Kodystri
the PK Spamming Lucas Main
- Joined
- Jul 24, 2014
- Messages
- 412
- NNID
- Kodystri
Someone better title please ;-;
Hello Guys(Please come up with better, catchy title). This is Kodystri, a hardcore Lucas and Ness Comain and I finally want to start extensive and strict research on all the tools Lucas can do on everything. If you need to find something, press CTRL + F and find the thing you need. I have them separated by moves.
If anything that could be improved with the organizing, please let me know, just know I am working on things atm.
Also for fun, I will throw in some random jokes and easter eggs in here
I am also would like help aside from test subjects. But beware, this will be pretty strict and i want this to be as accurate as possible. You can find the application at post 4.
This includes:
Frame Data
Punish Options on certain moves against certain Characters.
When Fairs starts knocking people over
PSI Magnet Heal Percent(Done anyways lol)
Up Throw Kill Percents on all legal Stages
Back Throw kill percents on all legal stages.
Kill Percents on all moves that can kill.
Guarantee Combos(Unescapable, doesn't neccessary mean it is a true combo on the Training mode counter)
Footstools
Jab Locks
Ledge Coverage Options
Edgeguarding Options
and more that I need to remember.
However, all of this will take a long time to completely finish. I am dedicated to get all the info we need about Lucas to become a successful Lucas player(Mostly because I am going to do serious labbing with him and want to be the best Lucas player in the world.) I will also try to include videos as well!
Table of Contents
Character | Move | Heal Percent
Bowser Jr. | N/A | N/A
Bowser |
Charizard
Dark Pit |
Dr. Mario | N/A | N/A
Duck Hunt
Falco
Fox
Ganondorf | N/A | N/A
Mr Game and Watch | N/A | N/A
Greninja | N/A | N/A
Ike | N/A | N/A
Jigglypuff | N/A | N/A
Kirby |
Link |
Claus |
Luigi |
Mega Man |
Mewtwo |
Mii Gunner
Mii Swordfighter
Ness |
Peach
Pikachu |
Roy
Ryu
Samus |
Sonic | N/A | N/A
Toon Link |
Wii Fit Trainer |
[/spoiler]
Hello Guys(Please come up with better, catchy title). This is Kodystri, a hardcore Lucas and Ness Comain and I finally want to start extensive and strict research on all the tools Lucas can do on everything. If you need to find something, press CTRL + F and find the thing you need. I have them separated by moves.
If anything that could be improved with the organizing, please let me know, just know I am working on things atm.
Also for fun, I will throw in some random jokes and easter eggs in here
I am also would like help aside from test subjects. But beware, this will be pretty strict and i want this to be as accurate as possible. You can find the application at post 4.
This includes:
Frame Data
Punish Options on certain moves against certain Characters.
When Fairs starts knocking people over
PSI Magnet Heal Percent(Done anyways lol)
Up Throw Kill Percents on all legal Stages
Back Throw kill percents on all legal stages.
Kill Percents on all moves that can kill.
Guarantee Combos(Unescapable, doesn't neccessary mean it is a true combo on the Training mode counter)
Footstools
Jab Locks
Ledge Coverage Options
Edgeguarding Options
and more that I need to remember.
However, all of this will take a long time to completely finish. I am dedicated to get all the info we need about Lucas to become a successful Lucas player(Mostly because I am going to do serious labbing with him and want to be the best Lucas player in the world.) I will also try to include videos as well!
Table of Contents
http://www.kuroganehammer.com/Smash4/Lucas Just go here for now.
Jab 1 - IASA frame 20, TASA frame 7
-Hitbox ID=0x0 (body hitbox) - active 2-4; 2.5% damage, 30° angle; 0 BKB, 30 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 2-4; 2.5% damage, 66° angle; 0 BKB, 18 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 2-4; 2.5% damage, 87° angle; 0 BKB, 16 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
Jab 2 - IASA frame 20, TASA frame 7
-Hitbox ID=0x0 (body hitbox) - active 3-5; 2.0% damage, 30° angle; 0 BKB, 30 FKB,10 0 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 3-5; 2.0% damage, 70° angle; 0 BKB, 18 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 3-5; 2.0% damage, 88° angle; 0 BKB, 16 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
Jab 3 - IASA frame 30
-Hitbox ID=0x0 (body hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Fastest possible jab combo hits 2-4, 9-11, 18-20; IASA frame 42.
Three hitboxes on each hit, and they are prioritized from innermost to outermost, so if the opponent's hurtboxes overlap any two or more hitboxes, he'll be hit by the one closest to Lucas's body. That innermost hitbox explains why Lucas seems to be able to hit foes behind him.
Forward tilt - IASA frame 26
-Hitbox ID=0x0 (hand hitbox) - active 7-8; 7.5% damage, 361° angle; 20 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) - active 7-8; 11.0% damage, 361° angle; 30 BKB, 0 FKB, 75 KBG; 1.0 hitlag, 1.0 SDI
The slowest of all of Lucas's tilts, hitting frame 7 as opposed to d-tilt's frame 3 and up tilt's frame 4. Like with dash attack, his hand has priority over the hexagons. Mainly used for spacing or beating out an opponent's slower options, but its 361° angles mean it can cause a jab lock at low percentages. At low percentages, weak f-tilt can combo into strong f-tilt. Also like with dash attack, the sweet spot is completely disjointed.
Down tilt - IASA frame 16
Hitbox ID=0x0 (waist hitbox) active 3-4; 3.0% damage, 76° angle; 18 BKB, 0 FKB, 50 KBG; 0.7 hitlag, 0.4 SDI
Hitbox ID=0x1 (leg hitbox) active 3-4; 3.0% damage, 40° angle; 10 BKB, 0 FKB, 45 KBG; 0.7 hitlag, 0.4 SDI
Hitbox ID=0x2 (foot hitbox) active 3-4; 3.0% damage, 0° angle; 8 BKB, 0 FKB, 40 KBG; 0.7 hitlag, 0.4 SDI
Down Tilt hits on frame 3; interruptible as soon as frame 16. 76° body hitbox, 42° leg hitbox, 0° foot hitbox. The 0° is denoted as a horizontal line across to show it will always send the opponent straight back without ever putting them in the air; this it the hitbox you use if you're going to extend a jab lock, as the other two will pop the opponent up.
The camera panning makes the hitboxes seem like they have less reach than they do, but they reach pretty far.\
Up tilt - IASA frame 37
-Hitbox ID=0x0 (hand hitbox) active 4; 1.5% damage, 120° angle; 0 BKB, 60 FKB, 100 KBG; 0.5 hitlag, 1.0 SDI
-Hitbox ID=0x1 (hand hitbox) active 4; 1.5% damage, 120° angle; 0 BKB, 60 FKB, 100 KBG; 0.5 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg-PSI hitbox) active 7-10; 8.0 damage, 93° angle; 50 BKB, 0 FBK, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (body hitbox) active 7-10; 8.0 damage, 93° angle; 50 BKB, 0 FBK, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg-PSI hitbox) active 11-14; 5.0 damage, 90° angle; 50 BKB, 0 FBK, 100 KBG; 0.5 hitlag, 1.0 SDI
Those two hitboxes on the ground hit frame 4, then the main two hitboxes hit 3 frames later (frame 7). At frame 11, the bottom hitbox disappears and the top hitbox shrinks in size, becoming the late hitbox and switching from 93°-angle to 90°. The late hitbox lasts until frame 15, no longer active frame 16.
