frames
Falco: 62% 6 frames
63% 7 frames
66% 8 frames
70% Start delaying UAir
71% 10 frames
74% 11 frames
86% 15 frames
93% 17 frames
63% 7 frames
66% 8 frames
70% Start delaying UAir
71% 10 frames
74% 11 frames
86% 15 frames
93% 17 frames
Fox: 54% 6 frames
56% 7 frames
59% 8 frames
61% Start delaying UAirs
65% 10 frames
68% 11 frames
79% 15 frames
86% 17 frames
56% 7 frames
59% 8 frames
61% Start delaying UAirs
65% 10 frames
68% 11 frames
79% 15 frames
86% 17 frames
King Dededededede: 95% 1 frame
118% 7 frames
121% 8 frames
125% 9 frames
129% 10 frames
146% 15 frames
152% 16 frames
118% 7 frames
121% 8 frames
125% 9 frames
129% 10 frames
146% 15 frames
152% 16 frames
Kirby: 45% 13 frames
50% 15 frames
54% Start delaying UAir
55% 17 frames
50% 15 frames
54% Start delaying UAir
55% 17 frames
Dark Link: 79% 9 frames
81% 10 frames
96% 15 frames
103% 17 frames
81% 10 frames
96% 15 frames
103% 17 frames
Little Mac: 63% 3 frames
70% Delay UAir
75% 7 frames
78% 8 frames
84% 10 frames
87% 11 frames
99% 15 frames
104% 16 frames
70% Delay UAir
75% 7 frames
78% 8 frames
84% 10 frames
87% 11 frames
99% 15 frames
104% 16 frames
Lucario: 85% 8 frames
89% 10 frames
92% 11 frames
104% 15 frames
106% 15 frames
89% 10 frames
92% 11 frames
104% 15 frames
106% 15 frames
Lucas: 67% 15 frames
75% Start delaying UAir
76% 18 frames
75% Start delaying UAir
76% 18 frames
Mario: 77% 12 frames
85% 15 frames
90% 16 frames
85% 15 frames
90% 16 frames
Marcina: 65% 6 frames
66% 7 frames
69% 8 frames
73% Start delaying UAir
75% 10 frames
78% 11 frames
89% 15 frames
96% 17 frames
66% 7 frames
69% 8 frames
73% Start delaying UAir
75% 10 frames
78% 11 frames
89% 15 frames
96% 17 frames
Mega-Man: 78% 5 frames
85% 7 frames
88% 8 frames
95% 10 frames
110% 15 frames
118% 17 frames
85% 7 frames
88% 8 frames
95% 10 frames
110% 15 frames
118% 17 frames
MK: 62% 8 frames
66% 10 frames
69% Start delaying UAir. 11 frames
79% 15 frames
84% 16 frames
66% 10 frames
69% Start delaying UAir. 11 frames
79% 15 frames
84% 16 frames
Mewtwo: 52% 8 frames
55% 10 frames
58% 11 frames
59% Start delaying UAir
68% 15 frames
70% 15 frames
55% 10 frames
58% 11 frames
59% Start delaying UAir
68% 15 frames
70% 15 frames
Brawler: 78% 7 frames
81% 8 frames
87% 10 frames
102% 15 frames
107% 16 frames
81% 8 frames
87% 10 frames
102% 15 frames
107% 16 frames
Swordfighter: 78% 9 frames
79% 10 frames
94% 15 frames
101% 17 frames
79% 10 frames
94% 15 frames
101% 17 frames
Gunner: 86% 16 frames
Ness: 67% 16 frames
71% 17 frames
71% 17 frames
Olimar: 46% 10 frames
54% Start delaying UAirs
59% 15 frames
67% 18 frames
54% Start delaying UAirs
59% 15 frames
67% 18 frames
Pikachu: 54% 8 frames
55% 9 frames
57% 10 frames
60% 11 frames
61% Start delaying UAir
71% 15 frames
77% 17 frames
55% 9 frames
57% 10 frames
60% 11 frames
61% Start delaying UAir
71% 15 frames
77% 17 frames
ROB: 97% 14 frames
98% 15 frames
100% 15 frames
98% 15 frames
100% 15 frames
Roy: 75% 5 frames
80% 7 frames
83% 8 frames
89% 10 frames
104% 15 frames
109% 16 frames
80% 7 frames
83% 8 frames
89% 10 frames
104% 15 frames
109% 16 frames
Sheik: 62% 11 frames
73% 15 frames
70% Start delaying UAir
77% 17 frames
73% 15 frames
70% Start delaying UAir
77% 17 frames
Shulk
Vanilla: 78% 11 frames
88% 15 frames
95% 17 frames
88% 15 frames
95% 17 frames
Jump: 77% 4 frames
85% 7 frames
88% 8 frames
93% 10 frames
111% 15 frames
119% 17 frames
85% 7 frames
88% 8 frames
93% 10 frames
111% 15 frames
119% 17 frames
Speed: 78% 11frames
88% 15 frames
95% 17 frames
88% 15 frames
95% 17 frames
Shield: 176% 11 frames
188% 15 frames
198% 17 frames
188% 15 frames
198% 17 frames
Buster: 78% 11frames
88% 15 frames
95% 17 frames
88% 15 frames
95% 17 frames
Smash: 56% 11 frames
65% 15 frames
72% 17 frames
65% 15 frames
72% 17 frames
Sonic: 75% 15 frames
77% 15 frames
77% 15 frames
Wario: 89% 10 frame advantage
101% 15 frames
103% 15 frames
101% 15 frames
103% 15 frames
Zelda: 64% 14 frames
67% 15 frames
71% Start delaying UAir
75% 18 frames
67% 15 frames
71% Start delaying UAir
75% 18 frames
ZSS: 62% 8 frames
66% 10 frames
69% Start delaying UAir 11frames
80% 15 frames
84% 16 frames
66% 10 frames
69% Start delaying UAir 11frames
80% 15 frames
84% 16 frames
A fun idea just occurred to me.
Against Fox between 0 and 8%, and Greninja between 0 and 9% (no rage), if you manage to get a grab near a bomb (e.g. z-drop then a slightly delayed grab to make sure the bomb isn't still active when you reel them in), you can do:
D-throw, SH buffered Z-catch, instant grounded footstool (short footstool), buffered bomb d-throw, FF at the peak and move towards them to re-footstool (short footstool again), to easy Nair FF Lock, to fun.
It's all unavoidable if you do it right, but doing it right will be difficult. You have been warned.
Against Fox between 0 and 8%, and Greninja between 0 and 9% (no rage), if you manage to get a grab near a bomb (e.g. z-drop then a slightly delayed grab to make sure the bomb isn't still active when you reel them in), you can do:
D-throw, SH buffered Z-catch, instant grounded footstool (short footstool), buffered bomb d-throw, FF at the peak and move towards them to re-footstool (short footstool again), to easy Nair FF Lock, to fun.
It's all unavoidable if you do it right, but doing it right will be difficult. You have been warned.
The Soft Throw Bomb
Here it is https://www.youtube.com/watch?v=zqLCgbazuGs
I like it. You can do it with just the joystick and the attack button as well, but having an A-stick makes it super easy.
It can be done out of an initial dash or a walk.
If you're using just the joystick and the attack button and you're doing the initial dash variation, it's similar to doing a Perfect Pivot only you have to do a very light flick of the joystick that only barely goes back in the other direction.
I like it. You can do it with just the joystick and the attack button as well, but having an A-stick makes it super easy.
It can be done out of an initial dash or a walk.
If you're using just the joystick and the attack button and you're doing the initial dash variation, it's similar to doing a Perfect Pivot only you have to do a very light flick of the joystick that only barely goes back in the other direction.
I posted my matches with Lawz in the video thread
http://smashboards.com/threads/video-critique-thread-25th-january.369394/page-8#post-18485239
The reason I'm posting it in here is because I wanted to draw attention to Lawz usage of z-drop bombs and soft bomb throws. The stage control that the bombs had, coupled with the occasional boomerang, really felt like it limited my options during the matches. Honestly, the only times I felt like I was capable of doing anything is when Lawz let up on bombs and started going more aggro.
http://smashboards.com/threads/video-critique-thread-25th-january.369394/page-8#post-18485239
The reason I'm posting it in here is because I wanted to draw attention to Lawz usage of z-drop bombs and soft bomb throws. The stage control that the bombs had, coupled with the occasional boomerang, really felt like it limited my options during the matches. Honestly, the only times I felt like I was capable of doing anything is when Lawz let up on bombs and started going more aggro.
I've been using the soft throw a whole bunch ever since I switched to the a-stick, and I just have to talk about it. Not just the fact that it's insanely good, but I wanted to make sure everyone knows how it works and also all of the different ways that it can be done. The vid linked above, while informative and amazing, is slightly off.
First of all, to clarify, the reason why the soft throw works has nothing to do with the slide back in the opposite direction making the throw somehow have less momentum or something. The only difference is in the arch that the Bomb travels when soft thrown forwards as opposed to being soft thrown backwards. When soft thrown forwards, the bomb has a slightly higher arch while when it is soft thrown backwards it is a flatter throw. To see proof of this, go to the stage Jungle Hijinxs, stand over to the right of the main stage, use the a-stick (or just the A button) to throw a bomb forwards towards the leafy platform on the right and it will land on the platform. Now turn around, and use the a-stick to throw a Bomb backwards towards that same platform and it will not land on it.
Because this tech has nothing to do with momentum going backwards, this means three things. The first is that, as alluded to above, you can just use the a-stick from a standing position and throw the bomb backwards and it will land on the ground. The second is that if you want you can do the input for the backwards JC throw instantly, such that it doesn't even look like you moved when in fact you turned around twice very quickly, and it will still work. Furthermore, it means that you can run or dash forwards, hit backwards, and then interrupt the beginning frames of your turn around animation with a JC throw back in the same direction you were originally running and you'll still get the soft throw effect.
Now for the rant about how good this tech is. The soft throw means that you have an active hitbox out for much longer. While it is bouncing on the ground, it will explode on impact and pop up on shield, and obviously a moment later it will explode of its own accord. Having as many active hitboxes out for as long as possible at any one time is absolutely essential for overwhelming pressure spam. If your opponent is afraid to move or drop their shield, that's good. I like to think of these Bomb mines as being similar to Snakes Nades. Sure, Snakes nades had a larger hitbox and they did more damage and they could be grenade stripped, but Link's soft throw has an active hitbox that will explode on contact when thrown out and Link has a plethora of other tools to keep the pressure on. The zoning and pressure and stage control potential for this tech is actually ridiculous
First of all, to clarify, the reason why the soft throw works has nothing to do with the slide back in the opposite direction making the throw somehow have less momentum or something. The only difference is in the arch that the Bomb travels when soft thrown forwards as opposed to being soft thrown backwards. When soft thrown forwards, the bomb has a slightly higher arch while when it is soft thrown backwards it is a flatter throw. To see proof of this, go to the stage Jungle Hijinxs, stand over to the right of the main stage, use the a-stick (or just the A button) to throw a bomb forwards towards the leafy platform on the right and it will land on the platform. Now turn around, and use the a-stick to throw a Bomb backwards towards that same platform and it will not land on it.
Because this tech has nothing to do with momentum going backwards, this means three things. The first is that, as alluded to above, you can just use the a-stick from a standing position and throw the bomb backwards and it will land on the ground. The second is that if you want you can do the input for the backwards JC throw instantly, such that it doesn't even look like you moved when in fact you turned around twice very quickly, and it will still work. Furthermore, it means that you can run or dash forwards, hit backwards, and then interrupt the beginning frames of your turn around animation with a JC throw back in the same direction you were originally running and you'll still get the soft throw effect.
Now for the rant about how good this tech is. The soft throw means that you have an active hitbox out for much longer. While it is bouncing on the ground, it will explode on impact and pop up on shield, and obviously a moment later it will explode of its own accord. Having as many active hitboxes out for as long as possible at any one time is absolutely essential for overwhelming pressure spam. If your opponent is afraid to move or drop their shield, that's good. I like to think of these Bomb mines as being similar to Snakes Nades. Sure, Snakes nades had a larger hitbox and they did more damage and they could be grenade stripped, but Link's soft throw has an active hitbox that will explode on contact when thrown out and Link has a plethora of other tools to keep the pressure on. The zoning and pressure and stage control potential for this tech is actually ridiculous
I don't know how people could NOT be using soft bomb throws. It forces people to work around them because it just bounces to their feet. It is, in my opinion, Links most useful technique in this game.
If you soft-throw bombs on the ground, pikmins that return to olimar/alph(After being thrown) will pick up the bombs and bring them to olimar/alph. This often results in the olimar being forced to shield or taking damage.
keep this in mind next time you fight an olimar/alph. Bombplanting and soft-throwing ftw.
keep this in mind next time you fight an olimar/alph. Bombplanting and soft-throwing ftw.
