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Prattacks: Research and Discussion - your guide to making the other guy fall down

Zapp Branniglenn

Smash Lord
Joined
Apr 13, 2014
Messages
1,707
Location
Santa Ana, CA
I thought some players might appreciate a resource for info on Prattacks. It's a Brawl tech that I feel is going under the radar a bit in Smash 4. Let's find out the real potential while the game is still young.

There's a great video that explains what a pr-...Ah, you just want explanations, not skits. I'll explain it then. A prattack is the act of making an opponent slide off a ledge by connecting with a move with a certain knockback angle of 0 degrees. Of course, most moves that work actually have the Sakurai angle (361). This is an angle that is registered by the game as 0, but increases as high as 45 depending on how much damage the target already has sustained. In other words, moves with a Sakurai angle will only prattack until a certain point. Read on to find a full list of moves that can work.

When the target forcibly falls to the ground and goes prone, they have 26 frames until they can input a getup option. This is your window to initiate a jab lock. Or just hit them with any powerful attack if jab locking isn't what your character excels at.

Here is the full list of moves by character that can initiate pratfalls. The three numbers after each move are the damage percentage ranges they can initiate pratfalls on Jigglypuff, Mario, and Bowser in that order. Characters with heavier weight are susceptible to this tech for longer than lightweight characters. Data ranges stop at 150%. Numbers with a ~ preceding them are approximations. This is for moves that are particularly difficult to test with.

:4mario:
Jab 1 and 2 0-150+/150+/150+%
Ftilt 0-38/46/54%
Nair (early 8% hit) 0-18/23/27%
Nair (5% late hit) 0-53/64/74%
Fair (12% weak hit) 0-4/7/10%
Bair (strong 10% hit) 0-15/20/25%
Bair (late 7% hit) 0-47/57/66%
Neutral B 0-150+/150+/150+%
Neutral B 2 0-150+/150+/150+%
Side B 2 0-X/X/1%

:4luigi:
Ftilt 0-40/48/57
Dtilt 0-44/53/62
Fair 0- 15/19/23
Bair (early 14% hit) 0-8/12/16
Bair (late 8% hit) 0-27/34/40
Dair (late 8% hit) 0-18/23/27
Neutral B 0-150+/150+/150+
Neutral B 2 0-150+/150+/150+
Neutral B 3 0-33/41/48
Side B (smashed, uncharged) 0-23/29/35
Side B (not smashed, uncharged) 0-40/49/57
Side B 3 (smashed, uncharged) 0-29/36/43
Side B 3 (not smashed, uncharged) 0-48/58/67

:4peach:
Jab 2 0-25/30/36
Nair (early 13% hit) 0-8/11/15
Nair (late 6% hit) 0-56/68/79
Bair (early 12% hit) 0-0/2/4
Bair (late 7% hit) 0-64/76/89

:4bowser:
Dtilt (first swipe) 0-2/6/8
Dtilt (second swipe) ~ 0-16/20/22
Fsmash (late 17% hit) 0-2/5/8

:4yoshi:
Nair (late 7% hit) 0-8/11/14
Nair (late 5% hit) 0-15/19/22
Fair (non meteor 15% hit) 0-19/25/31
Dair (landing hit) 0-150+/150+/150+

:rosalina:
Ftilt (rosalina) 0-8/11/13
Nair (rosalina, late 7% hit) 0-10/13/17
Nair (rosalina, early 5% hit) 0-11/14/17
Dair (rosalina late 2% hit) 0-150+/150+/150+
Neutral B 2 0-150+/150+/150+

:4bowserjr:
Jab 1 0-150+/150+/150+
Ftilt 0-3/5/7
Nair (late 3% hit) 0-25/30/36
Bair early 14% hit) 0-X/X/1
Bair (late 8% hit) 0-41/49/58