Forward smash - charge: frame 8; IASA frame 47
-Hitbox ID=0x0 (base hitbox) active 14-15; 14.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (tipper hitbox) active 14-15; 15.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.2 hitlag, 1.0 SDI
Forward Smash hits on frames 14-15; IASA frame 47. The tip of the stick does an extra 1% to your opponent. It can also reflect projectiles with 1.5x Reflection with an 80% Break Threshold. It's just a solid, fully disjointed whack to the opponent's face,It launches at a 45° angle after 42% (361°--Sakurai--angle).
Down smash - charge: frame 6; IASA frame 60; if one of the hitboxes connects with a collision box, all subsequent ones become inactive.
Hitbox ID=0x0 (PSI hitbox) active 20-21; 17.0% damage, 361° angle; 43 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (PSI hitbox) active 29-30; 14.0% damage, 361° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (PSI hitbox) active 39-40; 11.0% damage, 361° angle; 20 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
19-frame start-up, with the hitboxes hitting at frames 20-21, 29-30, and 39-40; IASA frame 60 (it's exactly a full second of commitment). All hitboxes have the same launch angle (Sakurai), but increase in size while decreasing in kill power. All hitboxes are able to cover the ledge snap area, but the timing is rather strict as the opponent has fairly large windows to snap throughout the move--namely frames 1-19, 22-28, and 31-38. Once a hitbox hits someone, all the other hit fails to connect.
Up smash - full-body invincibility 1-4; charge: frame 5 (lol); IASA frame 99
-Hitbox ID=0x0 (shockwave) active 28; 2.0% damage, 110° angle; 0 BKB, 110 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (shockwave) active 28; 2.0% damage, 110° angle; 0 BKB, 110 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (knees-PSI hitbox) active 30-32; 19.0% damage, 95° angle; 48 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (hip-PSI hitbox) active 33-37; 18.0% damage, 95° angle; 42 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (chest-PSI hitbox) active 38-42; 16.0% damage, 95° angle; 37 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x3 (PSI hitbox) active 43-47; 14.0% damage, 95° angle; 32 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (PSI hitbox) active 48-52; 12.0% damage, 95° angle; 27 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI; Aerial-only hitbox
Frames 1-4 are green for invincibility. The two large hitboxes on either side of Lucas hit frame 28, reaching pretty deep under the stage, allowing up smash to hit characters on the ledge. Their 110° pulls them into the strongest hitbox of the move at frame 30. Frame 33 introduces a slightly smaller, slightly weaker hitbox that is overlapped by the sweetspot. The sweetspot disappears one frame later (34), then the pattern repeats every 5 frames: 38, 43, then 48. Each consecutive hitbox is smaller, and placed higher than the last. Frames 48-53 only hit aerial opponents, so someone under the effects of a Super Mushroom can be standing in that final hitbox and won't be affected until he decides to jump (although that scenario happening is pretty much impossible since it's only a 4-frame window between when the second-to-last hitbox overlaps the final hitbox and the final hitbox disappears).
Dash attack - IASA frame 42
-Hitbox ID=0x0 (hand hitbox) - active 17-18; 9.0% damage, 75° angle; 70 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) - active 17-18; 13.0% damage, 46° angle; 70 BKB, 0, FKB, 60 KBG; 1.2 hitlag, 1.0 SDI
This move hits on 15-16, so it's a slow, very short attack but with only 23 frames of cooldown (relatively little for a dash attack) it starts giving you frame advantage as your rage or your opponent's percentage starts to increase. To take advantage of said frame advantage, though, you have to hit with the 75° sour spot hitbox, as the 46° sweet spot hits far too strong to be followed up on. So basically: if you hit with the sour spot, combo; if you hit with the sweet spot, take stage control. A good time to use dash attack is to follow up on a missed tech, but this move doesn't have any long-lasting hitboxes like many other dash attacks, so you still have to be precise with it, like with the rest of his toolkit. The sweet spot is completely disjointed, but the hitbox has lower priority than the sour spot on his hand, so if you touch an opponent with his hand they'll get launched more vertically.
Neutral air - IASA frame 45, AC window 37>, 13-frame landing lag
-Hitbox ID=0x0 (full body hitbox) - active 7-23, re-hit rate: 5 frames; 1.0% damage, 367° angle; 20 BKB, 0 FKB, 70 KBG; 1.0 hitlag, 2.0 SDI
-Hitbox ID=0x0 (full body hitbox) - active 26; 4.0%, 60° angle; 40 BKB, 0 FKB, 140 KBG; 1.5 hitlag, 1.0 SDI
The first hitbox lasts frames 5-23, re-hitting the opponent every 5 frames with the strange 367° semi-autolink angle (I have no idea what it's actually called). What this special angle basically does is, instead of pushing the opponent in the direction Lucas is traveling (like the 366° proper autolink angle), this angle repeatedly pulls the opponent into the hitbox. I think the reason this nair uses this specific angle over 366 is because of the amount of hitlag and SDI the move has due to its electric property. This semi-autolink angle basically "resets" the opponent into the hitbox as they try to SDI and fall out of it. The weak 1% damage output and its weak 20 base knockback means that, despite its special launch angle, it's still very easy for an opponent at low percentages to fall out of the move because it's just not strong enough to keep pulling the opponent at the same speed that Lucas moves. The complete lack of disjoint on the move also means that literally every attack in the game (save knockback-less moves--a.k.a. Fox's laser) will knock Lucas out of it.
Anyway, the long first hitbox (it's all one constant hitbox that activates and re-activates every 5 frames from when it first makes contact) ends at frame 23, then the body-wide launcher hits frame 26, launching at a 60° and dealing a weak 4%. Due to its high knockback growth (a value of 140) and being interruptible a very quick 18 frames after the final hitbox--with an auto-cancel starting frame 37 (or TEN frames after said hitbox--that's almost immediate)--, it has a ton of frame advantage on-hit, allowing you to combo into basically anything you want, given your follow-up can reach the opponent. This is a very fascinating move, overall.
Forward air - IASA frame 42, AC window: 1, 38>, 15-frame landing lag
-Hitbox ID=0x0 (leg hitbox) active 9-10; 9.0% damage, 361° angle; 10 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg hitbox) active 11; 6.0% damage, 361° angle; 7 BKB, 0 FKB, 100 KBG; 0.8 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) active 9-12; 11.0%, 46°; 30 BKB, 0 FKB, 100 KBG; 1.2 hitlag, 1.0 SDI
Sweet spot is disjointed, but the sour spot takes priority. You must hit with the sour spot's 361° angle in order to perform a jab lock. It's also a great move for spacing and works great to wall out an opponent when you use it as you retreat. Try not to approach with it as it's got very few active frames (frames 9-12) and a hefty 15 frames of landing lag. Frameswise, 9-10 has the small sour spot (his leg) overlapping the sweet spot (the hexagons). The sweet spot disappears after frame 10, and the only hitbox active from 11-12 is the jab-locking hitbox on his leg.
Back air - IASA frame 40, AC window: 1-2, 39>, 15-frame landing lag
-Hitbox ID=0x0 (body hitbox) active 15-20; 9.0% damage, 361°; 30 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (knee-interior PSI hitbox) active 15-20; 12.0% damage, 280° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI; Aerial-only hitbox
-Hitbox ID=0x2 (knee-interior PSI hitbox) active 15-20; 12.0% damage, 361° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x3 (exterior PSI hitbox) active 15-20; 7.0% damage, 361° angle; 10 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Three active hitboxes with increasing priority the closer towards his torso. The x's on the sour spots denote a 361° angle and the meteor hitbox has an angle of 280°, so opponents will get launched down and behind Lucas (the Sheik here is DI'ing inwards). Said meteor hitbox is only active against airborne opponents, so that big middle hitbox would have a big "x" for an angle had Sheik been on the ground.