Bombsliding
Go to the AT thread for a complete explanation of bombsliding. Many posts will be left out that simply state how it works etc and instead the following posts will be about the practical applications of bombsliding.
Here's why you should bombslide in a neat compilation. A good half of the clips are from tournament games. It's more than a gimmick guys, go do it.
Great practical demonstrations here. A lot of those examples really highlight the usefulness of being able to 'throw' yourself forwards; that slight boost in speed can really throw off the opponent's spacing calculations, and importantly it leaves you in a neutral position where you can use any option you want unlike running where you have to skid first.
I upward bombslide a lot now: having a bomb in the air often is neat and the slide is huge. Btw, forward bombsliding (any variation) on opponent's shield on BF, having the bomb bounce and land on the platform, then grabbing and throwing the opponent then Z grabbing the bomb and throwing it after him is the greatest thing on earth. Fthrow's new angle actually makes it fairly feasible to hit, or to force them to jump over it. Up Bombslides to Fthrow / Bthrow / Uthrow are also not uncommon, and far from being a silly gimmick I do it all the time: you can even see Scizor do it against Master Zenyou in the video! I also do a lot of Up bombsliding under jumping people, then pivot grabbing (ready to be thrown into the bomb). It's great.
As FSK noted, if you do non-fake-out variations of the bombslide, logically the animation will be over sooner because otherwise you're just delaying the second throw animation by a couple of frames give or take. This means that you are able to act out of the slide sooner.
One might be tempted to think then that the best forward throwing bombslide variation will be the non-fake-out forward throw bombslide. However, this is not so obviously the case.
Best case scenario for the bombslide forward-throw: you can cancel the dash throw animation on frame 1, that means that the explosion will be on frame 9 (at best) and you'll be able to act on frame 22. Compare this to doing a Bombslide Down-throw fake-out where the explosion is on frame 5 and if the down-throw is done on the first possible frame (frame 3) you'll be able to act on frame 22 as well. These are the two undisputed best possible bombslide options that throw the bomb forwards in terms of frame data. The down-throw fake out one gets the bomb out sooner and covers more of your slide, but then you'll get a longer slide with a non-fake out forward throw bombslide.
One might be tempted to think then that the best forward throwing bombslide variation will be the non-fake-out forward throw bombslide. However, this is not so obviously the case.
Best case scenario for the bombslide forward-throw: you can cancel the dash throw animation on frame 1, that means that the explosion will be on frame 9 (at best) and you'll be able to act on frame 22. Compare this to doing a Bombslide Down-throw fake-out where the explosion is on frame 5 and if the down-throw is done on the first possible frame (frame 3) you'll be able to act on frame 22 as well. These are the two undisputed best possible bombslide options that throw the bomb forwards in terms of frame data. The down-throw fake out one gets the bomb out sooner and covers more of your slide, but then you'll get a longer slide with a non-fake out forward throw bombslide.
Stutter stepping and Kara Smashing
So I found this video and could find here on the boards so I decided to share it here in the Link boards:
https://www.youtube.com/watch?v=8LE1emLDAZ8
https://www.youtube.com/watch?v=8LE1emLDAZ8
Z-drop Tricks
I think you guys were talking about this stuff in previous threads, (the Zair stuff was talked about in here) but I decided to make a short video about it showing Z-dropped bomb stuff that Link can pull off. However I'm mainly showing off his Z-Drop Bomb Bair walls and Zair Bomb Aerials.
iirc, @ Fox Is Openly Deceptive talked about dropping bombs out of an aerial which can be used to chain multiple aerials (specifically Bairs) while holding a bomb.
if you do an instant z-drop [i.e. z-drop the bomb on your first airborne frame immediately following the jumpsquat] such that the Zair doesn't come out, and you do it right on the opponent, the Bomb will of course explode instantly, and because the bomb blast doesn't hurt you and z-drops are lagless this allows you to do some interesting things. Connecting a footstool after the blast is of course easier because you can do it immediately unlike when you throw the bomb down (it's just that the set up for the footstool is easier by simply throwing it down).
But even just the idea of being able to put out a hitbox within 2 frames of you leaving the ground that then combos into an aerial of your choice essentially means that so long as you are holding a bomb, you have a 2 frame rising aerial, just with a very small hitbox.
But even just the idea of being able to put out a hitbox within 2 frames of you leaving the ground that then combos into an aerial of your choice essentially means that so long as you are holding a bomb, you have a 2 frame rising aerial, just with a very small hitbox.
So I found something interesting. If you Zair drop a bomb and immediately grab the opponent, the bomb explodes as you pull them in, doesn't hurt you, and still allows you to pummel/throw.
can zair bombdrop be good option for a landing mix up? Just dropping the bomb as Link is landing, so zair doesn't actually come out but the bomb just C4s.
From experience, it's great when you're getting rushed down. If they get hit by the bomb, it gives you follow up opportunities which can lead to stage control. Even if they don't take the bait, the active bomb should give you a little window to re position yourself.
Zair only has 8 frames of landing lag. But yes, I use it quite a bit myself. Characters often are rushing at Link. Dropping the bomb puts a hitbox out for a while and often catches people off guard in my experience.
Here is a video showing it, if you can do an instant Z-drop, you can IZAC.
Another way to do a Dair off stage and get a low spike is too simply bring the bomb with you off stage. Drop the bomb [near the edge of the stage], [then jump off-stage and use a rising aerial to] regrab [the bomb] then [buffer a zairless z-drop toward the end of the aerial] off stage. Then simply catch the bomb [at any point with whatever you want, for example] a rising Dair. [The] Explosion will save you and all is good.
Edge Slip True Combos
So I stumbled upon this video on true comboes based on platform slides (Link's combo is at 2:05). It seems to be really good and have potential for interesting variations and follow ups. What do you guys think?
In the edge slip true combos section there's a link to a 3DS video. I made a Wii U version for Link
http://www.youtube.com/watch?v=MY0ic-YgYG0
http://www.youtube.com/watch?v=MY0ic-YgYG0
Bomb Properties
I apologize in advance if this is common knowledge to most of you, but I just learned this yesterday and I think it could be very important to Link's metagame.
Link's bombs in Smash 4 are not affected by stale move negation.
I did a little testing this morning with bombs and Zair, because Zair didn't have SMN in brawl and I wasn't sure if that carried over. Here's what I found:
Zair is now affected by SMN like any other move. The lowest % I got with both hits was 3% (1%-2%). Consequently, it can now be used to unstale other moves, unlike it brawl.
Bombs are quite unique because they do not stale, but they still unstale other moves. A direct hit from a bomb will always do 5% no matter how many consecutive hits you make. Likewise, using several bombs will cause a previously stale move to become fresh.
Link's bombs in Smash 4 are not affected by stale move negation.
I did a little testing this morning with bombs and Zair, because Zair didn't have SMN in brawl and I wasn't sure if that carried over. Here's what I found:
Zair is now affected by SMN like any other move. The lowest % I got with both hits was 3% (1%-2%). Consequently, it can now be used to unstale other moves, unlike it brawl.
Bombs are quite unique because they do not stale, but they still unstale other moves. A direct hit from a bomb will always do 5% no matter how many consecutive hits you make. Likewise, using several bombs will cause a previously stale move to become fresh.
We all know that Link's bombs are amazing and that they're even better than before in smash 4. One of the improvements is that they are much more durable and seem to have more priority vs other projectiles. Naturally, this got me curious (curse you curiosity) about the exact data on bomb's priority vs other projectiles. So without further to do, here is the data I collected.
Note: Going off the data I have here, it seems that once a bomb receives 6% damage it will explode.
Note: Going off the data I have here, it seems that once a bomb receives 6% damage it will explode.
Fireball: Bomb Wins
F.L.U.D.D: The water remains unaffected and the bomb is sent upwards
F.L.U.D.D: The water remains unaffected and the bomb is sent upwards
Fireball: Cancel [Note that the fireball has to be perfectly fresh in order to cancel out the bomb.]
Luigi's fireballs fly at a low trajectory so bombs typically go right over them
Priority vs peach is dependent upon which turnip she pulls and whether Link and peach do soft or smash throws.
Turnip | Both Soft | Both Smash | Link Smash - Peach Soft | Link Soft - Peach Smash
Smile | Bomb Wins | Cancel | Bomb Wins | Cancel
Circle Eyes | Bomb Wins | Cancel | Bomb Wins | Cancel
Line Eyes | Bomb Wins | Cancel | Bomb Wins | Cancel
T Shaped Eyes | Cancel | Cancel | Bomb Wins | Cancel
Curved Eyes | Cancel | Cancel | Bomb Wins | Cancel
Wink | Cancel | Cancel | Cancel | Cancel
Dot Eyes | Cancel | Cancel | Cancel | Cancel
Stitches | Cancel | Cancel | Cancel | Cancel
Smile | Bomb Wins | Cancel | Bomb Wins | Cancel
Circle Eyes | Bomb Wins | Cancel | Bomb Wins | Cancel
Line Eyes | Bomb Wins | Cancel | Bomb Wins | Cancel
T Shaped Eyes | Cancel | Cancel | Bomb Wins | Cancel
Curved Eyes | Cancel | Cancel | Bomb Wins | Cancel
Wink | Cancel | Cancel | Cancel | Cancel
Dot Eyes | Cancel | Cancel | Cancel | Cancel
Stitches | Cancel | Cancel | Cancel | Cancel
Firebreath: Bowser's firebreath remain unaffected by the bomb. The firebreath seems to have a windbox of sorts that affects the bomb depending on how hard you throw it. A smash throw will result in the bomb being tossed up in the air. A soft throw will result is the bomb slowly "riding" the fire until it hits Bowser.
Egg: Cancel
Yoshi Bomb (star): Bomb Wins
Yoshi Bomb (star): Bomb Wins
Uncharged Luma Shot: Both Win
Fully Charged Luma Shot: Luma Shot Wins
Star Bits: Both Win
Fully Charged Luma Shot: Luma Shot Wins
Star Bits: Both Win
Cannonball: Cannonball wins regardless of charge
Mechakoopa: A direct hit will not affect the mechakoopa, but an indirect hit will cause it to explode
Mechakoopa: A direct hit will not affect the mechakoopa, but an indirect hit will cause it to explode
Uncharged Peanut: Bomb Wins
Fully Charged Peanut: Cancel
Banana: Bomb Wins
Fully Charged Peanut: Cancel
Banana: Bomb Wins
Chef: Bomb Wins
Oil Spill (filled with 3 bombs): Oil Spill Wins
Oil Spill (filled with 3 bombs): Oil Spill Wins
Uncharged Bow: Bomb Wins
Fully Charged Bow: Cancel
Bombs: Cancel
Boomerang: The bomb will always cause the boomerang to return when it hits it. Whether or not the bomb pushed through depends on when you hit the boomerang. Hit the boomerang anywhere from the middle to the end and the bomb will continue flying, but if you hit the boomerang right after link throws it then your bomb will explode.
Fully Charged Bow: Cancel
Bombs: Cancel
Boomerang: The bomb will always cause the boomerang to return when it hits it. Whether or not the bomb pushed through depends on when you hit the boomerang. Hit the boomerang anywhere from the middle to the end and the bomb will continue flying, but if you hit the boomerang right after link throws it then your bomb will explode.
Din's Fire: This is a tricky one. For starters, once Zelda initiates a Din's Fire the explosion cannot be prevented. I believe this is common knowledge, but the fireball cannot be affected by our bombs (or anything for that matter) until it explodes. Hitting Zelda during a Din's Fire will cause her to lose control of when it explodes and therefore forcing it to go the max distance. However, she will still be able to control the trajectory. Din's Fire will cancel our bombs if it hits with the center sweet spot, but a sour hit will not affect the bomb.
Needles: Bomb Wins
The bomb can withstand up to 5 needles. If it hits all six then it will explode.
Burst Grenade: Another tricky one. What happens depends on how far along on the attack Sheik is when the bomb hits it. If you hit the grenade at the very beginning your bomb will push through and the grenade will fall harmlessly to the ground and then slide towards you. Hitting the grenade anywhere from shortly after she throws it until she pulls the pin will stop the grenade in it's tracks. Your bomb should push through, but the grenade will still detonate. After Sheik's pulled the pin there seems to be no stopping it. Throwing your bomb at the grenade during the part where is pulls people towards it will send your bomb flying in a random direction.Uncharged Bow: Bomb Wins
Fully Charged Arrow: Cancel
Bombs: Most of the time Gay's bomb would explode and Link's bomb would continue flying. Occasionally they would both explode on contact. I think it may be dependent on whether they collide directly or off-centered, but I'm not sure.
Boomerang: Bomb Wins
Fully Charged Arrow: Cancel
Bombs: Most of the time Gay's bomb would explode and Link's bomb would continue flying. Occasionally they would both explode on contact. I think it may be dependent on whether they collide directly or off-centered, but I'm not sure.
