Othayuni
Smash Apprentice
- Joined
- Oct 26, 2014
- Messages
- 87
- 3DS FC
- 0061-1205-7394
This came about because I needed a bunch of specific data on when combos worked, when was a good time/position to try specific finishers, and how to adjust based on what character I was matched up against. I ended up mining tons of data myself, and though there's always more to collect, this has already really helped me pick earlier, more efficient kills and be more timely with my combos. I've gathered all my data so far here in hopes that it will help you, too.
It should be noted that all of these tests are based on training dummies and therefore cannot factor in DI! I would expect DI to alter the effectiveness of this data by several % (as @ Tristan_win wisely reminds me). Blank spots are data I haven't collected yet. If you want to contribute, I'll use your data for those spots as long as no tests of my own say otherwise!
Character Proportional KB Resistances
Simply put, there's more to how knockback resistant a character is than their weight. There are useful weight tables out there, but none of them can really tell you "If it works at this % on fox, what % should I use it at on rosalina?"--that's what this table is for, for the entire cast. There are two tables, one for horizontal knockback and one for vertical, which turn out to be quite different. This chart should be useful to everyone, not just Sheik matchups.
Bouncing Fish Combo Data:
Bouncing fish is a true combo with fair and nair depending on what part of the attack hits and at what %. This table is designed to study what the % ranges of the combo are. These are based on what I'd call a "training room combo"; the training room registers it as a 2-hit combo but do not factor in DI.
|Start | Easy End | True End
Fair Strong Hit (5.5%) | 21 | 65 | 100
Fair Weak Hit (4.8%) |35| 85 |
Nair Strong Fwd. hit (8%) | 67 | 95 | 105
Nair Weak Fwd. Hit (5%) | 90 | 145 | 150
Nair Strong Bckwds. Hit (7%) | |
Nair Weak Bckwds. Hit (4%) | 100 | 175 | Crazy %s
How to read the table:
"Start" is the earliest % I can get the move to combo in to bouncing fish on Mario and have the training room register it as a 2-hit combo.
"Easy end" is the last % at which I don't have to do anything besides use the attack and then hit bouncing fish.
"True end" is my record % achieving a 2-hit training room combo in training room using "chasing" techniques to continue to enable bouncing fish to hit past the easy end %s. The combos can be extended significantly by quickly jumping and/or dashing after the opponent between the aerial attack and bouncing fish.
I would note for tacticians that outside of these ranges (give or take the power of DI to influence it), it is possible for your opponent to escape, but you might be able to chase a "false combo" in to a bouncing fish if you're fast and they don't react in time or read correctly.
Sheik Finisher Threshholds
These test the earliest %s at which Mario can be killed by a given move, from positions described in the graph. Cross reference with the proportional KB resistance chart to apply to other characters. Like the KB resistance chart I've split this in to horizontal and vertical killers for easy cross reference.
It should be noted that all of these tests are based on training dummies and therefore cannot factor in DI! I would expect DI to alter the effectiveness of this data by several % (as @ Tristan_win wisely reminds me). Blank spots are data I haven't collected yet. If you want to contribute, I'll use your data for those spots as long as no tests of my own say otherwise!
Character Proportional KB Resistances
Simply put, there's more to how knockback resistant a character is than their weight. There are useful weight tables out there, but none of them can really tell you "If it works at this % on fox, what % should I use it at on rosalina?"--that's what this table is for, for the entire cast. There are two tables, one for horizontal knockback and one for vertical, which turn out to be quite different. This chart should be useful to everyone, not just Sheik matchups.