:4wario:
Ftilt (no angle) 0-3/6/9
Ftilt (angled low) 0-5/8/12
Fair (early 7% hit) 0-10/13/16
Fair (late 4% hit) 0-66/78/91
Bair 0-6/10/13
All Bikes (thrown object) 0-150+/150+/150+

:4dk:
Jab 1 (close hit) 0-79/94/109
Ftilt (no angle) 0-21/27/33
Ftilt (angled low) 0-25/32/38
Dtilt (close 7% hit) 0-52/62/73
Dtilt (far 6% hit) 0-60/72/84
Nair (early 11% hit) 0-9/12/16
Nair (late 8% hit) 0-30/37/44
Bair (early 13% hit) 0-5/8/12
Bair (late 8% hit) 0-30/37/44
Fair (early 16% hit) 0-3/6/10
Neutral B (uncharged) 0-16/21/26
Neutral B (aerial, uncharged) 0-34/41/48
Neutral B 3 (uncharged) 0-24/30/35
Neutral B 3 (aerial, uncharged) 0-34/41/48
Up B (grounded high multihitbox) 0-150+/150+/150+
Up B (aerial late 5% hits) 0-62/75/86
Up B (aerial late 2% hits) 0-150+/150+/150+

:4diddy:
Ftilt (strong 10% hit) 0-21/27/33
Ftilt (weak 7% hit) 0-35/43/50
Fair (strong 10% hit) 0-6/9/12
Fair (late 8% hit) 0-12/15/19
Down B (thrown or z dropped) 0-150+/150+/150+
Down B 2 (thrown or z dropped) 0-150+/150+/150+

:4gaw:
Fair (early 11% hit) 0-3/6/8
Fair (late 6% hit) 0-60/72/84
Side B (on 2) 0-150+/150+/150+
Side B (on 7) ~0-12/15/18
Side B 2 (on 1) 0-73/87/101

:4littlemac:
Dair (non meteor hit) 0- 92/109/127
Neutral B (aerial uncharged) 0-8/12/15
Neutral B (aerial, uncharged late 7% hit) 0-18/22/27

:4link:
Nair (strong 11% hit) 0-7/10/14
Nair (weak 9% hit) 0-12/16/20
Nair (late 6% hit) 0-34/41/48
Neutral B (uncharged) 0-111/132/150+
Neutral B (full charge) 0-37/46/55
Neutral B 3 (uncharged) 0-150+/150+/150+
Neutral B 3 (full charge) 0-135/150+/150+
Side B 3 (last hit before returning) 0-150+/150+/150+

:4zelda:
Fair (late 4% hit) 0-77/93/127
Bair (late 4% hit) 0-77/93/127
Down B (uncharged) 0-11/15/18
Down B 2 (uncharged) 0-15/19/22
Down B 3 (uncharged) 0-150+/150+/150+

:4sheik:
Utilt (first hit, target above you) 0-150+/150+/150+ Note: second hit also connects, nulling potential for followup
Dash attack (late 4% hit) 0-36/43/51~%
Nair (early 8% hit) 0-18/23/27
Nair (early 7% hit) 0-22/27/32
Nair (late 5% hit) 0-32/39/46
Bair (early 7% hit) 0-8/11/14
Bair (late 5% hit) 0-49/58/68
Side B (grenade tossed as item) 0-35/42/50%
Side B (grenade Z-dropped as item) 0-38/45/53~%
Down B 0-4/7/11

:4ganondorf:
Jab (7% hit) 0-1/3/4
Jab (10% hit) 0-5/8/10
Nair (second, early 10% hit) 0-0/3/5
Nair (second, late 7% hit) 0- 7/10/13
Fair (strong 18% hit) 0-X/X/2
Fair (weak 17% hit) 0-X/1/4
Uair (latest 6% hit) 0-150+/150+/150+