Down air - frame 57, AC window 47>, 24-frame landing lag
Hitbox ID=0x0 (foot-PSI hitbox) active 10-12; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 10-12; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 18-20; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 18-20; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 26-28; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 26-28; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 32-34; 5.0% damage, 270° angle; 10 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 32-34; 5.0% damage, 361° angle; 10 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI
There are two hitboxes for every hit. The body hitbox has a 270° angle and very little knockback, serving only to push an opponent above Lucas into the bigger, top priority (meaning if both hitboxes are overlapping, the one with the most priority will beat out the others) hitbox, which has a vertical 90° angle. Basically what the hitboxes are doing is trapping the opponent between each other. This is the reason why dair will have a hard time connecting if you use it while rising, and fail to connect at all if you fall with it.
The 4th hits are angled 270° at the sweet spot under Lucas's feet, and 361° (Sakurai--basically 45° in the air) at the sour spot in his body.
As you can see the move has very little end lag, so if you finish it in the air chances are you'll only get his regular hard landing lag (4 frames) as opposed to his dair landing lag, which is a whopping 24 frames, or about as much lag as air dodging into the ground.
Up air - IASA frame 46, AC window 1, 38>, 12-frame landing lag
-Hitbox ID=0x0 (head) active 7-9; 13.0% damage, 80° angle; 10 BKB, 0 FKB, 100 KBG; 1.1 hitlag, 1.0 SDI
The hitbox is relatively small for an up air (especially when you compare it to the other Mother representative's), but it does 13% damage and hits frame 7, making it a decent combo breaker. Nair hits frame 7, but it has only 1% priority, so it's extremely unreliable when trying to muscle out of combos. Up air will help you escape a Luigi's combos if they're not on-point, nair won't because all of Luigi's aerials completely out-prioritize it due to their damage output. Also, up air has 12 frames of landing lag, as opposed to nair's 13.
Z air - IASA frame 60, 8-frame (22 if used off of an air dodge) landing lag
Hitbox ID=0x0 (snake's head) active 9-12; 4.0% damage, 45° angle; 30 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (snake's head) active 13-19; 2.8% damage, 45° angle; 30 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
8-frame start-up, hitting 9-19. Starts strong(ish) 9-12, dealing 4% damage, the stales 13-19 (hitbox size also shrinks slightly) doing only 2.8%. Strong and weak hitboxes both launch at 45°. Not the 45° you get from the Sakurai angle, just straight up 45°, meaning it will always pop the opponent up, even at 0% damage.
PK Fire - IASA 53; article generated frame 20
Article hitbox active 21-35; 3.0% damage, 80° angle; 50 BKB, 0 FKB, 40 KBG; 1.0 hitlag, 0.0 SDI
Flame hitbox ID=0x0 (flame base) active 1-20; 6.0% damage, 45° angle; 45 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
Flame hitbox ID=0x1 (flame...not base) active 1-20; 4.0% damage, 45° angle; 40 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
The article explodes on contact doing 3% damage, then the 6% damage flame hitbox hits exactly 1 frame later. That upper 4% damage flame hitbox will never hit unless an opponent runs into the flame after something has already triggered it.
Jab 1 - IASA frame 20, TASA frame 7
-Hitbox ID=0x0 (body hitbox) - active 2-4; 2.5% damage, 30° angle; 0 BKB, 30 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 2-4; 2.5% damage, 66° angle; 0 BKB, 18 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 2-4; 2.5% damage, 87° angle; 0 BKB, 16 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
Jab 2 - IASA frame 20, TASA frame 7
-Hitbox ID=0x0 (body hitbox) - active 3-5; 2.0% damage, 30° angle; 0 BKB, 30 FKB,10 0 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 3-5; 2.0% damage, 70° angle; 0 BKB, 18 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 3-5; 2.0% damage, 88° angle; 0 BKB, 16 FKB, 100 KBG; 1.0 hitlag, 1.0 SDI
Jab 3 - IASA frame 30
-Hitbox ID=0x0 (body hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (leg hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (foot hitbox) - active 6-8; 4.0% damage, 48° angle; 80 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Fastest possible jab combo hits 2-4, 9-11, 18-20; IASA frame 42.
Three hitboxes on each hit, and they are prioritized from innermost to outermost, so if the opponent's hurtboxes overlap any two or more hitboxes, he'll be hit by the one closest to Lucas's body. That innermost hitbox explains why Lucas seems to be able to hit foes behind him.
Forward tilt - IASA frame 26
-Hitbox ID=0x0 (hand hitbox) - active 7-8; 7.5% damage, 361° angle; 20 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) - active 7-8; 11.0% damage, 361° angle; 30 BKB, 0 FKB, 75 KBG; 1.0 hitlag, 1.0 SDI
The slowest of all of Lucas's tilts, hitting frame 7 as opposed to d-tilt's frame 3 and up tilt's frame 4. Like with dash attack, his hand has priority over the hexagons. Mainly used for spacing or beating out an opponent's slower options, but its 361° angles mean it can cause a jab lock at low percentages. At low percentages, weak f-tilt can combo into strong f-tilt. Also like with dash attack, the sweet spot is completely disjointed.
Down tilt - IASA frame 16
Hitbox ID=0x0 (waist hitbox) active 3-4; 3.0% damage, 76° angle; 18 BKB, 0 FKB, 50 KBG; 0.7 hitlag, 0.4 SDI
Hitbox ID=0x1 (leg hitbox) active 3-4; 3.0% damage, 40° angle; 10 BKB, 0 FKB, 45 KBG; 0.7 hitlag, 0.4 SDI
Hitbox ID=0x2 (foot hitbox) active 3-4; 3.0% damage, 0° angle; 8 BKB, 0 FKB, 40 KBG; 0.7 hitlag, 0.4 SDI
Down Tilt hits on frame 3; interruptible as soon as frame 16. 76° body hitbox, 42° leg hitbox, 0° foot hitbox. The 0° is denoted as a horizontal line across to show it will always send the opponent straight back without ever putting them in the air; this it the hitbox you use if you're going to extend a jab lock, as the other two will pop the opponent up.
The camera panning makes the hitboxes seem like they have less reach than they do, but they reach pretty far.\
Up tilt - IASA frame 37
-Hitbox ID=0x0 (hand hitbox) active 4; 1.5% damage, 120° angle; 0 BKB, 60 FKB, 100 KBG; 0.5 hitlag, 1.0 SDI
-Hitbox ID=0x1 (hand hitbox) active 4; 1.5% damage, 120° angle; 0 BKB, 60 FKB, 100 KBG; 0.5 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg-PSI hitbox) active 7-10; 8.0 damage, 93° angle; 50 BKB, 0 FBK, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (body hitbox) active 7-10; 8.0 damage, 93° angle; 50 BKB, 0 FBK, 100 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg-PSI hitbox) active 11-14; 5.0 damage, 90° angle; 50 BKB, 0 FBK, 100 KBG; 0.5 hitlag, 1.0 SDI
Those two hitboxes on the ground hit frame 4, then the main two hitboxes hit 3 frames later (frame 7). At frame 11, the bottom hitbox disappears and the top hitbox shrinks in size, becoming the late hitbox and switching from 93°-angle to 90°. The late hitbox lasts until frame 15, no longer active frame 16.