Character Average Proportional %s Needed to Kill Horizontally, Compared to Mario (100%)
Rank | Character | Rule of Thumb % | Data-based proportion
1 | Bowser| 116%| 1.157
2 | Donkey Kong| 110% |1.10
3 | Charizard |107% |1.069
4 | Dedede| 106% |1.064
5 | Gannondorf| 105% |1.046
6 | Samus| 105% |1.046
7 | Yoshi |104% |103.8
7 | Wario |104% |103.8
9 | Ike |104% |103.5
10 | Lucas | 103% | 1.033
10 | Bowser Jr.| 102% |1.023
12 | Roy | 102% | 1.022
13 | Link |102%| 1.015
13| Mega Man| 102% |1.015
15 | ROB |101%| 1.008
15 | C.Falcon| 101% |1.008
16 | Mario| 100% |1
16 | Dr. Mario| 100% |1
16 | Shulk| 100% |1
16 | Ryu | 100% | 1
16 | Mii | 100% (+/- 2%) | 1 (.98-1.02)
22 | Lucario| 99% |.992
23 | Villager| 98% |.985
23 | WF Trainer| 98% |.985
23 | Dark Pit| 98%| .985
26 | Ness |98% |.977
26 | Pac Man| 98% |.977
28 | Luigi |97% |.969
28 | Pit |97% |.969
28 | Robin |97% |.969
28 | Sonic |97% |.969
32 | Toon Link| 95% |.954
32 | Duck Hunt| 95% |.954
34 | Diddy |95% |.951
35 | Palutena| 95% |.946
35 | Marth |95% |.946
37 | Peach |94% |.938
37 | Lucina |94% |.938
39 | Greninja| 93%| .931
40 | Zelda |92% |.915
41 | Little Mac| 91%| .908
42 | Sheik |90% |.904
43 | Kirby |89% |.892
43 | Meta Knight| 89%| .892
43 | Olimar |89%| .892
46 | Rosalina| 88%| .885
46 | ZSS |88% |.885
46 | Falco |88% |.885
46 | Pikachu| 88%| .885
50 | G&W |86% |.862
51 | Fox |85% |.851
52 | Mewtwo | 84% | .841
53 | Jigglypuff| 84%| .838
Character Proportional %s to Kill Vertically, Compared to Mario (100%)
Rank|Character|Rule of Thumb % | Data-based Proportion
1 | Dedede| 121% | 1.21
2 | Donkey Kong| 116% | 1.16
3 | Bowser| 112% | 1.12
4 | Ike | 107% | 1.07
4 | Bowser Jr.| 107% | 1.07
4 | Mega Man| 107% | 1.07
7 | Gannondorf| 106% | 1.06
7 | C.Falcon| 106% | 1.06
9 | Charizard |105% | 1.05
9 | Wario | 105% | 1.05
11 | Link | 104% | 1.04
11 | ROB | 104% | 1.04
13 | Samus| 103% | 1.03
14 | Shulk| 102% | 1.02
14 | Lucario| 102% | 1.02
16 | Roy | 101% | 1.01
16 | Duck Hunt| 101%| 1.01
18 | Yoshi | 100% | 1
18 | Mario| 100% | 1
18 | Dr. Mario| 100%|1
18 | Ryu | 100% | 1
18 | Mii | 100% (+/- 2%) | 1 (.98-1.02)
23 | Dark Pit| 99%| .99
23 | Pit |99% | .99
23 | Robin | 99% | .99
26 | Pac Man| 98% | .98
26 | Diddy | 98% | .98
26 | Marth |98% | .98
26 | Lucina | 98% | .98
30 | Villager| 97% | .97
30 | Sonic |97% | .97
30 | Little Mac| 97% | .97
30 | Luigi | 96% | .96
33 | WF Trainer| 95% | .95
33 | Ness | 95% | .95
35 | Toon Link| 94% | .94
35 | Lucas | 94% | .94
37 | Peach | 93% | .93
37 | Greninja|93% | .93
39 | Falco | 92% | .92
40 | Palutena| 91% | .91
40 | Zelda |91% | .91
40 | ZSS | 91% | .91
43 | Sheik | 90% | .9
43 | Meta Knight| 90% | .9
45 | Olimar | 89% | .89
45 | Pikachu| 89% | .89
45 | Fox | 89% | .89
48 | Rosalina| 86% | .86
49 | Kirby | 85% | .85
50 | Mewtwo | 84% | .84
51 | G&W | 83% | .83
52 | Jigglypuff| 77 | .77
Rank | Character | Rule of Thumb % | Data-based proportion