:4tlink:
Ftilt (tipper hit) 0-8/11/15
Dtilt 0-14/18/22
Nair (first hit) 0-16/21/25
Nair (second hit) 0-22/27/32
Neutral B (uncharged) 0-150+/150+/150+
Neutral B (full charge) 0-61/74/88
Neutral B 3 (uncharged) 0-150+150+/150+
Neutral B 3 (full charge) 0-150+/150+/150+

:4samus:
Jab 1 (close hit) 0-78/93/133
Jab 1 (far hit) 0-109/129/150
Jab 2 0-8/11/14
Ftilt (crotch 6% hit) 0-74/88/100
Ftilt (crotch 7% angled hit) 0-64/76/90
Ftilt (knee 5% hit) 0-86/102/116
Ftilt (knee 6% angled hit) 0-74/88/100
Ftilt (shin 7% hit) 0-8/11/14
Ftilt (shin 8% angled hit) 0-6/8/11
Ftilt (foot 8% hit) 0-6/8/11
Ftilt (foot 9% angled hit) 0-4/6/8
Fsmash (sour 12% hit) 0-6/9/12
Fsmash (sour 11% low angled hit) 0-8/11/15
Bair (late 9% hit) 0-19/24/30
Dair (non meteor early 10% hit) 0-6/10/13
Dair (non meteor late 11% hit) 0-4/7/10
Neutral B (uncharged) 0-150+/150+/150+
Neutral B 2 (uncharged) 0-150+/150+/150+
Side B (homing) 0-150+/150+/150+
Side B 2 (homing) 0-150+/150+/150+
Side B 3 (homing) 0-150+/150+/150+
Down B (9% direct hit) 0-128/150+/150+
Down B (5% splash damage) 0-135/150+/150+
Down B 2 0-150+/150+/150+

:4zss:
Ftilt 0-8/11/14
Ftilt (angled 8% hit) 0-6/8/11
Neutral B (charged or uncharged) 0-150+/150+/150+
Neutral B 2 (uncharged) 0-150+/150+/150+
Neutral B 3 (stun hit) ~0-73/73/73

:4pit:
Fair (last hit) 0- 4/5/7
Neutral B 3 (uncharged) 0-150+/150+/150+
Neutral B 3 (full charge) 0-46/56/65

:4palutena:
Bair 0-0/2/4
Neutral B 0-150+/150+/150+

:4marth:
Ftilt (sour 9% hit) 0-18/22/27
Dash attack (sour 9% hit) 0-16/21/26
Fair (sour 7% hit) 0-2/3/5
Dair (sour 11% hit) 0-11/16/20
Dair (non-meteor 13% hit) 0-12/17/21
Neutral B (uncharged) 0-10/13/16
Up B (late 7% hit) 0-28/34/40

:4myfriends:
Ftilt 0-X/0/2
Fair 0-X/0/1

:4robinm:
Levin Sword (z dropped) ~0-40/46/53
Levin Sword (thrown) 0-14/19/24
Levin Sword (smash thrown) 0-6/9/12
Spell Book (z dropped) ~0-14/19/24
Spell Book (thrown) 0-5/8/11
Spell Book (smash thrown) X/1/3

:4duckhunt:
Ftilt 0-24/30/35
Nair (late 5% hit) 0-36/43/51
Nair (early 11% hit) 0-0/2/4
Bair (strong 12% hit) 0-0/2/4
Neutral B 2 (direct hit, no explosion) 0-150+/150+/150+

:4kirby:
Ftilt (weak 7% hit) 0-32/40/47
Ftilt (strong 8% hit) 0-27/34/40
Dtilt 0-117/138/150+
Fair (last hit) 0-X/0/1
Bair (late 8% hit) 0-35/43/51
Bair (early 13% hit) 0-3/7/10
Down B (grounded) 0-150+/150+/150+
Down B 2 (grounded) 0-150+/150+/150+