Forward smash - charge: frame 8; IASA frame 47
-Hitbox ID=0x0 (base hitbox) active 14-15; 14.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (tipper hitbox) active 14-15; 15.0% damage, 361° angle; 50 BKB, 0 FKB, 88 KBG; 1.2 hitlag, 1.0 SDI
Forward Smash hits on frames 14-15; IASA frame 47. The tip of the stick does an extra 1% to your opponent. It can also reflect projectiles with 1.5x Reflection with an 80% Break Threshold. It's just a solid, fully disjointed whack to the opponent's face,It launches at a 45° angle after 42% (361°--Sakurai--angle).
Down smash - charge: frame 6; IASA frame 60; if one of the hitboxes connects with a collision box, all subsequent ones become inactive.
Hitbox ID=0x0 (PSI hitbox) active 20-21; 17.0% damage, 361° angle; 43 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (PSI hitbox) active 29-30; 14.0% damage, 361° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (PSI hitbox) active 39-40; 11.0% damage, 361° angle; 20 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
19-frame start-up, with the hitboxes hitting at frames 20-21, 29-30, and 39-40; IASA frame 60 (it's exactly a full second of commitment). All hitboxes have the same launch angle (Sakurai), but increase in size while decreasing in kill power. All hitboxes are able to cover the ledge snap area, but the timing is rather strict as the opponent has fairly large windows to snap throughout the move--namely frames 1-19, 22-28, and 31-38. Once a hitbox hits someone, all the other hit fails to connect.
Up smash - full-body invincibility 1-4; charge: frame 5 (lol); IASA frame 99
-Hitbox ID=0x0 (shockwave) active 28; 2.0% damage, 110° angle; 0 BKB, 110 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (shockwave) active 28; 2.0% damage, 110° angle; 0 BKB, 110 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (knees-PSI hitbox) active 30-32; 19.0% damage, 95° angle; 48 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (hip-PSI hitbox) active 33-37; 18.0% damage, 95° angle; 42 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x2 (chest-PSI hitbox) active 38-42; 16.0% damage, 95° angle; 37 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x3 (PSI hitbox) active 43-47; 14.0% damage, 95° angle; 32 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (PSI hitbox) active 48-52; 12.0% damage, 95° angle; 27 BKB, 0 FKB; 77 KBG; 1.0 hitlag, 1.0 SDI; Aerial-only hitbox
Frames 1-4 are green for invincibility. The two large hitboxes on either side of Lucas hit frame 28, reaching pretty deep under the stage, allowing up smash to hit characters on the ledge. Their 110° pulls them into the strongest hitbox of the move at frame 30. Frame 33 introduces a slightly smaller, slightly weaker hitbox that is overlapped by the sweetspot. The sweetspot disappears one frame later (34), then the pattern repeats every 5 frames: 38, 43, then 48. Each consecutive hitbox is smaller, and placed higher than the last. Frames 48-53 only hit aerial opponents, so someone under the effects of a Super Mushroom can be standing in that final hitbox and won't be affected until he decides to jump (although that scenario happening is pretty much impossible since it's only a 4-frame window between when the second-to-last hitbox overlaps the final hitbox and the final hitbox disappears).
Dash attack - IASA frame 42
-Hitbox ID=0x0 (hand hitbox) - active 17-18; 9.0% damage, 75° angle; 70 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) - active 17-18; 13.0% damage, 46° angle; 70 BKB, 0, FKB, 60 KBG; 1.2 hitlag, 1.0 SDI
This move hits on 15-16, so it's a slow, very short attack but with only 23 frames of cooldown (relatively little for a dash attack) it starts giving you frame advantage as your rage or your opponent's percentage starts to increase. To take advantage of said frame advantage, though, you have to hit with the 75° sour spot hitbox, as the 46° sweet spot hits far too strong to be followed up on. So basically: if you hit with the sour spot, combo; if you hit with the sweet spot, take stage control. A good time to use dash attack is to follow up on a missed tech, but this move doesn't have any long-lasting hitboxes like many other dash attacks, so you still have to be precise with it, like with the rest of his toolkit. The sweet spot is completely disjointed, but the hitbox has lower priority than the sour spot on his hand, so if you touch an opponent with his hand they'll get launched more vertically.
Neutral air - IASA frame 45, AC window 37>, 13-frame landing lag
-Hitbox ID=0x0 (full body hitbox) - active 7-23, re-hit rate: 5 frames; 1.0% damage, 367° angle; 20 BKB, 0 FKB, 70 KBG; 1.0 hitlag, 2.0 SDI
-Hitbox ID=0x0 (full body hitbox) - active 26; 4.0%, 60° angle; 40 BKB, 0 FKB, 140 KBG; 1.5 hitlag, 1.0 SDI
The first hitbox lasts frames 5-23, re-hitting the opponent every 5 frames with the strange 367° semi-autolink angle (I have no idea what it's actually called). What this special angle basically does is, instead of pushing the opponent in the direction Lucas is traveling (like the 366° proper autolink angle), this angle repeatedly pulls the opponent into the hitbox. I think the reason this nair uses this specific angle over 366 is because of the amount of hitlag and SDI the move has due to its electric property. This semi-autolink angle basically "resets" the opponent into the hitbox as they try to SDI and fall out of it. The weak 1% damage output and its weak 20 base knockback means that, despite its special launch angle, it's still very easy for an opponent at low percentages to fall out of the move because it's just not strong enough to keep pulling the opponent at the same speed that Lucas moves. The complete lack of disjoint on the move also means that literally every attack in the game (save knockback-less moves--a.k.a. Fox's laser) will knock Lucas out of it.
Anyway, the long first hitbox (it's all one constant hitbox that activates and re-activates every 5 frames from when it first makes contact) ends at frame 23, then the body-wide launcher hits frame 26, launching at a 60° and dealing a weak 4%. Due to its high knockback growth (a value of 140) and being interruptible a very quick 18 frames after the final hitbox--with an auto-cancel starting frame 37 (or TEN frames after said hitbox--that's almost immediate)--, it has a ton of frame advantage on-hit, allowing you to combo into basically anything you want, given your follow-up can reach the opponent. This is a very fascinating move, overall.
Forward air - IASA frame 42, AC window: 1, 38>, 15-frame landing lag
-Hitbox ID=0x0 (leg hitbox) active 9-10; 9.0% damage, 361° angle; 10 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x0 (leg hitbox) active 11; 6.0% damage, 361° angle; 7 BKB, 0 FKB, 100 KBG; 0.8 hitlag, 1.0 SDI
-Hitbox ID=0x1 (PSI hitbox) active 9-12; 11.0%, 46°; 30 BKB, 0 FKB, 100 KBG; 1.2 hitlag, 1.0 SDI
Sweet spot is disjointed, but the sour spot takes priority. You must hit with the sour spot's 361° angle in order to perform a jab lock. It's also a great move for spacing and works great to wall out an opponent when you use it as you retreat. Try not to approach with it as it's got very few active frames (frames 9-12) and a hefty 15 frames of landing lag. Frameswise, 9-10 has the small sour spot (his leg) overlapping the sweet spot (the hexagons). The sweet spot disappears after frame 10, and the only hitbox active from 11-12 is the jab-locking hitbox on his leg.
