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Little Mac Battlefield Platform Jab Lock Setups

Splash Damage

Smash Journeyman
Joined
Jan 16, 2015
Messages
344
Location
New England
NNID
Grab_N_Go
Looks like I won't be able to keep this list to myself anymore.
If you don't get the title, just watch this video by Sendo first, it shows it off pretty well.

A few months ago, I spent 4 days of doing nothing in smash except for figuring out the exact, earliest %s that you can jab lock someone when setting up with D-Throw, Up Angled Fsmash, Up Tilt, Down Tilt, and Up Air. Because of how hugely useful it was and how long it took me, a part of me wanted to save the fruits of my labor, at least for a little while, but after seeing some other people mention it to me and now Sendo compiling a whole list for Up Tilt, I figure I'll save everyone else the trouble. And that's a nice way of saying I wanna be the guy to do the cool thing.
Little Mac BF platform lock percentages for all characters:
D-throw
Up variation F-smash
U-tilt
D-tilt
Up air
---Mario:4mario:
D-throw=0%
Up variation F-smash=15%
U-tilt=26%
D-tilt=70%
Up air=83%
---Luigi:4luigi:
D-throw=0%
Up variation F-smash=12%
U-tilt=21%
D-tilt=62%
Up air=77%
---Peach:4peach:
D-throw=0%
Up variation F-smash=
U-tilt=18%
D-tilt=55%
Up air=71%
---Bowser:4bowser:
D-throw=0%
Up variation F-smash=18%
U-tilt=28%
D-tilt=77%
Up air=93%
---Yoshi:4yoshi:
D-throw=0%
Up variation F-smash=14%
U-tilt=23%
D-tilt=66%
Up air=81%
---Rosalina:rosalina:
D-throw=0%
Up variation F-smash=8%
U-tilt=16%
D-tilt=50%
Up air=67%
---Bowser Jr.:4bowserjr:
D-throw=impossible until 4%
Up variation F-smash=15%
U-tilt=28% Must be meaty(hit late in the swing)to follow up with the dair
D-tilt=79%
Up air=93%
---Wario:4wario2:
D-throw=0%
Up variation F-smash=17%
U-tilt=29%
D-tilt=77%
Up air=93%
---DK:4dk:
D-throw=0%
Up variation F-smash=19%
U-tilt=30%
D-tilt=81%
Up air=95%
---Diddy:4diddy:
D-throw=7%
Up variation F-smash=16%
U-tilt=29%
D-tilt=78%
Up air=Too short for it to be reliable
---G&W:4gaw:
D-throw=0% (tech window is lenient)
Up variation F-smash=9%
U-tilt=18%
D-tilt=54%
Up air=Too short
---Little Mac:4littlemac:
D-throw=0%
Up variation F-smash=11%
U-tilt=22%
D-tilt=63%
Up air=75%
---Link:4link:
D-throw=1%
Up variation F-smash=17%
U-tilt=29%
D-tilt=77%
Up air=89%
---Zelda:4zelda:
D-throw=0%
Up variation F-smash=11%
U-tilt=20%
D-tilt=59%
Up air=73%
---Shiek:4sheik:
D-throw=3%
Up variation F-smash=14%
U-tilt=26%
D-tilt=71%
Up air=82%
---Ganondorf:4ganondorf:
D-throw=5%
Up variation F-smash=19%
U-tilt=32%
D-tilt=82%
Up air=93%
---Toon Link:4tlink:
D-throw=0% (tech window is lenient)
Up variation F-smash=12%
U-tilt=21%
D-tilt=62%
Up air=Too short
---Samus:4samus:
D-throw=0%
Up variation F-smash=14%
U-tilt=23%
D-tilt=66%
Up air=82%
---ZSS:4zss:
D-throw=6%
Up variation F-smash=14%
U-tilt=27%
D-tilt=71%
Up air=82%
---Pit:4pit:/Dark Pit:4darkpit:
D-throw=0%
Up variation F-smash=14%
U-tilt=23%
D-tilt=68%
Up air=81%
---Palu:4palutena:
D-throw=0%-lenient
Up variation F-smash=12%
U-tilt=23%
D-tilt=64%
Up air=78%