:4dedede:
Jab (close hit) 0-150+/150+/150+
Fair 0-15/20/25
Dair (strong 15% hit) 0-0/3/6
Dair (weak 8% hit) 0-18/23/27
Side B (hammer) 0-1/4/6
Side B 2 (hammer) 0-1/4/6
Side B 3 (hammer) 0-1/4/6
Down B (uncharged) 0-0/2/4
Down B (aerial, uncharged) 0-1/4/6
Down B 2 (uncharged) 0-4/6/8
Down B 2 (aerial, uncharged) 0-6/8/11
Down B 2 (full charge) 0-6/12/16
Down B 2 (aerial, full charge) 0-4/9/14

:4metaknight:
Dtilt 0-51/61/72
Fair (first two hits) 0-12/14/17

:4fox:
Ftilt (no angle) 0-35/42/49
Ftilt (low angle) 0-29/36/42
Fsmash (strong 14% hit) 0-3/6/9
Fsmash (late 11% hit) 0-9/11/15
Nair (early 9% hit) 0-25/32/38
Nair (late 6% hit) 0-56/68/79
Neutral B 2 0-150+/150+/150+

:4falco:
Ftilt 0-36/44/53
Fsmash 0-5/8/10
Nair (autolink multihit) 0-150+/150+/150+
Bair (early 13% hit) 0-9/13/17
Bair (late 7% hit) 0-8/11/14
Dair (late 8% hit) 0-23/29/35
Neutral B 0-150+/150+/150+
Down B 0-106/126/146
Down B 2 0-150+/150+/150+

:4pikachu:
Jab 0-150+/150+/150+
Ftilt 0-20/25/30
Ftilt (low angled) 0-24/30/35
Dtilt 0-38/47/55
Nair (strong 8% hit) 0-3/6/8
Fair (autolink multihit) 0-150+/150+/150+
Dair 0-13/17/22
Neutral B (aerial projectile) 0-52/61/71
Neutral B (arcing along the ground) 0-150+/150+/150+
Neutral B 2 (aerial projectile) 0-150+/150+/150+
Neutral B 2 (arcing along the ground) 0-150+/150+/150+
Neutral B 3 (sour 3% hit) 0-150+/150+/150+
Side B (non smashed) 0-14/18/22
Side B (smashed) 0-5/7/10
Side B 3 (smashed, late 5% hit) 0-65/78/90
Side B 3 (non smashed, late 2% hit) 0-115/136/150+
Up B 3 0-14/19/22

:4charizard:
Jab 1 (close hit) 0-150+/150+/150+
Nair (sour 7% hit) 0-13/17/20
Fair 0-X/X/0

:4lucario:
Nair (first hit) 0-30/37/43
Nair (second hit) 0-51/60/69
Bair 0-2/4/6
Neutral B (uncharged) 0-150+/150+/150+
Up B 3 (traveling hit, only when moving directly left or right) 0-150+/150+/150+

:4jigglypuff:
Ftilt 0-23/30/36
Fsmash 0-2/5/9
Fsmash (late 12% hit) 0-27/33/40
Dsmash 0-150+/150+/150+
Dash attack (early 12% hit) 0-10/14/18
Dash attack (late 8% hit) 0-32/40/47
Nair (strong 11% hit) 0-0/2/4
Fair (strong 9% hit) 0-4/7/9
Fair (late 6% hit) 0-31/37/44

:4greninja:
Ftilt (middle hit) 0-16/20/24
Bair (first two autolink hits) 0-150+/150+/150+

:4rob:
Ftilt (8% hit) 0-6/8/11
Ftilt (6% hit) 0-11/15/18
Dtilt 0-63/75/88
Fair 0-13/17/20
Dair (sour 6% hit) 0-40/50/59

:4ness:
Jab 0-150+/150+/150+
Ftilt 0-23/29/35
Ftilt (angled low) 0-19/25/30
Dtilt 0-150+/150+/150+
Nair (early 11% hit) 0-9/12/16
Nair (late 7% hit) ~0-23/29/35
Bair (strong 15% hit) 0-3/6/9
Bair (late 8% hit) 0-42/51/60
Down B 2 (strong 10% hit) 0-10/14/18
Down B 2 (weak 5% hit) 0-40/48/56