Boomerang: Bomb Wins
Uncharged Charge Shot: Bomb Wins
Fully Charged Charge Shot: Cancel
Homing Missile: Bomb Wins
Super Missile: Cancel
Bomb: Samus' bombs seem to be intangible until they explode. Throwing a bomb into one of hers as it exploding will cause our to explode as well.
Fully Charged Charge Shot: Cancel
Homing Missile: Bomb Wins
Super Missile: Cancel
Bomb: Samus' bombs seem to be intangible until they explode. Throwing a bomb into one of hers as it exploding will cause our to explode as well.
Uncharged Paralyzer: Bomb Wins
Fully Charged Paralyzer: Cancel
Fully Charged Paralyzer: Cancel
Uncharged Bow: Bomb Wins
Fully Charged Bow: Cancel
Fully Charged Bow: Cancel
Auto Reticle: Bomb Wins
Can withstand up to two shots. If Palutena hits the bomb with all three shots it will explode.
Thunder: Bomb Wins
Elthunder: Cancel
Arcthunder: Bomb Wins
Thoron: Thoron Wins
Arcfire: Both Win
Elwind: Both Win (first hit), Elwind Wins (second hit)
Elthunder: Cancel
Arcthunder: Bomb Wins
Thoron: Thoron Wins
Arcfire: Both Win
Elwind: Both Win (first hit), Elwind Wins (second hit)
Clay Shooting: Cancel
Wild Gunman:
Wild Gunman:
Red Bandanna: Both Win
White Shirt: Both Win
Black Coat: Both Win
Brown Coat: Gunman Wins
Sombrero: Gunman Wins
Trick Shot: After the dog kicks the barrel it can survive 8 attacks until it starts smoking. Hitting the barrel with a bomb counts as one of those attacks. If you throw a bomb at the barrel as it's smoking they will both explode.White Shirt: Both Win
Black Coat: Both Win
Brown Coat: Gunman Wins
Sombrero: Gunman Wins
Final Cutter: Final Cutter Wins
Gordo: The bomb will explode and the gordo will be sent flying back toward D3, damaging him if it connects.
Super Dedede Jump (star): Bomb Wins
Super Dedede Jump (star): Bomb Wins
Blaster: Bomb Wins
Blaster: Bomb Wins
Thunder Jolt: Bomb Wins
Thunder: Thunder Wins
Thunder: Thunder Wins
Flamethrower: Both Win
Rock Smash: Bomb Wins
Rock Smash: Bomb Wins
Can only withstand one rock fragment. If the bomb hits a second one it will explode.
Uncharged Aura Sphere: (0%-43%) Bomb Wins, (44%-999%) Cancel
Fully Charged Aura Sphere: Cancel
Force Palm:
Fully Charged Aura Sphere: Cancel
Force Palm:
Sweet spot: Force Palm Wins (the timing window for Lucario to destroy the bomb and stay outside the blast radius is very small)
Tip: (0%-27%) Both Win, (28%-999%) Force Palm Wins
Tip: (0%-27%) Both Win, (28%-999%) Force Palm Wins
Uncharged Water Shuriken: Bomb Wins
Fully Charged Water Shuriken: Both Win
Fully Charged Water Shuriken: Both Win
Robo Beam: Both Win
Super Robo Beam: Robo Beam Wins
Gyro: Cancel
Super Robo Beam: Robo Beam Wins
Gyro: Cancel
PK Fire: If the bomb hits the bolt the bomb will explode and PK Fire will activate
PK Thunder: Cancel
PK Flash: Much like Din's Fire, PK Flash is intangible until it explodes. Hitting Ness while he's charging PK Flash will prevent it from exploding. Our bomb will explode if it is caught in PK Flash's explosion.
PK Thunder: Cancel
PK Flash: Much like Din's Fire, PK Flash is intangible until it explodes. Hitting Ness while he's charging PK Flash will prevent it from exploding. Our bomb will explode if it is caught in PK Flash's explosion.
Gyroid: Cancel
Fair/Bair: Bomb Wins
Pocket: The Priority on Villager's pocketed projectiles are the same as ours with the exception of an uncharged arrow which cancels our bombs, and the latter half of boomerang which stops the bomb without exploding it.
Fair/Bair: Bomb Wins
Pocket: The Priority on Villager's pocketed projectiles are the same as ours with the exception of an uncharged arrow which cancels our bombs, and the latter half of boomerang which stops the bomb without exploding it.
Pikmin: Bombs stop all of Olimar's ranged attacks including Pikmin Toss and Fsmash, unless it's a red pikmin. Bomb's are considered a fire type attack in Smash 4 so naturally red pikmin, which are immune to fire attacks, are unaffected by bombs. For all other pikmin, bombs will either stop them in their tracks or kill them if they're received enough damage.
Uncharged Sun Salutation: Bomb Wins
Fully Charged Sun Salutation: Cancel
Header: Cancel
Fully Charged Sun Salutation: Cancel
Header: Cancel
Pill: Bomb Wins
Uncharged Bow: Bomb wins
Fully Charged Bow: Cancel
Fully Charged Bow: Cancel
Bonus Fruit:
Cherry: Bomb Wins
Strawberry: Cancel
Orange: Cancel
Apple: Cancel
Melon: Cancel
Galaxian: Galaxian Wins
Bell: Bell Wins
Key: Key Wins
Strawberry: Cancel
Orange: Cancel
Apple: Cancel
Melon: Cancel
Galaxian: Galaxian Wins
Bell: Bell Wins
Key: Key Wins
Metal Blade: Both Win
Crash Bomber: Bomb Wins
Leaf Shield: Both Win
Charge Shot: Cancels regardless of charge
Hard Knuckle: Both Win
Crash Bomber: Bomb Wins
Leaf Shield: Both Win
The bomb will destroy any leaf it touches, but I don't think it's possible for it to hit all four
Lemons: Bomb WinsCharge Shot: Cancels regardless of charge
Hard Knuckle: Both Win
Let me just put it this way, if you want to hit someone with a Bomb who is standing up from the ledge and then buffering shield, the only way to hit them is for the Bomb to explode by hitting the ground or miraculously of it's own accord. What I am seeing right now is a Bomb literally inside a character, and then the moment that their intangibility runs out, with one frame of vulnerability mind you, they are able to shield the explosion caused by the Bomb reacting to their hurtbox. The reason for this of course is that Bombs don't explode immediately on impact. The upshot of all this is, Bombs are pretty much useless against someone standing up from the ledge and shielding.
Once the bomb is stationary (inactive) it will no longer detect hurtboxes, even if you make it move again by pushing it off a platform with your character model or pushing it with a windbox etc.
If we're just talking about the bomb itself being shielded, then there are zero frames [of shield hitlag/stun]. In context this obviously wasn't the information you were after, but it's good to be clear about these things.
So we're talking about the explosion generated by the bomb.
But then the amount of blockstun inflicted will depend on how much damage the explosion would have otherwise done, and this in turn depends on e.g. how fast the bomb was moving at the time it exploded. In context however it would seem you are after how much blockstun it inflicts when the timed fuse runs out while being held, i.e. the least amount.
But then there's something else to consider as well. When talking about hitboxes that are disconnected from your own body (items and projectiles), the amount of 'time spent in shield unable to do anything' should consist not only of blockstun but also block-freeze (i.e. shield hitstun and shield hitlag respectively if you're more familiar with those terms). If we were talking about e.g. a normal Jab hitting a shield, we wouldn't really care about the block-freeze because both we and our opponent have to wait out the same time, and we only start to gain an advantage of some sorts when talking about blockstun, during which we continue the animation of our move while they are still stuck in shield. This is why disembodied hitboxes like projectiles are so good against shields, because the attacking character doesn't freeze during blockfreeze. To counteract this brokenness they used a different shield stun formula for projectiles to reduce the amount of shield-stun given, but it's still a significant point to bring up.
But then the context you're referring to is talking about either dodging the explosion or perfect shielding it, and I should note at this point that perfect shielding isn't as effective as you might think. The greatest advantage it gives is freeing up your standard options (minus walking/dashing) without having to wait through the 7 frames of shield-drop, but in terms of comparing a regular OoS option such as grab when used out of a regular shield or when used out of a perfect shield, the difference is unimpressive at best. This is because a perfect shield only reduces around a quarter of the blockstun inflicted. So to take an example, if Link shields Mario's D-tilt with a standard shield, he will endure 6 frames of blockfreeze then 4 frames of blockstun and be able to start his grab on frame 11. But if Link powershields Mario's D-tilt he will still endure 6 frames of blockfreeze then 3 frames of blockstun and be able to start grab on frame 10. Normally because blockfreeze doesn't matter so much, this is still a semi-decent gain from 4 frames to 3, but when talking about disembodied hitboxes it becomes a lot worse (as it would have been a gain from 10 to 9).
With all of that in place, let's look at exactly how many frames you would be able to move before the opponent can due to powershielding the timed explosion of a held-bomb where they only shield it normally.
And the answer is 1. You can act 1 frame earlier only. Granted, you can use any grounded option immediately instead of being restricted to OoS options, but still. Considering Link's slower frame data, this is a dumb idea. End of story.
So we're talking about the explosion generated by the bomb.
But then the amount of blockstun inflicted will depend on how much damage the explosion would have otherwise done, and this in turn depends on e.g. how fast the bomb was moving at the time it exploded. In context however it would seem you are after how much blockstun it inflicts when the timed fuse runs out while being held, i.e. the least amount.
But then there's something else to consider as well. When talking about hitboxes that are disconnected from your own body (items and projectiles), the amount of 'time spent in shield unable to do anything' should consist not only of blockstun but also block-freeze (i.e. shield hitstun and shield hitlag respectively if you're more familiar with those terms). If we were talking about e.g. a normal Jab hitting a shield, we wouldn't really care about the block-freeze because both we and our opponent have to wait out the same time, and we only start to gain an advantage of some sorts when talking about blockstun, during which we continue the animation of our move while they are still stuck in shield. This is why disembodied hitboxes like projectiles are so good against shields, because the attacking character doesn't freeze during blockfreeze. To counteract this brokenness they used a different shield stun formula for projectiles to reduce the amount of shield-stun given, but it's still a significant point to bring up.
But then the context you're referring to is talking about either dodging the explosion or perfect shielding it, and I should note at this point that perfect shielding isn't as effective as you might think. The greatest advantage it gives is freeing up your standard options (minus walking/dashing) without having to wait through the 7 frames of shield-drop, but in terms of comparing a regular OoS option such as grab when used out of a regular shield or when used out of a perfect shield, the difference is unimpressive at best. This is because a perfect shield only reduces around a quarter of the blockstun inflicted. So to take an example, if Link shields Mario's D-tilt with a standard shield, he will endure 6 frames of blockfreeze then 4 frames of blockstun and be able to start his grab on frame 11. But if Link powershields Mario's D-tilt he will still endure 6 frames of blockfreeze then 3 frames of blockstun and be able to start grab on frame 10. Normally because blockfreeze doesn't matter so much, this is still a semi-decent gain from 4 frames to 3, but when talking about disembodied hitboxes it becomes a lot worse (as it would have been a gain from 10 to 9).
With all of that in place, let's look at exactly how many frames you would be able to move before the opponent can due to powershielding the timed explosion of a held-bomb where they only shield it normally.
And the answer is 1. You can act 1 frame earlier only. Granted, you can use any grounded option immediately instead of being restricted to OoS options, but still. Considering Link's slower frame data, this is a dumb idea. End of story.
Just so you know, bombs, being items, are not affected by rage.
I'm going to try to boil down what is essentially a full day of labbing to tell you the truth about bomb activity and inactivity after being shielded. Forget everything you thought you knew.
Just a reminder that by 'active' I mean 'the bomb will detect enemy hurtboxes' and obviously by 'inactive' I mean 'the bomb will not detect enemy hurtboxes'.
The rules are as follows:
1. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 84 or later, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will be inactive from the moment it touches the shield and will remain inactive.
2. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 83 or sooner, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will become active on frame 84, i.e. it will be inactive until then, and then it will remain active until it comes to a complete rest on the ground or is caught etc, with one exception.
3. The exception to rule 2 is if the bomb is thrown or z-dropped within a shield, i.e. so that on the bomb's first active frame it is already within the shield, and it hits the shield between frames 76 and 83, counting from the first frame of the bomb pull as always. Doing this will cause the bomb to bounce up high and perfectly vertically, and the only active frame will be frame 84. From frame 85, the bomb will be inactive. Note however that the bomb will usually then explode upon hitting ground because it gained enough speed while falling from so high up.
Obviously then what you want to do is hit a shield before frame 84 if you want the added benefit of keeping an active bomb on the field for a few moments longer. To give you an idea of how much time you have to hit a shield with the bomb, here are some examples:
- If you pull a bomb and immediately buffer a soft throw, it will touch the ground first on frame 80.