Back air - IASA frame 40, AC window: 1-2, 39>, 15-frame landing lag
-Hitbox ID=0x0 (body hitbox) active 15-20; 9.0% damage, 361°; 30 BKB, 0 FKB, 80 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x1 (knee-interior PSI hitbox) active 15-20; 12.0% damage, 280° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI; Aerial-only hitbox
-Hitbox ID=0x2 (knee-interior PSI hitbox) active 15-20; 12.0% damage, 361° angle; 30 BKB, 0 FKB, 90 KBG; 1.0 hitlag, 1.0 SDI
-Hitbox ID=0x3 (exterior PSI hitbox) active 15-20; 7.0% damage, 361° angle; 10 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Three active hitboxes with increasing priority the closer towards his torso. The x's on the sour spots denote a 361° angle and the meteor hitbox has an angle of 280°, so opponents will get launched down and behind Lucas (the Sheik here is DI'ing inwards). Said meteor hitbox is only active against airborne opponents, so that big middle hitbox would have a big "x" for an angle had Sheik been on the ground.
Down air - frame 57, AC window 47>, 24-frame landing lag
Hitbox ID=0x0 (foot-PSI hitbox) active 10-12; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 10-12; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 18-20; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 18-20; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 26-28; 3.5% damage, 90° angle; 42 BKB, 0 FKB, 10 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 26-28; 3.5% damage, 270° angle; 0 BKB, 20 FKB, 100 KBG; 1.0 hitlag. 1.0 SDI
Hitbox ID=0x0 (foot-PSI hitbox) active 32-34; 5.0% damage, 270° angle; 10 BKB, 0 FKB, 110 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (torso hitbox) active 32-34; 5.0% damage, 361° angle; 10 BKB, 0 FKB, 130 KBG; 1.0 hitlag, 1.0 SDI
There are two hitboxes for every hit. The body hitbox has a 270° angle and very little knockback, serving only to push an opponent above Lucas into the bigger, top priority (meaning if both hitboxes are overlapping, the one with the most priority will beat out the others) hitbox, which has a vertical 90° angle. Basically what the hitboxes are doing is trapping the opponent between each other. This is the reason why dair will have a hard time connecting if you use it while rising, and fail to connect at all if you fall with it.
The 4th hits are angled 270° at the sweet spot under Lucas's feet, and 361° (Sakurai--basically 45° in the air) at the sour spot in his body.
As you can see the move has very little end lag, so if you finish it in the air chances are you'll only get his regular hard landing lag (4 frames) as opposed to his dair landing lag, which is a whopping 24 frames, or about as much lag as air dodging into the ground.
Up air - IASA frame 46, AC window 1, 38>, 12-frame landing lag
-Hitbox ID=0x0 (head) active 7-9; 13.0% damage, 80° angle; 10 BKB, 0 FKB, 100 KBG; 1.1 hitlag, 1.0 SDI
The hitbox is relatively small for an up air (especially when you compare it to the other Mother representative's), but it does 13% damage and hits frame 7, making it a decent combo breaker. Nair hits frame 7, but it has only 1% priority, so it's extremely unreliable when trying to muscle out of combos. Up air will help you escape a Luigi's combos if they're not on-point, nair won't because all of Luigi's aerials completely out-prioritize it due to their damage output. Also, up air has 12 frames of landing lag, as opposed to nair's 13.
Z air - IASA frame 60, 8-frame (22 if used off of an air dodge) landing lag
Hitbox ID=0x0 (snake's head) active 9-12; 4.0% damage, 45° angle; 30 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
Hitbox ID=0x0 (snake's head) active 13-19; 2.8% damage, 45° angle; 30 BKB, 0 FKB, 60 KBG; 1.0 hitlag, 1.0 SDI
8-frame start-up, hitting 9-19. Starts strong(ish) 9-12, dealing 4% damage, the stales 13-19 (hitbox size also shrinks slightly) doing only 2.8%. Strong and weak hitboxes both launch at 45°. Not the 45° you get from the Sakurai angle, just straight up 45°, meaning it will always pop the opponent up, even at 0% damage.
http://smashboards.com/attachments/lucas-pkt2-gif.75177/[/IMG]
It's considered a frame 1 move, starting at the explosion when the PK Thunder article collides with Lucas's hurtboxes. Hitboxes go as follows:
-Frame 1: Two large 8% damage hitboxes with 60 base knockback and 110 knockback growth, launching at a 361° (Sakurai) angle. The strong base knockback and decent knockback growth (for the damage it does) makes it a viable kill move at higher percentages, as long as your opponent doesn't get launched into the rest of the hits. Hitbox lasts exactly 1 frame.
-Frame 3: Starts a 3-frame hitbox loop. Frames 1-2 of the loop are composed of two hitboxes, the smaller of which is completely engulfed by the other one. Both hitboxes do 2% damage with a 366° autolink angle (which I denoted with a circle; hitboxes disappear for frame 3. The loop repeats 5 times, meaning it hits frames 3-4, 6-7, 9-10, 12-13, and 15-16 of the overall move.
-Frame 18: Starts another 3-frame loop identical to the first one, but drops the damage to 1.5% and very minimally reduces the size of the hitboxes. The 5 loops hit 18-19, 21-22, 24-25, 27-28, and 30-31.
-Frame 33: 10% damage finisher that launches at a 50° angle. 90 base knockback and 74 knockback growth means it will knock the opponent pretty far even at low percentages, but will still take a while before it starts to kill. The hitbox hits frames 33-34 and is the same size as the sweet spot of his up smash (12 units, which is pretty ****ing big).
The move has the same amount of cooldown that using a regular PK Thunder does (not even counting special fall), but it seems to be cut in half if you slide into the ground, much the way Lucario's Extreme Speed does.
It's considered a frame 1 move, starting at the explosion when the PK Thunder article collides with Lucas's hurtboxes. Hitboxes go as follows:
-Frame 1: Two large 8% damage hitboxes with 60 base knockback and 110 knockback growth, launching at a 361° (Sakurai) angle. The strong base knockback and decent knockback growth (for the damage it does) makes it a viable kill move at higher percentages, as long as your opponent doesn't get launched into the rest of the hits. Hitbox lasts exactly 1 frame.
-Frame 3: Starts a 3-frame hitbox loop. Frames 1-2 of the loop are composed of two hitboxes, the smaller of which is completely engulfed by the other one. Both hitboxes do 2% damage with a 366° autolink angle (which I denoted with a circle; hitboxes disappear for frame 3. The loop repeats 5 times, meaning it hits frames 3-4, 6-7, 9-10, 12-13, and 15-16 of the overall move.
-Frame 18: Starts another 3-frame loop identical to the first one, but drops the damage to 1.5% and very minimally reduces the size of the hitboxes. The 5 loops hit 18-19, 21-22, 24-25, 27-28, and 30-31.
-Frame 33: 10% damage finisher that launches at a 50° angle. 90 base knockback and 74 knockback growth means it will knock the opponent pretty far even at low percentages, but will still take a while before it starts to kill. The hitbox hits frames 33-34 and is the same size as the sweet spot of his up smash (12 units, which is pretty ****ing big).
The move has the same amount of cooldown that using a regular PK Thunder does (not even counting special fall), but it seems to be cut in half if you slide into the ground, much the way Lucario's Extreme Speed does.