---Marth:4marth:/Luci:4lucina:
D-throw=0%
Up variation F-smash=12%
U-tilt=22%
D-tilt=63%
Up air=78%
---Ike:4myfriends:
D-throw=1%
Up variation F-smash=17%
U-tilt=29%
D-tilt=78%
Up air=90%
---Robin:4robinf:
D-throw=0%
Up variation F-smash=14%
U-tilt=26%
D-tilt=70%
Up air=82%
---DHD:4duckhunt:
D-throw=0%
Up variation F-smash=12% is nearly frame-perfect, 13% is easier
U-tilt=22%
D-tilt=64%
Up air=Too short
---Kirby:4kirby:
D-throw=0%-lenient
Up variation F-smash=7%
U-tilt=17%
D-tilt=53%
Up air=Short
---Dedede:4dedede:
D-throw=Forces tech, but impossible to lock until 3%
Up variation F-smash=19%
U-tilt=31%
D-tilt=81%
Up air=
---Meta knight:4metaknight:
D-throw=0%
Up variation F-smash=13%
U-tilt=26%
D-tilt=69%
Up air=Short
---Fox:4fox:
D-throw=13%
Up variation F-smash=15%
U-tilt=29%
D-tilt=74%
Up air=83%
---Falco:4falco:
D-throw=8%
Up variation F-smash=15%
U-tilt=29%
D-tilt=74%
Up air=84%
---Pikachu:4pikachu:
D-throw=0%
Up variation F-smash=12%
U-tilt=24%
D-tilt=65%
Up air=Short
---Charizard:4charizard:
D-throw=0%
Up variation F-smash=16%
U-tilt=26%
D-tilt=72%
Up air=For some reason, it prioritizes the weak hit on Zard, making it never work until faaar past death %
---Lucario:4lucario:
D-throw=0%
Up variation F-smash=15%
U-tilt=26%
D-tilt=71%
Up air=84%
---Jigglypiff:4jigglypuff:
D-throw=0% (incredibly large window to tech, don't try d-throw)
Up variation F-smash=5%
U-tilt=13%
D-tilt=43%
Up air=Short, but it'd probably be like 60%.
---Greninja:4greninja:
D-throw=1%
Up variation F-smash=15%
U-tilt=27%
D-tilt=73%
Up air=Too crouchy
---Rob:4rob:
D-throw=0%
Up variation F-smash=17%
U-tilt=28%
D-tilt=76%
Up air=89%
---Ness:4ness:
D-throw=0%-lenient
Up variation F-smash=12%
U-tilt=22%
D-tilt=63%
Up air=Short
---Cpt. Falcon:4falcon:
D-throw=16%
Up variation F-smash=19%
U-tilt=34%
D-tilt=85%
Up air=95%
---Villager:4villagerf:
D-throw=0%-lenient
Up variation F-smash=13%
U-tilt=22%
D-tilt=64%
Up air=79%(obscenely precise to land)
---Olimar:4olimar:
D-throw=0%-lenient
Up variation F-smash=9%
U-tilt=18%
D-tilt=56%
Up air=short
---Wii Fit Trainer:4wiifit:
D-throw=0%-lenient
Up variation F-smash=13%
U-tilt=22%
D-tilt=63%
Up air=78%
---Shulk:4shulk:
D-throw=0%
Up variation F-smash=15%
U-tilt=26%
D-tilt=72%
Up air=86%
---Pac Man:4pacman:
D-throw=0%-lenient
Up variation F-smash=12%
U-tilt=22%
D-tilt=63%
Up air=Short
---Megaman:4megaman:
D-throw=0%
Up variation F-smash=18%
U-tilt=32%
D-tilt=82%
Up air=Unreliable
---Sonic:4sonic:
D-throw=0%
Up variation F-smash=14%
U-tilt=24%
D-tilt=68%
Up air=81%
---Mewtwo:4mewtwo:
D-throw=0%
Up variation F-smash=10%
U-tilt=21%
D-tilt=59%
Up air=72%
---Lucas:4lucas:
D-throw=0%-Lenient
Up variation F-smash=13%
U-tilt=23%
D-tilt=65%
Up air=Short
---Roy:4feroy:
D-throw=9%
Up variation F-smash=17%
U-tilt=31%
D-tilt=89%
Up air=90%
---Ryu:4ryu:
D-throw=0%
Up variation F-smash=16%
U-tilt=29%
D-tilt=76%
Up air=88%

And there it is. I'll add some extra notes later as well as strategies with how to use this from my own experience, but I just wanted to get this list out, and it's getting pretty late for me. Tell me what you think.
 