- The same goes buffering a forward throw (non-smash), only of course it will explode when it lands on frame 80.
- If instead you buffer a smash throw immediately after pulling a bomb it will land and explode on frame 78.
- Finally, if you do a FH bomb pull then do a DJ D-throw, it will hit the ground on frame 68.
So essentially, the bomb has to be used almost immediately depending on how long it will take to hit a shield, otherwise the bomb will become inactive upon touching the shield and it will pose no threat to the opponent from that point other than the timed explosion of course.
Note that if the bomb bounces off a shield on or before frame 83 and becomes active again on and after frame 84, this will mean that it can bounce off their shield again, because naturally, bombs bounce off shields when active. Because the second bounce necessarily has to hit their shield on or after frame 84, the bomb will necessarily become inactive as per rule 1, and so it is impossible to get a third bounce.
It's possible that there are scenarios that I didn't test, and I'll let you know when I know, but for now, these are the rules.
Just a reminder that by 'active' I mean 'the bomb will detect enemy hurtboxes' and obviously by 'inactive' I mean 'the bomb will not detect enemy hurtboxes'.
The rules are as follows:
1. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 84 or later, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will be inactive from the moment it touches the shield and will remain inactive.
2. Counting from the first frame of the bomb pull animation, if a bomb is shielded on frame 83 or sooner, then regardless of how the bomb was thrown or z-dropped etc and regardless of how it was shielded, the bomb will become active on frame 84, i.e. it will be inactive until then, and then it will remain active until it comes to a complete rest on the ground or is caught etc, with one exception.
3. The exception to rule 2 is if the bomb is thrown or z-dropped within a shield, i.e. so that on the bomb's first active frame it is already within the shield, and it hits the shield between frames 76 and 83, counting from the first frame of the bomb pull as always. Doing this will cause the bomb to bounce up high and perfectly vertically, and the only active frame will be frame 84. From frame 85, the bomb will be inactive. Note however that the bomb will usually then explode upon hitting ground because it gained enough speed while falling from so high up.
Obviously then what you want to do is hit a shield before frame 84 if you want the added benefit of keeping an active bomb on the field for a few moments longer. To give you an idea of how much time you have to hit a shield with the bomb, here are some examples:
- If you pull a bomb and immediately buffer a soft throw, it will touch the ground first on frame 80.
- The same goes buffering a forward throw (non-smash), only of course it will explode when it lands on frame 80.
- If instead you buffer a smash throw immediately after pulling a bomb it will land and explode on frame 78.
- Finally, if you do a FH bomb pull then do a DJ D-throw, it will hit the ground on frame 68.
So essentially, the bomb has to be used almost immediately depending on how long it will take to hit a shield, otherwise the bomb will become inactive upon touching the shield and it will pose no threat to the opponent from that point other than the timed explosion of course.
Note that if the bomb bounces off a shield on or before frame 83 and becomes active again on and after frame 84, this will mean that it can bounce off their shield again, because naturally, bombs bounce off shields when active. Because the second bounce necessarily has to hit their shield on or after frame 84, the bomb will necessarily become inactive as per rule 1, and so it is impossible to get a third bounce.
It's possible that there are scenarios that I didn't test, and I'll let you know when I know, but for now, these are the rules.
List of how opponent's projectiles deal with our C4 bomb. If something "wins" then it remains while the other leaves, if something "trades" then they both explode or disappear.
Bayonetta: Bullets go over bomb.
Bowser: Bomb explodes after taking too much damage from flamethrower
BJ: If cannon hits bomb, bomb explodes, otherwise cannon will go over bomb
Mecha-koopa walks through bomb, mecha-koopa will be slowed for a few frames but other than that nothing is affected.
The kart after an Up-B will explode and cause the bomb to explode
Charizard: Bomb will explode once it takes enough damage.
Cloud: Both blade beams trade with bomb.
Corrin: Uncharged Dragon Fang Shot goes over bomb. Fully charged trades with bomb.
Diddy: Peanuts will fly over the bomb. If it lands on the bomb, the bomb wins
Banana will fly over the bomb. If banana lands on the bomb, the bomb wins.
Dr. Mario: Pills can go over bomb. If they hit bomb, bomb wins.
DHD: Can can go over bomb. If they connect then they will trade.
Frisbee goes over bomb. If it hits bomb it will bounce off and neither will explode.
Falco: Laser goes over bomb.
Fox: Laser goes over bomb.
G&W: Bomb beats bacon
Greninja: Bomb beats uncharged Water Shuriken.
Bomb trades once charged. Fully charged and neither explode.
King Dedede: Gordo explodes the bomb, bounces back towards DDD for one bounce.
Link: Arrow goes over bomb, otherwise bomb beats arrow if it hits. Boomerang goes over bomb. Thrown bomb explodes once it hits C4 bomb, C4 bomb does not explode. Thrown bomb can fly over C4 bomb.
Lucario: Uncharged can go over or will lose to bomb. Charged will trade.
Force Palm can go over bomb depending on spacing, otherwise it beats bomb.
Lucas: PK Freeze does not affect bomb.
Bomb beats PK Thunder.
PK Fire trades with bomb.
Luigi: Fireball floats over bomb
Mario: Bomb beats fireballs, fireballs can bounce over bomb
Mega Man: Metal Blade goes over bomb.
Sticky bomb goes over bomb.
Bomb will beat one leaf and the rest will go over.
Pellets go over bomb.
Mewtwo: Uncharged Shadowball floats up and down and can float over bomb, if it his, bomb wins.
Once charged enough, Shadowball will start to trade with bomb if it hits.
Ness: PK Flash causes bomb to explode.
Bomb causes PK Fire to explode and will stay active.
PK Thunder causes bomb to explode.
Olimar: Pikmin toss: Pikmin go over bombs and then bring the bomb to Olimar. Purple beats bomb.
FSmash (and other Pikmin attacks): Pikmin go over bomb and do not bring it back. Purple beats bomb.
Pac-Man: Hydrant beats bomb.
Cherry can go over bomb, if it hits then it bounces up and bomb does not explode.
Strawberry can go over bomb, if it hits it causes bomb to explode and then bounces up.
Orange cannot go over bomb, it causes bomb to explode and then bounces up.
Apple can bounce over bomb, if it hits it causes the bomb to explode and bounces up.
Melon can float over bomb at mid range. If close or very far it will hit and cause the bomb to explode and then bounce up.
Galaga beats bomb.
Bell can bounce over bomb or just beat it.
Key beats bomb.
Palutena: Autoreticle (neutral B) goes over bomb.
Peach: Turnips bounce after hitting bomb, bomb explodes
Pikachu: Thunder Jolt can hop over bomb. Otherwise they trade.
Thunder will cause the bomb to explode.
Pits: Arrow goes over bomb. If directed into bomb, bomb wins.
ROB: Laser goes over bomb
Gyro bounces off of bomb and bomb explodes
Robin: All variations of Neutral B go over bomb.
Side-B can go over bomb, if it connects bomb will lose after taking enough damage.
Bomb beats Elwind.
Ryu: All forms of Hadouken go over bomb.
Samus: Missals fly over bomb.
If charged shot is large enough to reach bomb, they will trade. Otherwise it will fly over the bomb.
Sheik: Needles go over bomb.
Grenade can pull in bomb. If it explodes on bomb, both will explode. If it lands on the bomb, neither will explode and grenade will carry on with its animation.
Tink: Arrow goes over bomb, otherwise bomb beats arrow if it hits. Boomerang stops at bomb and then goes back to Tink. C4 bomb beats Tink’s thrown bomb, does not go over C4 bomb.
Villager: Loid rocket trades with bomb.
Fair and Bair will go over bomb.
Tree beats bomb.
Wario: Riding his bike over the bomb will cause it to explode and for him to get hit off the bike, the bike will still drive forward. If he does a wheelie, however, the bomb will not explode and Wario will remain on his bike.
If Wario throws his bike onto the bomb the bomb will explode, the bike, depending on its health, will either explode or stay intact.
WFT: Soccer ball will cause bomb to explode and then fly back towards WFT.
Sun salutation goes over bomb.
Zelda: Din’s Fire goes over bomb. If Din’s Fire explodes above the bomb, bomb wins.
Phantom pushes the bomb away from Zelda. If the bomb is in range of the Phantom’s sword during the swing animation, Phantom wins.
ZSS: Blaster goes over bomb
Bayonetta: Bullets go over bomb.
Bowser: Bomb explodes after taking too much damage from flamethrower
BJ: If cannon hits bomb, bomb explodes, otherwise cannon will go over bomb
Mecha-koopa walks through bomb, mecha-koopa will be slowed for a few frames but other than that nothing is affected.
The kart after an Up-B will explode and cause the bomb to explode
Charizard: Bomb will explode once it takes enough damage.
Cloud: Both blade beams trade with bomb.
Corrin: Uncharged Dragon Fang Shot goes over bomb. Fully charged trades with bomb.
Diddy: Peanuts will fly over the bomb. If it lands on the bomb, the bomb wins
Banana will fly over the bomb. If banana lands on the bomb, the bomb wins.
Dr. Mario: Pills can go over bomb. If they hit bomb, bomb wins.
DHD: Can can go over bomb. If they connect then they will trade.
Frisbee goes over bomb. If it hits bomb it will bounce off and neither will explode.
Falco: Laser goes over bomb.
Fox: Laser goes over bomb.
G&W: Bomb beats bacon
Greninja: Bomb beats uncharged Water Shuriken.
Bomb trades once charged. Fully charged and neither explode.
King Dedede: Gordo explodes the bomb, bounces back towards DDD for one bounce.
Link: Arrow goes over bomb, otherwise bomb beats arrow if it hits. Boomerang goes over bomb. Thrown bomb explodes once it hits C4 bomb, C4 bomb does not explode. Thrown bomb can fly over C4 bomb.
Lucario: Uncharged can go over or will lose to bomb. Charged will trade.
Force Palm can go over bomb depending on spacing, otherwise it beats bomb.
Lucas: PK Freeze does not affect bomb.
Bomb beats PK Thunder.
PK Fire trades with bomb.
Luigi: Fireball floats over bomb
Mario: Bomb beats fireballs, fireballs can bounce over bomb
Mega Man: Metal Blade goes over bomb.
Sticky bomb goes over bomb.
Bomb will beat one leaf and the rest will go over.
Pellets go over bomb.
Mewtwo: Uncharged Shadowball floats up and down and can float over bomb, if it his, bomb wins.
Once charged enough, Shadowball will start to trade with bomb if it hits.
Ness: PK Flash causes bomb to explode.
Bomb causes PK Fire to explode and will stay active.
PK Thunder causes bomb to explode.
Olimar: Pikmin toss: Pikmin go over bombs and then bring the bomb to Olimar. Purple beats bomb.
FSmash (and other Pikmin attacks): Pikmin go over bomb and do not bring it back. Purple beats bomb.
Pac-Man: Hydrant beats bomb.
Cherry can go over bomb, if it hits then it bounces up and bomb does not explode.
Strawberry can go over bomb, if it hits it causes bomb to explode and then bounces up.
Orange cannot go over bomb, it causes bomb to explode and then bounces up.
Apple can bounce over bomb, if it hits it causes the bomb to explode and bounces up.
Melon can float over bomb at mid range. If close or very far it will hit and cause the bomb to explode and then bounce up.
Galaga beats bomb.
Bell can bounce over bomb or just beat it.
Key beats bomb.
Palutena: Autoreticle (neutral B) goes over bomb.
Peach: Turnips bounce after hitting bomb, bomb explodes
Pikachu: Thunder Jolt can hop over bomb. Otherwise they trade.
Thunder will cause the bomb to explode.
Pits: Arrow goes over bomb. If directed into bomb, bomb wins.
ROB: Laser goes over bomb
Gyro bounces off of bomb and bomb explodes
Robin: All variations of Neutral B go over bomb.
Side-B can go over bomb, if it connects bomb will lose after taking enough damage.
Bomb beats Elwind.
Ryu: All forms of Hadouken go over bomb.
Samus: Missals fly over bomb.
If charged shot is large enough to reach bomb, they will trade. Otherwise it will fly over the bomb.
Sheik: Needles go over bomb.
Grenade can pull in bomb. If it explodes on bomb, both will explode. If it lands on the bomb, neither will explode and grenade will carry on with its animation.
Tink: Arrow goes over bomb, otherwise bomb beats arrow if it hits. Boomerang stops at bomb and then goes back to Tink. C4 bomb beats Tink’s thrown bomb, does not go over C4 bomb.
Villager: Loid rocket trades with bomb.
Fair and Bair will go over bomb.
Tree beats bomb.
Wario: Riding his bike over the bomb will cause it to explode and for him to get hit off the bike, the bike will still drive forward. If he does a wheelie, however, the bomb will not explode and Wario will remain on his bike.
If Wario throws his bike onto the bomb the bomb will explode, the bike, depending on its health, will either explode or stay intact.