:4falcon:
Ftilt 0-25/32/38
Ftilt (angled) 0-21/27/33
Bair (strong 13% hit) 0- 0/3/5
Bair (late 8% hit) 0-12/16/19
Fair (weak 6% hit)0-13/17/20
Fair (late 3% hit) 0-28/34/40
Neutral B 0-X/0/4

:4villager:
Ftilt 0-7/10/13
Nair (strong 9% hit) 0-14/19/23
Nair (late 5% hit) 0-32/39/46
Fair (late 4% hit) 0-59/71/82
Fair (late 2% hit) 0-82/98/113
Bair (late 5% hit) 0-49/59/69
Bair (late 3% hit) 0-73/87/101
Side B (late 5% explosion) 0-49/59/69
Down 2 (axe) 0-11/15/18

:4olimar:
Jab 1 (close hit) 0-150+/150+/150+
Fair (red) 0-6/8/11
Fair (yellow) 0-6/9/11
Fair (blue) 0-6/9/11
Fair (white) 0-11/14/17
Fair (purple) 0-2/4/7

:4wiifit:
Fair (foot meteor) 0-84/101/118
Bair (9% body hit) 0 – 24/30/36
Bair (late 6% body hit) ~0-24/29/35
Up B 0-42/50/58

:4shulk:
Note: for all of these moves, “Blade” is the closer, stronger hit. And “beam” is the farther, weaker hit

Vanilla/Jump Art Shulk:
Ftilt blade 0-X/X/1%
Ftilt beam 0-0/2/4%
Bair beam 0-X/0/2%
Dair (second hit) blade 0-24/31/37%
Side B (opponent facing you) blade 0-1/4/6
Side B (opponent facing you) beam 0-4/6/8
Side B 2 (opponent facing you) blade 0-1/4/6
Side B 2 (opponent facing you) beam 0-4/6/8
Side B 3 (opponent facing you) blade 0-29

Speed Shulk (0.8x)
Ftilt blade 0-0/2/4%
Ftilt beam 0-2/5/7%
Bair beam 0-1/2/4%
Dair (second hit) blade 0-27/33/40%
Side B (opponent facing you) blade 0-3/7/8
Side B (opponent facing you) beam 0-5/8/10

Shield Shulk (0.7x)
Ftilt blade 0-1/3/5%
Ftilt beam 0-4/6/8%
Bair beam 0-2/3/4%
Dair (second hit) blade 0-28/34/42%
Side B (opponent facing you blade) 0-4/7/9%
Side B (opponent facing you beam) 0-6/9/11%

Buster Shulk (1.4x)
Ftilt blade 0-16/22/28%
Ftilt beam 0-22/28/35%
Fsmash (second beam hit) 0-12/18/23%
Dsmash (various blade hits) 0-who even cares?
Fair blade 0-17/23/28%
Fair beam 0-25/31/37%
Bair blade 0-11/16/22%
Bair beam 0-28/35/42%
Dair (second hit) blade 0-52/65/77%
Dair (second hit) beam 0-5/9/12%
Side B (opponent facing you) blade 0-26/33/40%
Side B (opponent facing you) beam 0-31/39/46%

Smash Shulk (0.5x)
D-air 2nd hit only (sweetspot 11% / 5.5%) 0 – 20/25/30%

Decisive Buster Shulk (1.54x)
Ftilt blade 0-14/20/26%
Ftilt beam 0-20/27/34%
Fsmash (second beam hit) 0-11/16/21%
Fair blade 0-16/21/27%
Fair beam 0-24/30/36%
Bair blade 0-9/15/20%
Bair beam 0-27/34/41%
Dair (second hit) blade 0-48/59/71%
Dair (second hit) beam 0-4/7/11%
Side B (opponent facing you) blade 0-24/32/40
Side B (opponent facing you) beam 0-30/37/45