Last edited:

Blurb =)

Smash Rookie
Joined
Aug 26, 2015
Messages
8
Location
Cary, NC
Holy ****, the amount of work you put into this is incredible. This is fantastic, thank you for sharing it with the rest of the community!
 

Splash Damage

Smash Journeyman
Joined
Jan 16, 2015
Messages
344
Location
New England
NNID
Grab_N_Go
As it would appear, plenty of characters got their weight changed and 2 of these starter moves were changed.
Time to go through
this hell-i mean these characters again.
 

AxelVDP

Smash Apprentice
Joined
Mar 31, 2010
Messages
96
As it would appear, plenty of characters got their weight changed and 2 of these starter moves were changed.
Time to go through
this hell-i mean these characters again.
you can actually utilize the work you've already done by just using some math (well maybe not for uptilt since the move got an angle change too)

just calculate the knockback that was needed pre-patch and then work backwards (or by trial and error untill you get to the same knockback) to get the new %s post patch
here's a handy tool for that! http://qldsmash.com/aeromaths2.html

also, if you need the actual formula here it is
Knockback = ( ( ( (((t+d)/10+(((t+d)*d)/20))*(200/(w+100))*1.4) +18) *(s/100)) +b)
t = Target Damage
d = Attack Damage
w = Target Weight
s = Knockback Growth
b = Base Knockback

it can also be simplified in the easier to read
Knockback = {[posthit%*(dmg+2)]*[14/(weight+100)]*(kbg/5)}/20 + (bkb+kbg*9/50)

I might try to do just that later

also, an advantage for using this math based approach is that we could theoretically calculate also the various percentages at various level of Rage without going to all the troble of testing it all manually

it's still a crapload of work tho
 
Last edited:

Splash Damage

Smash Journeyman
Joined
Jan 16, 2015
Messages
344
Location
New England
NNID
Grab_N_Go
you can actually utilize the work you've already done by just using some math (well maybe not for uptilt since the move got an angle change too)

just calculate the knockback that was needed pre-patch and then work backwards (or by trial and error untill you get to the same knockback) to get the new %s post patch
here's a handy tool for that! http://qldsmash.com/aeromaths2.html

also, if you need the actual formula here it is
Knockback = ( ( ( (((t+d)/10+(((t+d)*d)/20))*(200/(w+100))*1.4) +18) *(s/100)) +b)
t = Target Damage
d = Attack Damage
w = Target Weight
s = Knockback Growth
b = Base Knockback

it can also be simplified in the easier to read
Knockback = {[posthit%*(dmg+2)]*[14/(weight+100)]*(kbg/5)}/20 + (bkb+kbg*9/50)

I might try to do just that later

also, an advantage for using this math based approach is that we could theoretically calculate also the various percentages at various level of Rage without going to all the troble of testing it all manually

it's still a crapload of work tho
Huh, didn't know it worked like that, thanks for the info. I might try that actually, but then again it's still really fun to uppercut things over and over. For science.
 

6FinalFlame6

Smash Rookie
Joined
Aug 29, 2015
Messages
10
Location
SoCal
If you guys have seen Zero's Little Mac Analysis or My Smash Corner's video on perfect-pivoting, then you know that little mac do a perfect pivot into an up-tilt since Mac's up-tilt has a hitbox that ends behind him, allowing for you to space yourself and get the hit. You could use the pivot into up-tilt to set up this conversion as well.
 

PHYTO-1

Smash Journeyman
Joined
Sep 18, 2014
Messages
302
Location
Honolulu
NNID
PHYTO-1
if you use custom side b grounding blow, it can also be used to do a lock > slip off > lock. i dont know if youve ever seen my smash corners combo video that included platform slip offs.

even just doing two dairs from a fullhop can also do the lock > slip off > lock
 
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