WFT: Soccer ball will cause bomb to explode and then fly back towards WFT.
Sun salutation goes over bomb.
Zelda: Din’s Fire goes over bomb. If Din’s Fire explodes above the bomb, bomb wins.
Phantom pushes the bomb away from Zelda. If the bomb is in range of the Phantom’s sword during the swing animation, Phantom wins.
ZSS: Blaster goes over bomb
Hylian Shield stuff
I did some testing on what Link's Hylian Shield (HS) blocks.
HS will only block while Link is walking, standing still and crouching without an item (bomb) in hand. If Link is in 'off balance' animation at a ledge HS won't block.
I checked everything and Hylian Shield blocks all range attacks (provided they hit the shield and not Link) except:
Luma's Star Bits
Bowser Jr's upB
Wario's Waft
Ground Shockwaves like From DK's downB
G&W's Oil
Link's gale wind
Returning Boomerangs
Samus' Bombs
Zairs
ZSS' Dsmash
Palutena's Reflector
Ike's Eruption
Any Grab type move (like Robin's downB, Kirby's inhale etc)
Duck Hunt's Smashes
Pikachu's downB after it hits pika
The main rock of Charizard's rock smash (though the little rocks can be blocked)
Lucario's Aura Sphere as it charges and force palm's grab (but the farther reaching aura is blocked)
Olimar's Pikmin throw provided the pikmin grab you (so purples are blocked)
Pacman's Ghost smashes, forwardB, fire hydrant after it is launched by an attack, hydrant's water
Mii Gunner's Smash attacks and Uair (but Fair is blocked).
Interesting notes:
The following normal attacks are range attacks and will be blocked:
Mega Man's Fsmash, lemons, Uair, Dair
Villagers Fsmash, Fair and U-smash (very situational e.g. Link must be on a platform above Villager and crouch).
Olimar's smashes but Dsmash must be crouch HS blocked,
Mii Gunner's Fair
These Multi-hit attacks will be blocked but can push through and hit Link's back:
Zelda's charged phantom
Greninja's charged water star
Mega Man's metal blade
Bowser Jr's mecha koopas can push through then turn around and hit Link
Other interesting things:
Mario's Fludd, Falco's reflector, Luma shot will be blocked. HS is great for removing pesky DH clay pigeons/can and DDD's gordos from the battle. Vertical moves like Robin's upB energy waves, sonic's spring up can be block if they touch the HS. HS can block explosions as well as bombs in smash 4. Stars from Yoshi and DDD's ground pound moves can be blocked but to block DDD's Link must crouch. Flame thrower attacks like Charizard/Bowser's can be blocked but they can angle them so don't bother. Crouch to block PK Fire.
HS will only block while Link is walking, standing still and crouching without an item (bomb) in hand. If Link is in 'off balance' animation at a ledge HS won't block.
I checked everything and Hylian Shield blocks all range attacks (provided they hit the shield and not Link) except:
Luma's Star Bits
Bowser Jr's upB
Wario's Waft
Ground Shockwaves like From DK's downB
G&W's Oil
Link's gale wind
Returning Boomerangs
Samus' Bombs
Zairs
ZSS' Dsmash
Palutena's Reflector
Ike's Eruption
Any Grab type move (like Robin's downB, Kirby's inhale etc)
Duck Hunt's Smashes
Pikachu's downB after it hits pika
The main rock of Charizard's rock smash (though the little rocks can be blocked)
Lucario's Aura Sphere as it charges and force palm's grab (but the farther reaching aura is blocked)
Olimar's Pikmin throw provided the pikmin grab you (so purples are blocked)
Pacman's Ghost smashes, forwardB, fire hydrant after it is launched by an attack, hydrant's water
Mii Gunner's Smash attacks and Uair (but Fair is blocked).
Interesting notes:
The following normal attacks are range attacks and will be blocked:
Mega Man's Fsmash, lemons, Uair, Dair
Villagers Fsmash, Fair and U-smash (very situational e.g. Link must be on a platform above Villager and crouch).
Olimar's smashes but Dsmash must be crouch HS blocked,
Mii Gunner's Fair
These Multi-hit attacks will be blocked but can push through and hit Link's back:
Zelda's charged phantom
Greninja's charged water star
Mega Man's metal blade
Bowser Jr's mecha koopas can push through then turn around and hit Link
Other interesting things:
Mario's Fludd, Falco's reflector, Luma shot will be blocked. HS is great for removing pesky DH clay pigeons/can and DDD's gordos from the battle. Vertical moves like Robin's upB energy waves, sonic's spring up can be block if they touch the HS. HS can block explosions as well as bombs in smash 4. Stars from Yoshi and DDD's ground pound moves can be blocked but to block DDD's Link must crouch. Flame thrower attacks like Charizard/Bowser's can be blocked but they can angle them so don't bother. Crouch to block PK Fire.
I have two questions about the Hylian Shield that I didn't see in the information about it on the OP, so I figured I'd ask.
- At what frame in the pivot animation does Hylian Shield begin working? I've been hit by lots of aura spheres and charge shots that I thought a pivot Hylian Shield would cover only to be sadly mistaken.
- How does the stun of Hylian Shield work? Is it a set amount of stun or is it calculated similarly to shield stun and if so, is there any situation in which Hylian Shield would be the better option?
Hylian Shield blocks on frame 12 of the pivot (i.e. standing turn around) animation, which is to say that it will not work for the entire duration of the pivot animation.
Hylian Shield works better than power-shielding. Not only do you go through slightly less shield-lag/stun than power-shielding, but you are able to dash or walk immediately after shield-stun (whereas with power-shielding while you can do any other option immediately after shield-stun, you have to wait for some shield-drop frames before you can dash/walk).
Hylian Shield works better than power-shielding. Not only do you go through slightly less shield-lag/stun than power-shielding, but you are able to dash or walk immediately after shield-stun (whereas with power-shielding while you can do any other option immediately after shield-stun, you have to wait for some shield-drop frames before you can dash/walk).
MM's Jab 1 pellet at full range, 2%:
Perfect Shield gives you frame 1 of Link's Jab on frame 4, and it gives you frame 1 of Dash forwards on frame 11.
Hylian Shield gives you frame 1 of Link's Jab on frame 8, and it gives you frame 1 of Dash forwards on frame 8.
Ok let's try something slightly stronger. Toon's arrows are good because they do consistent damage throughout the whole flightpath.
Toon's Arrow, uncharged, 4%:
Perfect Shield, Jab starts on frame 9, Dash starts on frame 16.
Hylian Shield, Jab starts on frame 9, Dash starts on frame 9.
Luigi has an early and late hitbox on his fireball, but I'll be using the earlier one.
Luigi's Fireball, early, 6%.
Perfect Shield, Jab starts on frame 11, Dash starts on frame 18.
Hylian Shield, Jab starts on frame 10, Dash starts on frame 10.
That's kind of a weird jump from 2% to 4% am I right?
Out of curiosity I'll quickly test Pit's arrows, which apparently do 3.27% with no charge.
Power Shield, Jab starts on frame 9.... what?
Hylian Shield, Jab starts on frame 8.
You know, I'm thinking that there's just something weird going on with MM's Jab pellets. They don't follow the rules. To prove this I'll try one more test.
Sheik's single needle at max range. It does slightly more than 1%, say, roughly 1.25%.
Power Shield, Jab starts on frame 7, add 7 for dash
Hylian Shield, Jab starts on frame 8, same as dash.
This is pretty much what I expected. MM's pellets are just weird apparently in that they must have a special modifier that makes them do less stun to (regular) shields.
And anything beyond e.g. a fully charged Samus shot doesn't matter so I'm not bothering to test multiply reflected stuff because who cares? What mattered to me was at what point the powershield was better than the Hylian shield, and I believe I found my answer.
Perfect Shield gives you frame 1 of Link's Jab on frame 4, and it gives you frame 1 of Dash forwards on frame 11.
Hylian Shield gives you frame 1 of Link's Jab on frame 8, and it gives you frame 1 of Dash forwards on frame 8.
Ok let's try something slightly stronger. Toon's arrows are good because they do consistent damage throughout the whole flightpath.
Toon's Arrow, uncharged, 4%:
Perfect Shield, Jab starts on frame 9, Dash starts on frame 16.
Hylian Shield, Jab starts on frame 9, Dash starts on frame 9.
Luigi has an early and late hitbox on his fireball, but I'll be using the earlier one.
Luigi's Fireball, early, 6%.
Perfect Shield, Jab starts on frame 11, Dash starts on frame 18.
Hylian Shield, Jab starts on frame 10, Dash starts on frame 10.
That's kind of a weird jump from 2% to 4% am I right?
Out of curiosity I'll quickly test Pit's arrows, which apparently do 3.27% with no charge.
Power Shield, Jab starts on frame 9.... what?
Hylian Shield, Jab starts on frame 8.
You know, I'm thinking that there's just something weird going on with MM's Jab pellets. They don't follow the rules. To prove this I'll try one more test.
Sheik's single needle at max range. It does slightly more than 1%, say, roughly 1.25%.
Power Shield, Jab starts on frame 7, add 7 for dash
Hylian Shield, Jab starts on frame 8, same as dash.
This is pretty much what I expected. MM's pellets are just weird apparently in that they must have a special modifier that makes them do less stun to (regular) shields.
And anything beyond e.g. a fully charged Samus shot doesn't matter so I'm not bothering to test multiply reflected stuff because who cares? What mattered to me was at what point the powershield was better than the Hylian shield, and I believe I found my answer.
And strangely about 1/20 times I walk a bomb forward the Hylian shield actually blocks the explosion. I think this has something to do with walk animation position or some nonsense like that so it may in fact be impossible to consistently block your own grounded bomb in matches but it is quite neat. I need to test further.
That makes exactly all of no sense to me from past experience. And you're totally right. For some reason, when walking both ways, it will randomly shield the explosion. I must know why.
Ok, I think I've got it almost figured out. But for now, I'm just going to say that you can auto-block bombs with the Hyrulian Shield that have been thrown up, come back down and exploded on the ground inside you. At this point I think it's either a very specific spacing thing, or it's a very specific part of the walk cycle, or perhaps even a very specific walk cycle/speed, or perhaps a transition between certain speeds, or perhaps a combination.
I've ruled out the spacing theory because I blocked a falling bomb that landed in front of me.
Ok, I think I've got it almost figured out. But for now, I'm just going to say that you can auto-block bombs with the Hyrulian Shield that have been thrown up, come back down and exploded on the ground inside you. At this point I think it's either a very specific spacing thing, or it's a very specific part of the walk cycle, or perhaps even a very specific walk cycle/speed, or perhaps a transition between certain speeds, or perhaps a combination.
I've ruled out the spacing theory because I blocked a falling bomb that landed in front of me.
Note also that normally if you shield drop, the Hylian Shield will not block until frame 16, but if you walk forward out of the shield drop, it can block as early as frame 8.
Gale Boomerang Wind Effects
I found an interesting new Gale Boomerang AT:
https://www.youtube.com/watch?v=qnrAkUvkR8c
If you space the Gale Boomerang so the attack has just ended the wind will catch and pull the opponent without going past them. The spacing is consistent and can be adjusted with tilt or smash strength throws.
https://www.youtube.com/watch?v=qnrAkUvkR8c
If you space the Gale Boomerang so the attack has just ended the wind will catch and pull the opponent without going past them. The spacing is consistent and can be adjusted with tilt or smash strength throws.
This is one of my favorite things to do with an opponent.
Typically it ends up happening when they're offstage, so I do end up pulling them back to the stage, but that often leads to a tilt or Smash Attack given to the opponent for damage.
At times I've also noted with this phenomena that it can pull an opponent recovering past the ledge, so if you get lucky and catch them using their Up Special or something, you can punish them as they fall back to the stage in a helpless state after missing the ledge.
Typically it ends up happening when they're offstage, so I do end up pulling them back to the stage, but that often leads to a tilt or Smash Attack given to the opponent for damage.
At times I've also noted with this phenomena that it can pull an opponent recovering past the ledge, so if you get lucky and catch them using their Up Special or something, you can punish them as they fall back to the stage in a helpless state after missing the ledge.
Trumping
So a thought occurred to me this morning. But let's review the basics first. When you grab the ledge there is a small period of time in which you cannot do anything. When someone gets trumped, there is a small period of time in which they cannot do anything. In order to punish someone who is trumped then, you must grab the ledge at almost the exact same time as them so that by the time they get kicked off, your period of time on the ledge in which you cannot move has already been used up. Seems fair enough.
Now add to this picture the fact that when you tether to the ledge, you can act immediately and you don't have any period of time on the ledge in which you cannot do anything. You see where this is going?
Take the situation where someone is on the ledge and you Tether to the ledge such that your timing isn't perfect (your timing doesn't have to be perfect i.e. you can do it at any point, not just the very moment after they grab the ledge) you reel it in, then when you grab the ledge they get trumped (they can be trumped any time after their period of time in which they cannot act has run out). Well did you know that in this situation you have a guaranteed D-air spike on every character?