Hyper Buster Shulk (1.68x)
Ftilt blade 0-30/40/50%
Ftilt beam 0-39/49/60%
Fsmash (second beam hit) 0-26/34/43%
Fair blade 0-42/52/61%
Fair beam 0-54/66/77%
Bair blade 0-26/34/43%
Bair beam 0-51/62/74%
Dair (second hit) blade 0-69/85/101%
Dair (second hit) beam 0-27/35/43%
Side B (opponent facing you) blade 0-47/56/67%
Side B (opponent facing you) beam 0-52/64/75%
Side B 2
Side B 3 (opponent facing you) blade 0-127/150+/150+%

:4drmario:
Ftilt 0-33/41/48
Nair (early 5% hit) 0-29/35/41
Nair (late 8% hit) 0-28/35/41
Bair (strong 13% hit) 0-13/18/23
Bair (late 8% hit) 0-42/50/59
Neutral B 0-150+/150+/150+
Neutral B 2 0-150+/150+/150+

:4darkpit:
Ftilt (dark pit only, sour 7% hit) 0-28/35/41
Ftilt (dark pit only, strong 10% hit) 0-16/21/26
Fair (last hit) 0- 4/5/7
Neutral B 3 (uncharged) 0-90/106/123
Neutral B 3 (full charge) 0- 40/49/57

:4lucina:
Dair (non-meteor 11% hit) 0-8/11/15
Up B (late 7% hit) 0-28/34/40

:4pacman:
Jab (close hit) 0-150+/150+/150+
Ftilt 0-18/23/27
Nair (early 10% hit) 0-11/15/19
Nair (late 3% hit) 0-79/93/108
Fair 0-61/73/85
Bair (strong 11% hit) 0-16/22/27
Bair (late 7% hit) 0-47/5766

:4megaman:
Jab/Ftilt (cannon hit) 0-150+/150+/150+
Jab/Ftilt/Nair (projectile) 0-150+/150+/150+
Fsmash 0-3/5/8
Fair (late 5% hit) 0-46/55/64
Bair (first two autolink hits) 0-150+/150+/150+
Dair (non meteor 14% hit) 0-18/24/29
Down B (shield) 0-150+/150+/150+

:4sonic:
Jab 1 0-150+/150+/150+
Ftilt (second hit) 0-3/5/7
Dtilt 0-23/28/33
Dash attack (multihits before finisher) 0-150+/150+/150+
Fair (autolink multihits) 0-150+/150+/150+
Up B (spring) 0-27/32/35
Up B 2 (spring) 0-150+/150+/150+
Up B 3 0-27/32/35
:093:

:4mewtwo:
Ftilt (close 10%) 0-11/15/19
Ftilt (middle 9%) 0-14/19/23
Ftilt (far 8%) 0-18/23/27
Nair (autolink multihit) 0-150+/150+/150+
Bair (close 13%) 0-8/11/15
Bair (middle 11%) 0-13/17/22
Bair (far 9%) 0-19/24/30
Neutral B (uncharged) 0-150+/150+/150+

:4lucas:
Ftilt (weak 7%) 0-53/64/75
Dtilt (far hit) 0-150+/150+/150+
Nair (autolink multihit) 0-150+/150+/150+
Fair (weak 9%) 0-25/32/38
Bair (strong 12%) 0-1/3/5
Bair (weak 9%) 0-12/16/19
Bair (weak 7%) 0-80/95/111

:4feroy:
Ftilt (tipper) 0-0/1/3
Fsmash (tipper) 0-9/13/16
Dsmash (first hit tipper) 0-21/27/33
Dsmash (second hit tipper) 0-18/23/28
Bair (tipper) 0-25/32/38