PK Fire - IASA 53; article generated frame 20
Article hitbox active 21-35; 3.0% damage, 80° angle; 50 BKB, 0 FKB, 40 KBG; 1.0 hitlag, 0.0 SDI
Flame hitbox ID=0x0 (flame base) active 1-20; 6.0% damage, 45° angle; 45 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
Flame hitbox ID=0x1 (flame...not base) active 1-20; 4.0% damage, 45° angle; 40 BKB, 0 FKB, 97 KBG; 1.0 hitlag, 1.0 SDI
The article explodes on contact doing 3% damage, then the 6% damage flame hitbox hits exactly 1 frame later. That upper 4% damage flame hitbox will never hit unless an opponent runs into the flame after something has already triggered it.
For all combos, we have 7 Test Subjects: Mario, Fox, Pikachu, Sheik, Marth, and Donkey Kong. I am only doing 6 because doing 55 Characters would take entirely way too long. The Reasoning I picked these characters:
Mario: Basic Build for Ness, Lucas, Luigi, Diddy Kong, Olimar, Pac-Man, etc
Fox: Top Tier and very unique fall speed and size
Pikachu: Fit Small characters like Meta Knight, Kirby, Jigglypuff, and Small Miis.
Sheik: Best in the Game, unique fall speed, weight, and size
Marth: Represents the tall characters like Rosalina, Zelda, Pits, Roy, Ryu, etc
Donkey Kong: Represents the heavies like Bowser, King Dedede and Ganondorf.
Mario: Basic Build for Ness, Lucas, Luigi, Diddy Kong, Olimar, Pac-Man, etc
Fox: Top Tier and very unique fall speed and size
Pikachu: Fit Small characters like Meta Knight, Kirby, Jigglypuff, and Small Miis.
Sheik: Best in the Game, unique fall speed, weight, and size
Marth: Represents the tall characters like Rosalina, Zelda, Pits, Roy, Ryu, etc
Donkey Kong: Represents the heavies like Bowser, King Dedede and Ganondorf.
Down Tilt works on the following character until this Percent at 0% Rage.
Neutral Air Starts comboing right at 0%.
This is when Nair stops working from Short Hops.
Character | DI Towards Lucas | DI Away from Lucas
Mario |
Fox |
Pikachu |
Sheik |
Marth |
Donkey Kong |
This is when Nair stops working from Short Hops.
Mario |
Fox |
Pikachu |
Sheik |
Marth |
Donkey Kong |
Credit to @
JosePollo
& @
Kodystri
Character | 0% Rage Sweepspotted | 0% Sourspotted
Jigglypuff | 19% | 48%
Mewtwo | 20% | 50%
Mr. Game & Watch | 20% | 51%
Kirby | 20% | 51%
Rosalina | 21% | 52%
Pikachu | 21% | 52%
Olimar | 21% | 52%
Fox | 21% | 52%
Meta Knight | 21% | 52%
Zero Suit Samus | 21% | 52%
Little Mac | 21% | 53%
Falco | 21% | 53%
Zelda | 22% | 54%
Sheik | 22% | 54%
Peach | 23% | 55%
Smash Shulk |
Marth/Lucina | 23% | 55%
Palutena | 23% | 56%
Duck Hunt | 23% | 56%
Toon Link | 23% | 57%
Diddy Kong | 23% | 57%
Ness | 23% | 57%
Greninja | 23% | 57%
Lucas | 23% | 57%
Sonic | 23% | 57%
Robin | 24% | 57%
Pac-Man | 24% | 57%
Roy | 24% | 57%
Wii Fit Trainer | 24% | 58%
Pit/Dark Pit | 24% | 58%
Villager | 24% | 58%
Luigi | 24% | 58%
Mario/Dr. Mario | 24% | 58%
Lucario | 24% | 59%
Mii (default weight) | 23% | 57%
Mii (1/4 Height, Thin) | 23% | 56%
Shulk | 25% | 60%
Mega Man | 25% | 60%
Ryu | 25% | 60%
Yoshi | 25% | 60%
Link | 25% | 60%
Captain Falcon | 25% | 60%
R.O.B. | 26% | 61%
Wario | 26% | 61%
Ike | 26% | 61%
Bowser Jr. | 24% | 60%
Samus | 26% | 62%
Ganondorf | 27% | 63%
Charizard | 27% | 64%
King Dedede | 28% | 65%
Donkey Kong | 28% | 66%
Bowser | 29% | 68%
Shield Shulk | 52% | 90%
Jigglypuff | 19% | 48%
Mewtwo | 20% | 50%
Mr. Game & Watch | 20% | 51%
Kirby | 20% | 51%
Rosalina | 21% | 52%
Pikachu | 21% | 52%
Olimar | 21% | 52%
Fox | 21% | 52%
Meta Knight | 21% | 52%
Zero Suit Samus | 21% | 52%
Little Mac | 21% | 53%
Falco | 21% | 53%
Zelda | 22% | 54%
Sheik | 22% | 54%
Peach | 23% | 55%
Smash Shulk |
Marth/Lucina | 23% | 55%
Palutena | 23% | 56%
Duck Hunt | 23% | 56%
Toon Link | 23% | 57%
Diddy Kong | 23% | 57%
Ness | 23% | 57%
Greninja | 23% | 57%
Lucas | 23% | 57%
Sonic | 23% | 57%
Robin | 24% | 57%
Pac-Man | 24% | 57%
Roy | 24% | 57%
Wii Fit Trainer | 24% | 58%
Pit/Dark Pit | 24% | 58%
Villager | 24% | 58%
Luigi | 24% | 58%
Mario/Dr. Mario | 24% | 58%
Lucario | 24% | 59%
Mii (default weight) | 23% | 57%
Mii (1/4 Height, Thin) | 23% | 56%
Shulk | 25% | 60%
Mega Man | 25% | 60%
Ryu | 25% | 60%
Yoshi | 25% | 60%
Link | 25% | 60%
Captain Falcon | 25% | 60%
R.O.B. | 26% | 61%
Wario | 26% | 61%
Ike | 26% | 61%
Bowser Jr. | 24% | 60%
Samus | 26% | 62%
Ganondorf | 27% | 63%
Charizard | 27% | 64%
King Dedede | 28% | 65%
Donkey Kong | 28% | 66%
Bowser | 29% | 68%
Shield Shulk | 52% | 90%
Abbreviations:
L=Killing from the far Left of the stage to the Right Blast Zone
M=Killing from the exact middle of the stage to the Right Blast Zone
R=Killing from the far right of the stage to the Right Blast Zone
Character | 0% Rage | 150% Rage
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% Rage | 150% Rage|
Jigglypuff | 126%
Mewtwo | 136%
Mr. Game & Watch | 133%
Kirby | 133%
Rosalina | 135%
Pikachu | 139%
Olimar | 140%
Fox | 140%
Meta Knight | 145%
Zero Suit Samus | 143%