Different characters have slightly different trump distances and archs that they travel, but this difference is not enough to make any difference. If you Tether Trump then immediately hit away from the ledge and double Jump Dair, it is impossible for the opponent to escape being spiked regardless of what character they are playing. Of course, this situation can be avoided by simply avoiding the trump, but still, you can see how this situation might occur, and knowing exactly what to do should you find yourself in this situation could easily win you the game.
Now if you Tether the ledge and your timing is perfect, i.e. you reel the tether in and grab the ledge just after they grab the ledge, you find yourself in a very advantageous position.
Even though you can act immediately, if you chose to stay on the ledge till the opponent can act and if they don't buffer a ledge option, they will be trumped and you can get that guaranteed Dair spike.
If you immediately stand up, the opponent is still forced to buffer a ledge action otherwise they will be trumped. Note that hitting away from the stage to let go of the ledge does not count as a buffered ledge option, and any attempts to do so will simply get you trumped. While I don't believe at this stage that you have anything guaranteed out of a trump in this situation with you standing up and all, it is still clearly advantageous. They cannot re-grab the ledge or they will be stuck on the ledge with no invincibility frames this time around (yelling please hit me), and you are by this time in complete control of your character and ready to punish them when they try to return on-stage.
Seeing as they will likely want to buffer a ledge option in this situation and seeing as you've already stood up, you are now in a prime position to punish whatever option they choose. This is very different from simply standing near the edge while someone is on the ledge because now you know that they must choose a ledge option and you also know exactly when it will come out. They have the option of immediate ledge roll, ledge hop, ledge attack,or stand up. [Metagame thread OP edit: Note that ledge get-up cannot be buffered and so is not an option that can be used to avoid being trumped, so the only options they have are to buffer ledge attack, ledge jump or ledge roll.] I'll leave it up to you to decide how to react in this situation.
(Is 'Tether Trump' too boring of a name?)
Now add to this picture the fact that when you tether to the ledge, you can act immediately and you don't have any period of time on the ledge in which you cannot do anything. You see where this is going?
Take the situation where someone is on the ledge and you Tether to the ledge such that your timing isn't perfect (your timing doesn't have to be perfect i.e. you can do it at any point, not just the very moment after they grab the ledge) you reel it in, then when you grab the ledge they get trumped (they can be trumped any time after their period of time in which they cannot act has run out). Well did you know that in this situation you have a guaranteed D-air spike on every character?
Different characters have slightly different trump distances and archs that they travel, but this difference is not enough to make any difference. If you Tether Trump then immediately hit away from the ledge and double Jump Dair, it is impossible for the opponent to escape being spiked regardless of what character they are playing. Of course, this situation can be avoided by simply avoiding the trump, but still, you can see how this situation might occur, and knowing exactly what to do should you find yourself in this situation could easily win you the game.
Now if you Tether the ledge and your timing is perfect, i.e. you reel the tether in and grab the ledge just after they grab the ledge, you find yourself in a very advantageous position.
Even though you can act immediately, if you chose to stay on the ledge till the opponent can act and if they don't buffer a ledge option, they will be trumped and you can get that guaranteed Dair spike.
If you immediately stand up, the opponent is still forced to buffer a ledge action otherwise they will be trumped. Note that hitting away from the stage to let go of the ledge does not count as a buffered ledge option, and any attempts to do so will simply get you trumped. While I don't believe at this stage that you have anything guaranteed out of a trump in this situation with you standing up and all, it is still clearly advantageous. They cannot re-grab the ledge or they will be stuck on the ledge with no invincibility frames this time around (yelling please hit me), and you are by this time in complete control of your character and ready to punish them when they try to return on-stage.
Seeing as they will likely want to buffer a ledge option in this situation and seeing as you've already stood up, you are now in a prime position to punish whatever option they choose. This is very different from simply standing near the edge while someone is on the ledge because now you know that they must choose a ledge option and you also know exactly when it will come out. They have the option of immediate ledge roll, ledge hop, ledge attack,
(Is 'Tether Trump' too boring of a name?)
So ledge-trumping... what can we follow up with that hits in time? Bair (though seems like a weak punish)?
I've been thinking about what Link's best option after ledge trumping is. It's either ledge hop Bair or drop from the ledge>reverse upB covers most things
You can just react to them too, if they jump you can Uair them or you can wait for them to get back to the ledge, without invinciblity that time. That gets more and more necessary the worse the ledge trump timing.
A pretty solid option that I just thought of is ledge trump > bair > turnaround Up-B - which can kill very early, especially combined with rage.
So I found a way to make zair trump> dair a little bit safer. If you lay a bomb at the end of the edge, Link will grab the bomb when he does dair after the zair ledge trump.
What does this mean? It means that the bomb explosion will help Link from getting punished for re grabbing the ledge. When the bomb explodes, Link will get his invincibility back when he grabs the ledge. The problems with this are the timing for setting the bomb and trumping the opponent.
What does this mean? It means that the bomb explosion will help Link from getting punished for re grabbing the ledge. When the bomb explodes, Link will get his invincibility back when he grabs the ledge. The problems with this are the timing for setting the bomb and trumping the opponent.
Pretty nice setup for the Tether Trump. http://smashboards.com/threads/tether-ledge-trump.429128/
I tested it and this quick version works for Link too, it's just difficult.
Edit: To be specific, Link needs to SH backwards off-stage from the very edge (RAR) and input tether anywhere between frame 3 to 7 of your airborne frames. Any earlier or later and you'll get a Zair. So you know, it's a 4 frame window. Definitely do-able with a bit of practice. And the pay-off! Well worth practicing imo. It's admittedly more telegraphed than a normal trump, so mix-it up and incorporate tether-trump to ledge get-up.
I tested it and this quick version works for Link too, it's just difficult.
Edit: To be specific, Link needs to SH backwards off-stage from the very edge (RAR) and input tether anywhere between frame 3 to 7 of your airborne frames. Any earlier or later and you'll get a Zair. So you know, it's a 4 frame window. Definitely do-able with a bit of practice. And the pay-off! Well worth practicing imo. It's admittedly more telegraphed than a normal trump, so mix-it up and incorporate tether-trump to ledge get-up.
I heard that people were having difficulty with the quick tether trump.
I'll do my best to explain how it's performed more clearly.
For now, just roll to the edge to set it up so that your back is to the edge.
You want to input a SH. It must be a SH. If you FH instead it is impossible to tether the edge.
You want to immediately hit and hold backwards on the joystick during the jump-squat frames. Continue holding backwards at least until you see the tether turn into a tether.
Then it's just a matter of timing the tether input. The above quoted number of airborne frames, while entirely accurate, obviously doesn't mean anything to most people, so instead try to think of it this way: Try to hit tether when Link is almost half-way up to the peak of his SH. If necessary do a quick SH on the spot first to roughly gauge the timing.
And, it should work. I don't know what else to say. Once you can definitely tether with some consistency, only then should you start thinking, I want to try running towards the edge then doing a RAR to start it off, or, I want to immediately reel in the tether. Make no mistake, it will require practice even once you understand what you're supposed to do, but hopefully this will help people understand what they're supposed to do.
I'll do my best to explain how it's performed more clearly.
For now, just roll to the edge to set it up so that your back is to the edge.
You want to input a SH. It must be a SH. If you FH instead it is impossible to tether the edge.
You want to immediately hit and hold backwards on the joystick during the jump-squat frames. Continue holding backwards at least until you see the tether turn into a tether.
Then it's just a matter of timing the tether input. The above quoted number of airborne frames, while entirely accurate, obviously doesn't mean anything to most people, so instead try to think of it this way: Try to hit tether when Link is almost half-way up to the peak of his SH. If necessary do a quick SH on the spot first to roughly gauge the timing.
And, it should work. I don't know what else to say. Once you can definitely tether with some consistency, only then should you start thinking, I want to try running towards the edge then doing a RAR to start it off, or, I want to immediately reel in the tether. Make no mistake, it will require practice even once you understand what you're supposed to do, but hopefully this will help people understand what they're supposed to do.
I realised just recently that the quick tether trump actually works differently on different stages. In the explanation I give in the quote inside the linked post, I stated that you can only hit tether on the 3rd airborne frame at the earliest (4 frame window from that point) and that it had to be out of a SH. Well while this does apply to most stages, there are a few stages that are much more lenient, making the quick tether trump very possible even for people who have never practiced it before.
The only legal stage this applies to is Dream Land.
On Dream Land, you can SH or FH backwards from the edge, and the tether will work from the first airborne frame. This means that you can actually buffer the tether during your jumpsquat frames. Hold Jump, hold back, hold grab, and watch it work.
The quick tether trump is an amazing AT, normally only held back by the difficulty of performing it, but on Dream Land this difficulty does not apply.
The only legal stage this applies to is Dream Land.
On Dream Land, you can SH or FH backwards from the edge, and the tether will work from the first airborne frame. This means that you can actually buffer the tether during your jumpsquat frames. Hold Jump, hold back, hold grab, and watch it work.
The quick tether trump is an amazing AT, normally only held back by the difficulty of performing it, but on Dream Land this difficulty does not apply.
hey remember that ledgetrump to reverse up b that's useful but rarely done, here it is again by that guy that placed 9th at battle of bc
https://www.youtube.com/watch?v=nxEl9asWP14
if they jump after trump it'll hit too even with a late trump so it's not even that difficult to hit
https://www.youtube.com/watch?v=nxEl9asWP14
if they jump after trump it'll hit too even with a late trump so it's not even that difficult to hit
Let's say you tether trump someone and they've already been on the ledge for over 20 frames. 10 frames to reel in the tether, on frame 11 you grab the ledge, on frame 12 they get trumped, and then on frame 13 you can let go of the ledge. Counting from the first frame that they get trumped as frame 1, they have 28 frames in which they cannot act, meaning in this example you have 27 frames to punish if you let go of the ledge frame perfectly, but then if you account for airdodging start-up lag, assuming the character has invulnerability on their 3rd airdodge frame, you have 29 frames to punish.
Nair Locks, Arrow Locks, and Jab Locks
It's not new but we haven't discussed it. Any hard landing (the opponent is 'injured falling' ['tumbling'] and bounces on the ground) that's not teched can be arrow locked as long as the bow isn't fully charged. You have to hit with an arrow as they land during the bounce or 'wobble' animation. For those unfamiliar with locks, after the arrow hits the opponent can't roll or get up attack and are forced to do a normal stand get up, which is punishable. Even across a medium stage this leads to a free dash attack. The gale and normal boomerangs hit and can cause a hard landing at low-medium %s but they launch the opponent higher than Brawl so it's more dependent on the opponent missing a tech. At low %s (0-40ish, %s vary with characters' weights etc) a strong hit Nair (first few frames of attack) leads to a low launch that easily hard lands and gets arrow locked. At higher %s (40-100 roughly) a weak hit FF Nair leads to the low launch and hard landing.
On extremely low percent ftilt can also be a setup for the arrow lock.
Also you can punish harder than simply doing a dash attack when using the range of a completely uncharged arrow. If you do the weak Nair set up at higher % you can follow up with an f-smash and kill pretty early. Below that you can use Links combos to do more damage than with an dash attack. If you have a bomb in your hand while getting the lock near the ledge , you can kill many characters at almost any % with a bomb->dair spike.
Also you can punish harder than simply doing a dash attack when using the range of a completely uncharged arrow. If you do the weak Nair set up at higher % you can follow up with an f-smash and kill pretty early. Below that you can use Links combos to do more damage than with an dash attack. If you have a bomb in your hand while getting the lock near the ledge , you can kill many characters at almost any % with a bomb->dair spike.
We can link together Nair locks, and here's how. The first Nair lock can be done in any way you want, e.g. SH/FH bomb throw down to footstool (it should go without saying to use the SH version of the footstool, not the FH version) then Nair at the peak of the footstool to FF the Nair asap (i.e. the very moment you stop rising and start to fall, hit down). At this point, [you have three options, the first is] to immediately bomb pull, dash in, SH/FH, return the joystick to neutral and z-drop the bomb as you are jumping (i.e. the 'instant z-drop' - look it up in the AT thread) so that the bomb is within the opponent's hurtbox, the bomb will blow up on the next frame allowing you to footstool them
[The other two ways are to simply pull a bomb then throw it immediately if they are very close to you, or pull a bomb and do a dash throw if they are further away, and then get the re-footstool. Much easier. Just do these two methods instead.]
Depending on the character this can be done multiple times, but will eventually stop working when the sourspot Nair starts hitting too hard. The only thing holding you back is your own tech skill.
[The other two ways are to simply pull a bomb then throw it immediately if they are very close to you, or pull a bomb and do a dash throw if they are further away, and then get the re-footstool. Much easier. Just do these two methods instead.]