:4ryu:
Fsmash (weak 16% hit) 0-X/X/1
Nair (early 8%) 0-18/23/27
Nair (late 4%) 0-58/69/81
Bair (strong 16% hit) 0-7/11/15
Bair (weak 13% hit) 0-15/20/25
Uair (first 5% hit) 0-150+/150+/150+
Neutral B (any power) 0-150+/150+/150+
Neutral B (shakunetsu hadoken, any speed, multihit only) 0-150+/150+/150+

:4cloud:
Ftilt 0-9/12/16
Bair 0-6/9/13
Side B (first hit only, target prone above Cloud) 0-150+/150+/150+

:4miibrawl:
(Default proprtioned Mii)
Ftilt (strong 8%) 0-27/34/40
Ftilt (sour 7%) 0-32/40/47
Nair (early 10%) 0-11/15/19
Nair (late 5%) 0-40/48/56
Bair 0-21/27/33
Down B (rising hit) 0-150+/150+/150+

:4miigun:
(Default proprtioned Mii)
Ftilt (strong 9%) 0-4/6/8
Ftilt (weak 6%) 0-11/15/18
Bair 0-1/3/6
Dair (sour 10%) 0-5/8/10
Neutral B (uncharged) 0-150+/150+/150+
Side B 3 (homing) 0-150+/150+/150+

:4miisword:
(Default proprtioned Mii)
Ftilt 0-8/11/15
Bair 0-9/14/18

Extended Reading:
When a move with a knockback angle of 0 or 361 hits a target on a platform or ledge, they can slide off. In doing so, they enter a fixed falling state where they cannot act until a certain point. If they land on the ground of the stage, or on a lower platform, they enter a knocked down animation that lasts precisely 26 frames (a little under half of a second) until they can input any action. During these 26 frames, they are helpless to any of your followup attacks. They can also be jab locked. Look through this thread for info on jab locking. All moves capable of prattacking can also jab lock at precisely the same ranges, but other moves can jab lock, such as attacks with a meteor angle, or bury element. If a character is knocked down for longer than the 26 frame window, they cannot enter a jab lock status, but jab locking moves will keep them prone until they do choose an action.

For moves that can successfully prattack, having the Sakurai angle is not enough. If the move deals too much knockback, the opponent is lifted off the ground. Remember that other factors can effect knockback. Move stale negation, target charging a smash attack, target crouching when hit, all of these have an effect on whether a move can work.

Here's a video showing off one prattack combo for each character. I know the author of this video was only aware of a small fraction of the full list of moves that had the angle for prattacking. Though I should point out three of those specific combos are not possible in 1.11. Marth and Lucina are seen jab locking with Jab, when that is no longer possible as of 1.06. And Little Mac initiates the pratfall with aerial jolt haymaker, which has had its knockback buffed in 1.04 to where he can't do that now. I also find his Pit pratfall dubious because instead of using a move with a 0 degree angle, he used the Dair meteor while moving into the target, which only happens to work under extraneous circumstances.

First, you need to be sure that the move's meteor angle applies to grounded targets and not just airborne ones. As you connect with your target, you must also be moving into them in an effort to push them off. It's easy to do on a stationary target, but almost totally unviable in a real competitive scenario because you can't push them far enough unless they're already at the edge, so I left these moves out of the list. The only common scenario I can think of is an instance where you are punishing a roll that they used to move to the end of a platform. Then it would be reasonable to prattack with a meteor. If you really want to know at what ranges these moves will work, you must look to my jab locking thread.

The combo video is mostly correct. :4luigi::4peach::4yoshi::rosalina::4gaw::4tlink::4samus::4kirby::4jigglypuff::4ness::4villager::4olimar::4pacman: can all jump or tech the ground to avoid followups when it comes to Battlefield's lower platforms. It is wrong about Duck Hunt. He is forced to land like everybody else, the miis, and DLC fighters. And remember, just because your opponent is playing a character who COULD escape your followup, doesn't mean they will. Sliding animations are slow and subtle. And your opponent doesn't know which of your moves initiate a pratfall. You do.