Little Mac | 151%
Falco | 145%
Zelda | 142%
Sheik | 141%
Peach | 146%
Smash Shulk
Marth/Lucina | 154%
Palutena | 144%
Duck Hunt | 158%
Toon Link | 151%
Diddy Kong | 158%
Ness | 149%
Greninja | 149%
Lucas | 149%
Sonic | 152%
Robin | 154%
Pac-Man | 156%
Roy | 161%
Wii Fit Trainer | 148%
Pit/Dark Pit | 154%
Villager | 155%
Luigi | 153%
Mario/Dr. Mario | 159%
Lucario | 162%
Mii (1/4H Thin)
Mii (Default)
Shulk
Mega Man | 167%
Ryu | 163%
Yoshi | 160%
Link | 162%
Captain Falcon | 169%
R.O.B. | 165%
Wario | 167%
Ike | 171%
Bowser Jr. | 166%
Samus | 162%
Ganondorf | 169%
Charizard | 167%
King Dedede | 190%
Donkey Kong | 181%
Bowser | 177%
Shield Shulk
Character | 0% Rage | 150% Rage
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% Rage | 150% Rage
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% Rage | 150% Rage|
Jigglypuff | 116% | 82%
Mewtwo | 126% | 91%
Mr. Game & Watch | 121% | 85%
Kirby | 125% | 89%
Rosalina | 128% | 92%
Pikachu | 130% | 93%
Olimar | 128% | 93%
Fox | 132% | 94%
Meta Knight | 131% | 94%
Zero Suit Samus | 137% | 98%
Little Mac | 144% | 106%
Falco | 135% | 98%
Zelda | 137% 99%
Sheik | 132% | 94%
Peach | 134%
Smash Shulk
Marth/Lucina | 143%
Palutena |
Duck Hunt | 147%
Toon Link | 135%
Diddy Kong | 146%
Ness | 136%
Greninja | 136%
Lucas | 136%
Sonic | 140%
Robin | 143%
Pac-Man | 141%
Roy | 150%
Wii Fit Trainer | 137%
Pit/Dark Pit | 144%
Villager | 139%
Luigi | 138%
Mario/Dr. Mario | 144%
Lucario | 150%
Mii(Default Weight)
Mii(1/4 Height, Thin)
Shulk | 149%
Mega Man | 155%
Ryu | 148%
Yoshi | 143%
Link | 152%
Captain Falcon | 158%
R.O.B. | 151%
Wario | 151%
Ike | 158%
Bowser Jr. | 155%
Samus | 148%
Ganondorf | 158%
Charizard | 148%
King Dedede | 178%
Donkey Kong | 168%
Bowser | 158%
Shield Shulk
Character | 0% Rage | 150% Rage
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
L=Killing from the far Left of the stage to the Right Blast Zone
M=Killing from the exact middle of the stage to the Right Blast Zone
R=Killing from the far right of the stage to the Right Blast Zone
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff | 126%
Mewtwo | 136%
Mr. Game & Watch | 133%
Kirby | 133%
Rosalina | 135%
Pikachu | 139%
Olimar | 140%
Fox | 140%
Meta Knight | 145%
Zero Suit Samus | 143%
Little Mac | 151%
Falco | 145%
Zelda | 142%
Sheik | 141%
Peach | 146%
Smash Shulk
Marth/Lucina | 154%
Palutena | 144%
Duck Hunt | 158%
Toon Link | 151%
Diddy Kong | 158%
Ness | 149%
Greninja | 149%
Lucas | 149%
Sonic | 152%
Robin | 154%
Pac-Man | 156%
Roy | 161%
Wii Fit Trainer | 148%
Pit/Dark Pit | 154%
Villager | 155%
Luigi | 153%
Mario/Dr. Mario | 159%
Lucario | 162%
Mii (1/4H Thin)
Mii (Default)
Shulk
Mega Man | 167%
Ryu | 163%
Yoshi | 160%
Link | 162%
Captain Falcon | 169%
R.O.B. | 165%
Wario | 167%
Ike | 171%
Bowser Jr. | 166%
Samus | 162%
Ganondorf | 169%
Charizard | 167%
King Dedede | 190%
Donkey Kong | 181%
Bowser | 177%
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff | 116% | 82%
Mewtwo | 126% | 91%
Mr. Game & Watch | 121% | 85%
Kirby | 125% | 89%
Rosalina | 128% | 92%
Pikachu | 130% | 93%
Olimar | 128% | 93%
Fox | 132% | 94%
Meta Knight | 131% | 94%
Zero Suit Samus | 137% | 98%
Little Mac | 144% | 106%
Falco | 135% | 98%
Zelda | 137% 99%
Sheik | 132% | 94%
Peach | 134%
Smash Shulk
Marth/Lucina | 143%
Palutena |
Duck Hunt | 147%
Toon Link | 135%
Diddy Kong | 146%
Ness | 136%
Greninja | 136%
Lucas | 136%
Sonic | 140%
Robin | 143%
Pac-Man | 141%
Roy | 150%
Wii Fit Trainer | 137%
Pit/Dark Pit | 144%
Villager | 139%
Luigi | 138%
Mario/Dr. Mario | 144%
Lucario | 150%
Mii(Default Weight)
Mii(1/4 Height, Thin)
Shulk | 149%
Mega Man | 155%
Ryu | 148%
Yoshi | 143%
Link | 152%
Captain Falcon | 158%
R.O.B. | 151%
Wario | 151%
Ike | 158%
Bowser Jr. | 155%
Samus | 148%
Ganondorf | 158%
Charizard | 148%
King Dedede | 178%
Donkey Kong | 168%
Bowser | 158%
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
L=Killing from the far Left of the stage to the Right Blast Zone
M=Killing from the exact middle of the stage to the Right Blast Zone
R=Killing from the far right of the stage to the Right Blast Zone
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | 0% RageL | 150% RageL | 0% RageM | 150% RageM | 0% RageR | 150% RageR
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
M=Killing from the exact middle of the stage to the Right Blast Zone
R=Killing from the far right of the stage to the Right Blast Zone
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Jigglypuff
Mewtwo
Mr. Game & Watch
Kirby
Rosalina
Pikachu
Olimar
Fox
Meta Knight
Zero Suit Samus
Little Mac
Falco
Zelda
Sheik
Peach
Smash Shulk
Marth/Lucina
Palutena
Duck Hunt
Toon Link
Diddy Kong
Ness
Greninja
Lucas
Sonic
Robin
Pac-Man
Roy
Wii Fit Trainer
Pit/Dark Pit
Villager
Luigi
Mario/Dr. Mario
Lucario
Mii (Default)
Mii(1/4H, Thin)
Shulk
Mega Man
Ryu
Yoshi
Link
Captain Falcon
R.O.B.
Wario
Ike
Bowser Jr.