Depending on the character this can be done multiple times, but will eventually stop working when the sourspot Nair starts hitting too hard. The only thing holding you back is your own tech skill.
The downthrow arrow lock at the right %'s below the platform seems interesting because you can cover all options with the arrow even if they tech the throw on the platform. You can charge to adjust for timing if they tech in place or tech roll. Then the arrow will push them off the platform (slide animation) and you can land and shoot another arrow to lock them on the stage floor.
Technically Link should be able to Nair lock everyone when they "bounce" off the ground, but in this scenario, you won't always be able to. Some characters can be Nair locked because they are both able to be hit by Nair and because the bounce animation is long enough for it to do so, and some can never be hit by Nair after a footstool either because their bounce animation is too short, their hurt box is too small/low for Nair to reach, or both. However in most cases, you can still Nair lock if you footstool the opponent right before throwing the bomb down at them, because the distance needed to travel in order to hit them with Nair after the second footstool will effectively have been reduced, allowing you to hit to them earlier in the bounce animation when it's possible to do so. Weight is just about the only factor that determines what % Nair will stop locking along with Rage (but we won't get into that, it's enough work as it is).
Let's all thank @Nd_KakaKhakis for doing most of the hard work. If there is no note underneath the character icon, just assume that you need to land the Nair as fast as possible (even though in a lot of cases, you don't actually need to). There's also a tidbit of information underneath DK I think is pretty important, you should check that out.
Out of a SH/FH bomb throw down to footstool, you are able to Nair lock:
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb: 38%
Indirect hit of Bomb: 34%
Note: Very difficult to get the Nair lock consistently if you don't practice since MK is extremely small.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Hit his torso, you've gotta be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 44%
Note: This goes for all big-bodied characters, but usually the bigger they are, the easier things get. Also the heavier they are, the longer Nair will be able to lock them, naturally. And one more thing. Arrow locking the fatties immediately after Nair locking them is a very viable option. It works against smaller characters too, but only at higher %s.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 42%
-Indirect hit of Bomb (9%): 38%
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 41%
-Indirect hit of Bomb (9%): 37%
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 36%
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 44%
-Indirect hit of Bomb (9%): 40%
Note: Same as MK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Same as MK, except Jiggs can float behind Link and make it hard to land Nair.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 29%
-Indirect hit of Bomb (9%): 25%
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: See Jigglypuff.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%
Note: You have to come down with Nair as fast as possible though otherwise Nair won't hit. Also watch out for Luma.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 31%
-Indirect hit of Bomb (9%): 27%
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: You need to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
/
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 34%
-Indirect hit of Bomb (9%): 30%
/
Note: Surprisingly easy. He has a very lengthy bounce animation and it isn't hard for Nair to hit.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: You need to come down fast with Nair here as well, really strict.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: He slides really far after the Nair lock so chaining him is just about impossible, just go for an arrow lock into a grounded option after the Nair lock or run up and grab.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: Same as Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: See DK
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Mario
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: Hit her torso with Link's "crotch" hitbox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 39%
-Indirect hit of Bomb (9%): 35%
Note: You have to aim for his knee.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%
Note: See Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: Needs higher height footstool, so only advisable at higher percents. You can still do it at low %s though.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: You have to be quick and hit his head/torso.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: It's surprisingly easy to land the Nair despite his size, just try to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Also pretty easy. See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: Double footstool necessary, otherwise it's extremely hard.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%; Not a true combo, so don't worry about it.
Note: Needs higher height footstool, so only advisable at higher percents.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Fox.
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
Normal Shulk:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo, so don't worry about it.
Shield:
-Direct hit of Bomb: 71%
Smash:
-Direct hit of bomb: 31%
Damage or "Faster" as Shulk puts it (the purple one):
-Direct hit of bomb: 36%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%; Not a true combo, so don't worry about it.
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo so don't worry about it.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Sheik.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
/
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%
// (smallest size)
Note: Double footstool necessary.
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb (5%): 36%
Indirect hit of Bomb: (9%): 32%; Not a true combo, so don't worry about it.
Characters who can't be Nair locked after a Dthrow bomb to footstool:
Zero Suit Samus, Bayonetta, Palutena
Let's all thank @Nd_KakaKhakis for doing most of the hard work. If there is no note underneath the character icon, just assume that you need to land the Nair as fast as possible (even though in a lot of cases, you don't actually need to). There's also a tidbit of information underneath DK I think is pretty important, you should check that out.
Out of a SH/FH bomb throw down to footstool, you are able to Nair lock:
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb: 38%
Indirect hit of Bomb: 34%
Note: Very difficult to get the Nair lock consistently if you don't practice since MK is extremely small.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Hit his torso, you've gotta be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 44%
Note: This goes for all big-bodied characters, but usually the bigger they are, the easier things get. Also the heavier they are, the longer Nair will be able to lock them, naturally. And one more thing. Arrow locking the fatties immediately after Nair locking them is a very viable option. It works against smaller characters too, but only at higher %s.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 42%
-Indirect hit of Bomb (9%): 38%
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 41%
-Indirect hit of Bomb (9%): 37%
Note: Same as DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 40%
-Indirect hit of Bomb (9%): 36%
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 44%
-Indirect hit of Bomb (9%): 40%
Note: Same as MK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Same as MK, except Jiggs can float behind Link and make it hard to land Nair.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 29%
-Indirect hit of Bomb (9%): 25%
Note: See DK.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: See Jigglypuff.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%
Note: You have to come down with Nair as fast as possible though otherwise Nair won't hit. Also watch out for Luma.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 31%
-Indirect hit of Bomb (9%): 27%
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: You need to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
/
Note: Same as Rosa.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 34%
-Indirect hit of Bomb (9%): 30%
/
Note: Surprisingly easy. He has a very lengthy bounce animation and it isn't hard for Nair to hit.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: You need to come down fast with Nair here as well, really strict.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: He slides really far after the Nair lock so chaining him is just about impossible, just go for an arrow lock into a grounded option after the Nair lock or run up and grab.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: Same as Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: See DK
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Mario
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%
Note: Hit her torso with Link's "crotch" hitbox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 39%
-Indirect hit of Bomb (9%): 35%
Note: You have to aim for his knee.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%
Note: See Mario.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: Needs higher height footstool, so only advisable at higher percents. You can still do it at low %s though.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: You have to be quick and hit his head/torso.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: It's surprisingly easy to land the Nair despite his size, just try to be quick.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Also pretty easy. See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: Double footstool necessary, otherwise it's extremely hard.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 38%
-Indirect hit of Bomb (9%): 34%; Not a true combo, so don't worry about it.
Note: Needs higher height footstool, so only advisable at higher percents.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Fox.
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
Normal Shulk:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo, so don't worry about it.
Shield:
-Direct hit of Bomb: 71%
Smash:
-Direct hit of bomb: 31%
Damage or "Faster" as Shulk puts it (the purple one):
-Direct hit of bomb: 36%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%; Not a true combo, so don't worry about it.
Note: Double footstool necessary
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%; Not a true combo so don't worry about it.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Sheik.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 32%
-Indirect hit of Bomb (9%): 28%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
/
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 36%
-Indirect hit of Bomb (9%): 32%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Ness.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 35%
-Indirect hit of Bomb (9%): 31%
Note: See Fox.
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 37%
-Indirect hit of Bomb (9%): 33%
Max % that Nair will lock after the bomb to Footstool:
-Direct hit of Bomb (5%): 30%
-Indirect hit of Bomb (9%): 26%
// (smallest size)
Note: Double footstool necessary.
Max % that Nair will lock after the bomb to footstool:
Direct hit of Bomb (5%): 36%
Indirect hit of Bomb: (9%): 32%; Not a true combo, so don't worry about it.
Characters who can't be Nair locked after a Dthrow bomb to footstool:
Zero Suit Samus, Bayonetta, Palutena
Bomb to footstool nair has been labbed out thoroughly percentage wise by myself and then updated presentation-wise and patch-wise by
DarkDeity15
My spreadsheet is here https://docs.google.com/spreadsheets/d/1bOdLl8fp4weeUTyuX75r324lk0JOCHAD-XsOr1DuNR8/edit#gid=0
The character-specific mechanics of the combo can be pretty frustrating and unintuitive, but its definitely a valuable setup to have in your pocket.
My spreadsheet is here https://docs.google.com/spreadsheets/d/1bOdLl8fp4weeUTyuX75r324lk0JOCHAD-XsOr1DuNR8/edit#gid=0
The character-specific mechanics of the combo can be pretty frustrating and unintuitive, but its definitely a valuable setup to have in your pocket.
From the desk of @ScizorVX
This is when soft nair starts to put people in kb and its difficult to tech making it easy to arrow lock [into] charged fsmash/spin.
These are based in training mode but the only real difference in an actual match is like a 2% difference.
Once again, thanks to @ScizorVX for the information.
This is when soft nair starts to put people in kb and its difficult to tech making it easy to arrow lock [into] charged fsmash/spin.
These are based in training mode but the only real difference in an actual match is like a 2% difference.
Bowser 91+
Donkey Kong 90+
King Dedede 86+
Ganondorf 85+
Charizard 85+
Samus 85+
Bowser Jr 81+
Ike 81+
Rob 81+
Wario 81+
Link 80+
Falcon 80+
Ryu 80+
Cloud 80+ with or without limit
Corrin 80+
Yoshi 80+
Lucario 80+
Mega man 80+
Villager 80+
Shulk 80+ (very strict timing)
Doctor Mario 80+
Mario 80+
Luigi 80+
Pit/Dark pit 80+
Greninja 80+
Wii fit Trainer 80+
Roy 76+
Ness 76+
Robin 76+
Sonic 76+
Lucas 76+
Pac-man 76+
Duck hunt 75+
Fox 75+
Zelda 75+
Diddy Kong 75+
Falco 75+
Marth/Lucina 75+
Toon link 75+
Bayonetta 75+
Peach 75+
Palutena 75+
Little mac 71+
Meta Knight 70+
Pikachu 70+
Sheik 70+
Zss 70+
Kirby 70+
Mewtwo 70+
Olimar 70+
Rosalina 70+
Game and watch 70+
Jigglypuff 65+
Donkey Kong 90+
King Dedede 86+
Ganondorf 85+
Charizard 85+
Samus 85+
Bowser Jr 81+
Ike 81+
Rob 81+
Wario 81+
Link 80+
Falcon 80+
Ryu 80+
Cloud 80+ with or without limit
Corrin 80+
Yoshi 80+
Lucario 80+
Mega man 80+
Villager 80+
Shulk 80+ (very strict timing)
Doctor Mario 80+
Mario 80+
Luigi 80+
Pit/Dark pit 80+
Greninja 80+
Wii fit Trainer 80+
Roy 76+
Ness 76+
Robin 76+
Sonic 76+
Lucas 76+
Pac-man 76+
Duck hunt 75+
Fox 75+
Zelda 75+
Diddy Kong 75+
Falco 75+
Marth/Lucina 75+
Toon link 75+
Bayonetta 75+
Peach 75+
Palutena 75+
Little mac 71+
Meta Knight 70+
Pikachu 70+
Sheik 70+
Zss 70+
Kirby 70+
Mewtwo 70+
Olimar 70+
Rosalina 70+
Game and watch 70+
Jigglypuff 65+
Once again, thanks to @ScizorVX for the information.
I briefly doubled checked everything shown above and I can confirm that it all works.
On Bowser you'll be able to get a footstool out of this Dair if he starts somewhere between 15 and 30% (5% intervals), and even if you start at 30% the Nair will still lock.
What the video doesn't tell you is that it is actually easier to get the footstool out of a FH DJ Dair on a smaller character because the Dair will hit later letting you footstool out of the pogo sooner, and the video did it to one of the tallest characters. Obviously Bowser was chosen for his weight so that the Dair wouldn't send him too far away, but this can work on Jiggs too (between 0 and 5%) just as an extreme example. The best candidate would be someone small and heavy.
Anyway, if you can get even more time in the air e.g. by doing a ledge hop DJ Dair or by using platforms or by getting hit into the air first, you'll be further optimising your ability to get the footstool out in time.
On Bowser you'll be able to get a footstool out of this Dair if he starts somewhere between 15 and 30% (5% intervals), and even if you start at 30% the Nair will still lock.
What the video doesn't tell you is that it is actually easier to get the footstool out of a FH DJ Dair on a smaller character because the Dair will hit later letting you footstool out of the pogo sooner, and the video did it to one of the tallest characters. Obviously Bowser was chosen for his weight so that the Dair wouldn't send him too far away, but this can work on Jiggs too (between 0 and 5%) just as an extreme example. The best candidate would be someone small and heavy.
Anyway, if you can get even more time in the air e.g. by doing a ledge hop DJ Dair or by using platforms or by getting hit into the air first, you'll be further optimising your ability to get the footstool out in time.