1 | Bowser| 116%| 1.157
2 | Donkey Kong| 110% |1.10
3 | Charizard |107% |1.069
4 | Dedede| 106% |1.064
5 | Gannondorf| 105% |1.046
6 | Samus| 105% |1.046
7 | Yoshi |104% |103.8
7 | Wario |104% |103.8
9 | Ike |104% |103.5
10 | Lucas | 103% | 1.033
10 | Bowser Jr.| 102% |1.023
12 | Roy | 102% | 1.022
13 | Link |102%| 1.015
13| Mega Man| 102% |1.015
15 | ROB |101%| 1.008
15 | C.Falcon| 101% |1.008
16 | Mario| 100% |1
16 | Dr. Mario| 100% |1
16 | Shulk| 100% |1
16 | Ryu | 100% | 1
16 | Mii | 100% (+/- 2%) | 1 (.98-1.02)
22 | Lucario| 99% |.992
23 | Villager| 98% |.985
23 | WF Trainer| 98% |.985
23 | Dark Pit| 98%| .985
26 | Ness |98% |.977
26 | Pac Man| 98% |.977
28 | Luigi |97% |.969
28 | Pit |97% |.969
28 | Robin |97% |.969
28 | Sonic |97% |.969
32 | Toon Link| 95% |.954
32 | Duck Hunt| 95% |.954
34 | Diddy |95% |.951
35 | Palutena| 95% |.946
35 | Marth |95% |.946
37 | Peach |94% |.938
37 | Lucina |94% |.938
39 | Greninja| 93%| .931
40 | Zelda |92% |.915
41 | Little Mac| 91%| .908
42 | Sheik |90% |.904
43 | Kirby |89% |.892
43 | Meta Knight| 89%| .892
43 | Olimar |89%| .892
46 | Rosalina| 88%| .885
46 | ZSS |88% |.885
46 | Falco |88% |.885
46 | Pikachu| 88%| .885
50 | G&W |86% |.862
51 | Fox |85% |.851
52 | Mewtwo | 84% | .841
53 | Jigglypuff| 84%| .838
1 | Dedede| 121% | 1.21
2 | Donkey Kong| 116% | 1.16
3 | Bowser| 112% | 1.12
4 | Ike | 107% | 1.07
4 | Bowser Jr.| 107% | 1.07
4 | Mega Man| 107% | 1.07
7 | Gannondorf| 106% | 1.06
7 | C.Falcon| 106% | 1.06
9 | Charizard |105% | 1.05
9 | Wario | 105% | 1.05
11 | Link | 104% | 1.04
11 | ROB | 104% | 1.04
13 | Samus| 103% | 1.03
14 | Shulk| 102% | 1.02
14 | Lucario| 102% | 1.02
16 | Roy | 101% | 1.01
16 | Duck Hunt| 101%| 1.01
18 | Yoshi | 100% | 1
18 | Mario| 100% | 1
18 | Dr. Mario| 100%|1
18 | Ryu | 100% | 1
18 | Mii | 100% (+/- 2%) | 1 (.98-1.02)
23 | Dark Pit| 99%| .99
23 | Pit |99% | .99
23 | Robin | 99% | .99
26 | Pac Man| 98% | .98
26 | Diddy | 98% | .98
26 | Marth |98% | .98
26 | Lucina | 98% | .98
30 | Villager| 97% | .97
30 | Sonic |97% | .97
30 | Little Mac| 97% | .97
30 | Luigi | 96% | .96
33 | WF Trainer| 95% | .95
33 | Ness | 95% | .95
35 | Toon Link| 94% | .94
35 | Lucas | 94% | .94
37 | Peach | 93% | .93
37 | Greninja|93% | .93
39 | Falco | 92% | .92
40 | Palutena| 91% | .91
40 | Zelda |91% | .91
40 | ZSS | 91% | .91
43 | Sheik | 90% | .9
43 | Meta Knight| 90% | .9
45 | Olimar | 89% | .89
45 | Pikachu| 89% | .89
45 | Fox | 89% | .89
48 | Rosalina| 86% | .86
49 | Kirby | 85% | .85
50 | Mewtwo | 84% | .84
51 | G&W | 83% | .83
52 | Jigglypuff| 77 | .77
Bouncing Fish Combo Data:
Bouncing fish is a true combo with fair and nair depending on what part of the attack hits and at what %. This table is designed to study what the % ranges of the combo are. These are based on what I'd call a "training room combo"; the training room registers it as a 2-hit combo but do not factor in DI.