Samus
Ganondorf
Charizard
King Dedede
Donkey Kong
Bowser
Shield Shulk
Character | Move | Heal Percent
Bowser Jr. | N/A | N/A
Bowser |
- Neutral B 1%
- Neutral B 7%
Charizard
Dark Pit |
- Neutral B
- 3% No Charge
- 9% Fully Charged
- Neutral B
- 9% No Charge
- 25% Fully Charged
- Up B (Stars) 5%
- Up B 13%
- Up B 18%
- Up B 30%
Dr. Mario | N/A | N/A
Duck Hunt
Falco
Fox
Ganondorf | N/A | N/A
Mr Game and Watch | N/A | N/A
Greninja | N/A | N/A
Ike | N/A | N/A
Jigglypuff | N/A | N/A
Kirby |
- Final Cutter 6%(The Slash after Kirby lands
- Final Cutter 13%
Link |
- Bomb
- Bomb explosion on Ground
- Bomb Hitting Lucas 5%
- Bomb
- Bomb explosion on Ground 20%
- Bomb Hitting Lucas 12.5%
Claus |
- PK Freeze
- Minimum 9%
- Maximum 21%
- PK Fire 9%
- PK Thunder 3%
- PK Freeze
- Minimum 24%
- Maximum 30%
- PK Fire 6%
- PK Thunder 6%
Luigi |
- Neutral B
- 6% Point Blank
- 5% Max Range
- Neutral B
- 16% Point Blank
- 14% Max Range
- Neutral B
- 5% Point Blank
- 4% Max Range
- Neutral B
- 14% Point Blank
- 9% Max Range
Mega Man |
- Lemons/Pellets 2%
- Side Smash 12%-18%
- Side Special 8%
- Lemons/Pellets 5.25%
- Side Smash 30%
- Side Special 3%
Mewtwo |
- Shadow Ball
- Uncharged 3%
- Charged 26%
- Shadow Ball
- Uncharged 6%
- Charged 30%
Mii Gunner
Mii Swordfighter
Ness |
- PK Fire ~20%
- PK Thunder 8%
- PK Flash
- uncharged 9%
- Fully Charged 37%
- PK Fire 10.5%
- PK Thunder 19%(21% if inside Ness)
- PK Flash
- uncharged 24%
- Fully Charged 30%
- Autoreticle 9%
- Autoreticle 23%
Peach
Pikachu |
- Thunder 8%
- Thunder Jolt
- Close Range 6%
- Max Distance 4%
- Thunder 42%
- Thunder Jolt
- Close Range 16%
- Max Distance 10.5%
- Neutral B
- 3% No Charge
- 9% Fully Charged
- Neutral B
- 9% No Charge
- 23% Fully Charged
- Neutral B
- Uncharged 4%
- Fully Charged 11%
- Neutral B
- Uncharged 12%
- Fully Charged 27%
- Neutral B
- Thunder 3%
- ElThunder 9%
- Arc Thunder 10%
- Thoron 10-17%
- Elwind
- First Hit 7%
- Second Hit 4%
- Neutral B
- Thunder 8%
- ElThunder 24%
- Arc Thunder 6%
- Thoron 7%
- Elwind(32% overall)
- First Hit 19%
- Second Hit 14%
Roy
Ryu
Samus |
- Charge shot
- Uncharged 3%
- Charged 26%
- Down B 9%
- Charge shot
- Uncharged 6%
- Charged 30%
- Down B 14%
- Vanish 12%
- Side B 14%
- Vanish 30
- Side B 30%
Sonic | N/A | N/A
Toon Link |
- Bomb 4%
- Bomb 10%(if hits you)-16%(if hits ground)
- Lloyd Rocket 12%
- Lloyd Rocket 30%
Wii Fit Trainer |
- Sun Salutation
- Uncharged 5%
- Fully Charged 18%
- Sun Salutation
- Uncharged 13%
- Fully Charged 30%
- Yoshi's Bomb Star 4%
- Yoshi's Bomb Star 10.5%
- Din's Fire
- Minimum 5%
- Maximum 14%
- Din's Fire
- Minimum 18.5%
- Maximum 30%
- Neutral B Paralyzer
- Uncharged 4%
- Fully Charged 7%
- Down Smash
- Uncharged 8%
- Fully Charged 11%
- Neutral B Paralyzer
- Uncharged 4%
- Fully Charged 7%
- Down Smash
- Uncharged 21%
- Fully Charged 30%
Because of the new patch, I decided to add this option in.
Note this is taken from Kurogane Hammer's Frame Data for Lucas and using rough estimates for frame data. This is assume you used the move right in front of them and the Landing/Lag Part applies. Aerials are used as the whatever way you can act first such as autocancels or landing immediately
FAF=First Actionable Frame
LL=Landing Lag
AC=AutoCancel
Whatever makes you act out the fastest between Landing Lag and AC will be used.
Note this may be inaccurate because of the working discovery on how Shield Stun works. I am just giving a basis of what to be expected from this. All of this was done from math. Later, this will be fixed to be better .
Move | Start-Up | FAF/LL/AC | Shield Stun | Frame Advantage(Drop) | Frame Advantage(OoS)
Jab 1 | 2-4 | 20 | 3 | -8 | -15
Jab 2 | 3-5 | 20 | 3 | -7 | -14
Jab 3 | 6-8 | 30 | 4 | -13 | -20
Forward Tilt (SourSpot) | 7-8 | 26 | 6 | -6 | -13
Forward Tilt(Sweepspot) | 7-8 | 26 | 8 | -4 | -11
Down Tilt | 3-4 | 16 | 3 | -3 | -10
Up Tilt
Forward Smash | 14-15 | 47 | 10 | -16 | -23
Down Smash (1) | 20-21 | 64 | 11 | -26 | -33
Down Smash (2) | 29-30 | 64 | 10 | -18 | -25
Down Smash (3) | 39-40 | 64 | 8 | - 10 | -17
Up Smash
Neutral Air
Neutral Air(Final Hit) | 26 | 13 | 4 | 0 | -7
Forward Air(Sourspot)
Forward Air(SweepSpot) | 9-10 | 15(LL) | 8 | 0 | -7
Back Air(12%) | 15-20 | 15(LL) | 8 | 0 | -7
Back Air(9%)
Down Air
Down Air (4) | 39-40 | 47(AC) | 4 | +3 | -4
Up Air | 7-9 | 12(LL) | 9 | +4 | -3
Zair (4%) | 9-12 | ??? | 4 |
Zair (2%)
PK Fire | 21-35 | 53 | 3 | -22 | -29
PK Freeze(21%) | ???? | 27 Lag | 14 | -6 | -13
PSI Magnet | 17 | 36 | 6 | -6 | -13
FAF=First Actionable Frame
LL=Landing Lag
AC=AutoCancel
Whatever makes you act out the fastest between Landing Lag and AC will be used.
Note this may be inaccurate because of the working discovery on how Shield Stun works. I am just giving a basis of what to be expected from this. All of this was done from math. Later, this will be fixed to be better .
Move | Start-Up | FAF/LL/AC | Shield Stun | Frame Advantage(Drop) | Frame Advantage(OoS)
Jab 1 | 2-4 | 20 | 3 | -8 | -15
Jab 2 | 3-5 | 20 | 3 | -7 | -14
Jab 3 | 6-8 | 30 | 4 | -13 | -20
Forward Tilt (SourSpot) | 7-8 | 26 | 6 | -6 | -13
Forward Tilt(Sweepspot) | 7-8 | 26 | 8 | -4 | -11
Down Tilt | 3-4 | 16 | 3 | -3 | -10
Up Tilt
Forward Smash | 14-15 | 47 | 10 | -16 | -23
Down Smash (1) | 20-21 | 64 | 11 | -26 | -33
Down Smash (2) | 29-30 | 64 | 10 | -18 | -25
Down Smash (3) | 39-40 | 64 | 8 | - 10 | -17
Up Smash
Neutral Air
Neutral Air(Final Hit) | 26 | 13 | 4 | 0 | -7
Forward Air(Sourspot)
Forward Air(SweepSpot) | 9-10 | 15(LL) | 8 | 0 | -7
Back Air(12%) | 15-20 | 15(LL) | 8 | 0 | -7
Back Air(9%)
Down Air
Down Air (4) | 39-40 | 47(AC) | 4 | +3 | -4
Up Air | 7-9 | 12(LL) | 9 | +4 | -3
Zair (4%) | 9-12 | ??? | 4 |
Zair (2%)
PK Fire | 21-35 | 53 | 3 | -22 | -29
PK Freeze(21%) | ???? | 27 Lag | 14 | -6 | -13
PSI Magnet | 17 | 36 | 6 | -6 | -13
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