Yes! All moves that prattack also happen to be moves that can jab lock, and at the same precise damage range too. The only addition is Diddy's Bananas. Bananas can't jab lock - they don't have the angle for it. So if you throw it at a prone target, they'd transition from a jab lock state to a trip state. If any character falls off a ledge during a trip animation, they will fall like any prattack. Unlike jab locking, you cannot pratfall with a move that has a meteor angle. Not reliably anyway. It's possible, but requires you to be moving into the opponent when striking them, and having them on the very edge of the ledge to be pushed off. Not a lot of potential with moves like that, so I didn't list them.

You'll just have to test out possibilities. Which of your options lead into a jab lock, which lead to a powerful move you can't reliably land any other way? A lot of the moves that work at any damage percentage can be impractical. I find aerials to be the best. Throw your opponent onto a platform, and time your prattack for the point that they tech the ground. If they didn't tech the ground, you will jab lock them instead, and push them off the platform that way as well, extending into a second jab lock. The reason why I like aerials is because you go over, under, or past the opponent if they've blocked you, making it harder to punish your attempt.

Sure. Many characters can prattack into a spike. Or a footstool so that they fall farther. Any edgeguard scenario, stage spike, or ledge trump mixup is possible now that your target is off the stage. Definitely try it out. Platforms may not be common, but every stage has ledges.

Link and Toon Link are pushed back a fixed distance when blocking a projectile with their hylian shield. It is possible for them to be prattacked in this manner by any projectile move.

Shulk's various arts reduce the damage he deals by a small margin, and it's reflected by the damage % ranges. Damage has a slight effect on total knockback received by a move. Buster arts is the only one that increases his damage, but it also drastically reduces his knockback on attacks, which has a much more direct impact on his ranges. So, Buster Arts is the way to go for prattacks and jab locks.

The goal of this thread is to:
-Chronicle every move capable of prattacking
-Discuss the viability of prattacking with a variety of moves.
-Stop trying to convince me "prattack" is a dumb name
-Find more possibilities for forced fall states and pushing the target
-Brag/Complain about your character's ability/inability to prattack and jab lock.

"It's not about how hard you can hit, it's about how hard they can get hit while you can still finish the combo"
- Sakurai...maybe. He was speakin' Japanese so...

Latest updates: Updated values for patch 1.13

[/spoiler]
 
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Masonomace

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Good stuff Zapp. It might also be neat to share miscellaneous information such as Charizard's Flare Blitz recoil animation. Zard is forced to tumble thus it's possible to jab lock off of the self-dealing prattack effect.
 

Simikins

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So... many... spoilers...

Uhhhhh


Anyway, great thread, missed a couple of Sheik's prattacks (had no idea they were called that. I just call them "Platform Slide Moves.")
Grenade Shell - Like I said in the Jab lock thread, item drops, etc etc.
First hit of UpTilt - Only works riiight at the edge of a platform. Little bit pointless as the second hit hits them afterwards. Still, would complete the list ( I think )

I applaud you for testing with customs as well. No-one seems to be doing that these days.
 

Zapp Branniglenn

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Anyway, great thread, missed a couple of Sheik's prattacks (had no idea they were called that. I just call them "Platform Slide Moves.")

I applaud you for testing with customs as well. No-one seems to be doing that these days.
The entire Brawl competitive community also neglected to give this tech a name in the years before Smash 4 came out, so I clung to the first name I heard.

And the inclusion of customs was primarily because my jab locking thread was being made while the official custom movesets project was fully under way in preparation for EVO 2015's customs on national tournament. I thought that the thread would help players of many different characters thinking about using their movesets in unique and different ways, custom moves not excluded. And for this thread, that philosophy still exists.

I have updated and added values coinciding with the 1.13 update.
 
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Quarium

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Thanks a lot! I appreciate the work put behind figuring out all this data and sorting it.
 
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