Fair Strong Hit (5.5%) | 21 | 65 | 100
Fair Weak Hit (4.8%) |35| 85 |
Nair Strong Fwd. hit (8%) | 67 | 95 | 105
Nair Weak Fwd. Hit (5%) | 90 | 145 | 150
Nair Strong Bckwds. Hit (7%) | |
Nair Weak Bckwds. Hit (4%) | 100 | 175 | Crazy %s
"Start" is the earliest % I can get the move to combo in to bouncing fish on Mario and have the training room register it as a 2-hit combo.
"Easy end" is the last % at which I don't have to do anything besides use the attack and then hit bouncing fish.
"True end" is my record % achieving a 2-hit training room combo in training room using "chasing" techniques to continue to enable bouncing fish to hit past the easy end %s. The combos can be extended significantly by quickly jumping and/or dashing after the opponent between the aerial attack and bouncing fish.
I would note for tacticians that outside of these ranges (give or take the power of DI to influence it), it is possible for your opponent to escape, but you might be able to chase a "false combo" in to a bouncing fish if you're fast and they don't react in time or read correctly.
Sheik Finisher Threshholds
These test the earliest %s at which Mario can be killed by a given move, from positions described in the graph. Cross reference with the proportional KB resistance chart to apply to other characters. Like the KB resistance chart I've split this in to horizontal and vertical killers for easy cross reference.
Side-killing attacks:
|Right Edge of FD to Right Blast Zone| Middle of FD to Either Blast Zone| Right Edge of FD to Left (Far) Blast Zone
Bouncing Fish | 130 | 170 | 205
Vanish | 110 | 136 (becomes vertical kill) | 136
Fsmash Both Hits Raw (add 5% if only 2nd shot hits) | 100 | 155 | 190
Fsmash Both Hits Charged (add 7% if only 2nd shot hits) |74
Sides of Usmash Raw | 127
Sides of Usmash Charged| 88
Dmash Raw | 125
Dsmash Charged| 92
Bair Sweet Spot (11%) | 120 | 160 | 195
Bair Main Kick (10%) | 131 | 175 |
Fair Strong Hit (5.5%) | 178
Nair Strong Forward Hit (8%) | 177
Upwards-killing attacks:
| Ground of battlefield or FD | Side platforms in battlefield | Top platform of battlefield
Usmash Sweetspot: Anti-Air Raw* | 100 | |
Usmash Sweetspot: Anti-Ground Raw* | 110 | |
Usmash Sweetspot: Anti-Air Charged*| 64
Usmash Sweetspot: Anti-Ground Charged*| 70
Dthrow-Uair; throw after: | 120
Dthrow-Vanish; throw after: | 110 |
Ftilt-Uair; kick after: | 122
Ftilt-Vanish; kick after: | 112 |
Vanish Vertical Kill |136| |
* Anti-air done to Mario standing on a platform with Sheik below. Anti-ground is both characters on floor level standing on their feet and I used a Sheik dummy since they can be hit by the grounded usmash and have a nice clean mathematical relationship to Mario. For example, on ground level, Sheik died at 99% uncharged and generally dies at 90% of the vertical damage it takes to kill Mario so I predict Mario would die at 110% if he could be hit by grounded usmash.
Bouncing Fish | 130 | 170 | 205
Vanish | 110 | 136 (becomes vertical kill) | 136
Fsmash Both Hits Raw (add 5% if only 2nd shot hits) | 100 | 155 | 190
Fsmash Both Hits Charged (add 7% if only 2nd shot hits) |74
Sides of Usmash Raw | 127
Sides of Usmash Charged| 88
Dmash Raw | 125
Dsmash Charged| 92
Bair Sweet Spot (11%) | 120 | 160 | 195
Bair Main Kick (10%) | 131 | 175 |
Fair Strong Hit (5.5%) | 178
Nair Strong Forward Hit (8%) | 177
Usmash Sweetspot: Anti-Air Raw* | 100 | |
Usmash Sweetspot: Anti-Ground Raw* | 110 | |
Usmash Sweetspot: Anti-Air Charged*| 64
Usmash Sweetspot: Anti-Ground Charged*| 70
Dthrow-Uair; throw after: | 120
Dthrow-Vanish; throw after: | 110 |
Ftilt-Uair; kick after: | 122
Ftilt-Vanish; kick after: | 112 |
Vanish Vertical Kill |136| |
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