[Our Jab 1 can Lock] Specifically it's the two hitboxes attached to his arm that can lock, as they have 361 degree 'sakurai angles', just like Nair and Arrows. The trouble is they have low priority, so you have to miss the hitboxes on the sword completely, making Jab 1 pretty useless for locking practically speaking. http://i.imgur.com/F5psssK.jpg
There is a way after all to intentionally jab lock an opponent, and that's by perfect pivot jabbing. And just so you know, I was messing around in training mode when I got Nair lock to perfect pivot jab lock to work. I took this to Discord for discussion. Here's a gify:
https://gfycat.com/HardSoupyErne
And here's what Fox Is Openly Deceptive has to say about it:
"Ftr, yes, you can do a PP Jab after a Nair lock and get a Jab lock, and then you can do a PP Jab after the Jab lock and get another Jab lock, against the likes of DK at least. Is it worth the extra 5% and distance you move the character forward? probably not considering you'd be giving up some time to charge F-smash or whatever.
It at least got me interested in the idea of using PP Jab to lock, so I looked into the possibility of e.g. standing underneath a platform, doing a SH Nair to force a ledge slip, FFing, then doing a PP Jab lock. What I found was that while we do have the time to do this, the PP Jab lock is extremely inconsistent at best, and you're giving up a guaranteed roughly 30 frame window to punish counting from the end of the Nair landing lag up to when they can act after the untechable ledge slip, to possibly get a 47 frame window to punish that in reality will probably not work because the PP Jab will likely miss entirely.
tl;dr - at this stage, going for PP Jab lock is not worth it imo."
This is what Sandbag had to say:
"Decided to try it out, on DK specifically I found it could be useful since after the jabs you can get the Bair combos and what not. Also if you want to move an opponent closer to ledge, though I'm sure the charge time >> how close you are to the ledge. If you're doing those Double Dair combos afterwards. I could see applications against heavies (ig) for maximum % since stuff won't kill but overall seems like a really messy inconsistent negligible optimization, though it has inspired me a bit. Interesting to note but I doubt it'll be used TL;DR Foxy is right, go figure lol."
https://gfycat.com/HardSoupyErne
And here's what Fox Is Openly Deceptive has to say about it:
"Ftr, yes, you can do a PP Jab after a Nair lock and get a Jab lock, and then you can do a PP Jab after the Jab lock and get another Jab lock, against the likes of DK at least. Is it worth the extra 5% and distance you move the character forward? probably not considering you'd be giving up some time to charge F-smash or whatever.
It at least got me interested in the idea of using PP Jab to lock, so I looked into the possibility of e.g. standing underneath a platform, doing a SH Nair to force a ledge slip, FFing, then doing a PP Jab lock. What I found was that while we do have the time to do this, the PP Jab lock is extremely inconsistent at best, and you're giving up a guaranteed roughly 30 frame window to punish counting from the end of the Nair landing lag up to when they can act after the untechable ledge slip, to possibly get a 47 frame window to punish that in reality will probably not work because the PP Jab will likely miss entirely.
tl;dr - at this stage, going for PP Jab lock is not worth it imo."
This is what Sandbag had to say:
"Decided to try it out, on DK specifically I found it could be useful since after the jabs you can get the Bair combos and what not. Also if you want to move an opponent closer to ledge, though I'm sure the charge time >> how close you are to the ledge. If you're doing those Double Dair combos afterwards. I could see applications against heavies (ig) for maximum % since stuff won't kill but overall seems like a really messy inconsistent negligible optimization, though it has inspired me a bit. Interesting to note but I doubt it'll be used TL;DR Foxy is right, go figure lol."
Lagless SH Airdodges
It turns out that if you SH and instantly airdodge, you can land laglessly so long as you throw a bomb in any direction, use a grounded Up-b, use a boomerang, use an arrow, or pull a bomb. I'm personally very interested in using this as an approach and as an escape option.
I've used the airdodge lag cancel with bomb throws but it was more of a gimmick. It's funny with up b when they don't put up their shields but obviously not very useful.
The first actionable frame of Link's airdodge is frame 34, i.e. on frame 34 you can have the first frame of Uair out, and airdodge will autocancel regardless from frame 36. If Link lands on frame 34 or 35 without using (e.g.) U-air he will incur the airdodge landing lag, but if you buffer U-air as a 'just in case' sort of thing, and you happen to land on frames 34 or 35, then you will get the normal landing lag, and if you would have landed on frame 36 or more anyway (up to frame 43), nothing would have changed.
The issue is of course the fact that Link's SH airborne time is 33 frames. One more frame and it would be perfect.
So what can we do with this U-air autocancel that we can't otherwise?
Well we can FH buffer airdodge from the side platforms of BF onto the top platform and land with normal landing lag only if you input the Uair (or Nair, or Dair).
Again, we can fall through the top BF platform and immediately airdodge and land with normal landing lag only if we use the aerial autocancel.
Not much else though (?).
Just note that if you input an aerial during airdodge then you input shield soon after (within like 10 frames), Link will do a Zair, so when trying to go for the aerial autocancel, don't press shield until you land, or else do anything else but attempt to shield.
The issue is of course the fact that Link's SH airborne time is 33 frames. One more frame and it would be perfect.
So what can we do with this U-air autocancel that we can't otherwise?
Well we can FH buffer airdodge from the side platforms of BF onto the top platform and land with normal landing lag only if you input the Uair (or Nair, or Dair).
Again, we can fall through the top BF platform and immediately airdodge and land with normal landing lag only if we use the aerial autocancel.
Not much else though (?).
Just note that if you input an aerial during airdodge then you input shield soon after (within like 10 frames), Link will do a Zair, so when trying to go for the aerial autocancel, don't press shield until you land, or else do anything else but attempt to shield.
Fast Fall stuff
Do we know the air time of Link's short hop FF and full hop FF? Oh, and what's the first frame Link can fastfall out of a short hop and a full hop?
Including the (7) jump-squat frames, Link can FF at the earliest on frame 25 of his SH and on frame 32 of his FH. Note that you can buffer the FF on frame 22 of the SH and frame 29 of the FH at the earliest.
The airborne time for a SH immediate FF (which of course will naturally not include the jump-squat frames) is 22 frames, while the airborne time for a FH immediate FF is 34 frames.
The airborne time for a SH immediate FF (which of course will naturally not include the jump-squat frames) is 22 frames, while the airborne time for a FH immediate FF is 34 frames.
That means, assuming fastfall on the first possible frame, that SH B-Air into immediate FF has a hitbox out during frames 18-22, with Link landing on the 23rd frame with 10 frames of landing lag. This could probably be possibly useful, but I do not know how safe the second hit of B-Air is on shield.
As for this particular instance where we're doing the SH buffered Bair to buffered FF ('the maneuver') against a shielding opponent, well the second hit of Bair has slightly more range than the first hit (visually it has a decent amount more), but then we wouldn't necessarily be hitting the shield as we land. The second hit of Bair has 5 active frames, which, if we can just take a moment to appreciate this, is kind of a lot really. This means that the effectiveness of the maneuver against shields will depend on the size of the opponent, but generally you'll be hitting their shield on frame 18 to 20, and then every frame it takes to continue falling until you finally land is going to be taken away from the safety of the maneuver.
I played around with the idea of buffering inputs mid air that come out as you land.
Links Uair has 10 auto cancel frames at the start of the move so if Uair then hold shield and you land during that 10 frame window at the start of Uair, the shield will be buffered out 'Instantly' as soon as you land [which means you don't need to time the shield input and you don't need to worry about accidentally airdodging] [He went on to explain that you can do a SH and FF at the peak of the SH, which he then went on to explain in more detail]
-Buffering the FF Uair-
Hold hold down or down diagonal, as long as you did this before you reach to the high point of the jump you will not FF, then when you perform the input for the Uair while holding down on the Left control stick it will instantly [automatically] fast fall. As long as the aerial has enough frames you will land on stage with a nice auto cancel. [so just input the Uair at or after the peak of your SH while holding down]
[then he went on to explain that anything can then be buffered after you've inputted the Uair and it will come out automatically as soon as possible when you land. cool.]
Links Uair has 10 auto cancel frames at the start of the move so if Uair then hold shield and you land during that 10 frame window at the start of Uair, the shield will be buffered out 'Instantly' as soon as you land [which means you don't need to time the shield input and you don't need to worry about accidentally airdodging] [He went on to explain that you can do a SH and FF at the peak of the SH, which he then went on to explain in more detail]
-Buffering the FF Uair-
Hold hold down or down diagonal, as long as you did this before you reach to the high point of the jump you will not FF, then when you perform the input for the Uair while holding down on the Left control stick it will instantly [automatically] fast fall. As long as the aerial has enough frames you will land on stage with a nice auto cancel. [so just input the Uair at or after the peak of your SH while holding down]
[then he went on to explain that anything can then be buffered after you've inputted the Uair and it will come out automatically as soon as possible when you land. cool.]
SHFF has 22 airborne frames and FHFF has 34 airborne frames if you FF as soon as you can.
Footstool stuff (generally)
anyway footstool uses for link
1. jump off shield after pressure with bombs
2. bomb footstool nair lock
basic by zane
inb4won'thappeninrealmatch scizor doing it on larry lurr
nair lock is very specific I don't really have the data but someone will
3. bombstool to dair is sort of useless btw you might as well do aerial dthrow bomb to fair / uair then and save the effort, it could kill before but the hit was changed so I dunno, but good for styling
1. jump off shield after pressure with bombs
2. bomb footstool nair lock
basic by zane
inb4won'thappeninrealmatch scizor doing it on larry lurr
nair lock is very specific I don't really have the data but someone will
3. bombstool to dair is sort of useless btw you might as well do aerial dthrow bomb to fair / uair then and save the effort, it could kill before but the hit was changed so I dunno, but good for styling
There is a specific technique that I use sometimes to gimp characters with bad vertical recoveries.
Such as corrin or mario
Works on every char. It's essentially just hitting with the last few active frames from Dair into a footstool
https://www.dropbox.com/s/l2vt8g3tmkxmjug/Datei 04.01.17, 03 57 16.mov?dl=0
Such as corrin or mario
Works on every char. It's essentially just hitting with the last few active frames from Dair into a footstool
https://www.dropbox.com/s/l2vt8g3tmkxmjug/Datei 04.01.17, 03 57 16.mov?dl=0
Second Jump Renewal (a.k.a. the Triple Jump)
The Triple Jump.
Use up your DJ in any way at any point, pull a bomb, but make sure to time your bomb pull so that the FAF of the bomb pull is also your last airborne frame (it will create an extra 'airborne' frame in which you will come into contact with the ground and otherwise should have landed, which will replenish your DJ and on the same frame, being the FAF, you will be able to use it). If you do this correctly, you will be able to use another DJ without landing, i.e. a triple jump (TJ).
Unfortunately because it takes too long for Link to get rid of the bomb, under normal circumstances you will be limited to just using a TJ and will not be able to do this trick more than once, let alone indefinitely, however if you make use of platforms for example, then sure, technically you can keep doing it until you can't go any lower.
Because it requires frame perfection when inputting the bomb pull after a DJ (meaning that buffered setups are more or less out of the picture), it's going to be very difficult to find any reliable way to pull this off.
Having just said that here's what I came up with in 2 minutes. You do a FH buffered bomb pull, buffer a DJ and immediately throw the bomb in any direction (for throwing it down you need to throw it on the 5th frame of DJ; any other direction you want to throw it on the 3rd frame of the DJ), then buffer another bomb pull and buffer the TJ. It's actually surprisingly possible if I do say so myself.
I believe it was first stumbled upon here https://mobile.twitter.com/anzurizuri/status/815458920630128640
Use up your DJ in any way at any point, pull a bomb, but make sure to time your bomb pull so that the FAF of the bomb pull is also your last airborne frame (it will create an extra 'airborne' frame in which you will come into contact with the ground and otherwise should have landed, which will replenish your DJ and on the same frame, being the FAF, you will be able to use it). If you do this correctly, you will be able to use another DJ without landing, i.e. a triple jump (TJ).
Unfortunately because it takes too long for Link to get rid of the bomb, under normal circumstances you will be limited to just using a TJ and will not be able to do this trick more than once, let alone indefinitely, however if you make use of platforms for example, then sure, technically you can keep doing it until you can't go any lower.
Because it requires frame perfection when inputting the bomb pull after a DJ (meaning that buffered setups are more or less out of the picture), it's going to be very difficult to find any reliable way to pull this off.
Having just said that here's what I came up with in 2 minutes. You do a FH buffered bomb pull, buffer a DJ and immediately throw the bomb in any direction (for throwing it down you need to throw it on the 5th frame of DJ; any other direction you want to throw it on the 3rd frame of the DJ), then buffer another bomb pull and buffer the TJ. It's actually surprisingly possible if I do say so myself.
I believe it was first stumbled upon here https://mobile.twitter.com/anzurizuri/status/815458920630128640
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