Timbers
check me out
At 0%, the two initial jabs do 3.5% (2%, 1.5%)
At 50%, the two initial jabs do 4.2% (2.5%, 1.7%)
I'm playing around with AA>AA, but if anyone else thinks they have a better option, then go ahead and run with it.
(The percents given are rounded)
AA>AA>sh fair>dair does 21% at 0%. 26% at 50%.
At 0-50%, this will probably be your best option until the opponent reaches 40%. Looks like ftilt (or anything else for the matter) instead of fair>dair would be a better option after that.
AA>AA>ftilt does 16% at 0%. 19% at 50%.
Seems this can be done at any percent, as the two initial jabs have a locked knockback.
AA>AA>grab>downthrow (no pummel) does 17% at 0%. 18% at 50%.
Another thing that can be done at any percent, but I don't know how safe this is. Dthrow can set up into more stuff, so it's definitely worth looking into.
AA>AA> full aurasphere does 20% at 0%. 24% at 50%.
Now this is silly, but it's quicker than the fsmash and will catch people who are trying to counter an approach with their own jabs, and the AS may catch them if they spotdodge. Obviously recommended when you hit higher percents, but I was too lazy to add 100%.
AA>AA>fsmash does 16% (18% tip) at 0%. 20% (22% tip) at 50%.
Will probably screw anyone who tried spotdodging you. The startup lag is perfect, and the lingering hitbox will most definitely catch them. I personally like the idea of AS over this, but it's still in speculation.
If anyone can play around with that, and see what works and what doesn't, that'd be cool. I'm well aware that using AA>AA each time will become just as predictable and therefore useless, so adding in A>AA>AA or A>AA..or AA>A or something to mix it up, will be needed. But right now I just want to see what works and what doesn't. I'll have no local players to play with until Friday, and I don't trust wifi to give me accurate answers. <.<
At 50%, the two initial jabs do 4.2% (2.5%, 1.7%)
I'm playing around with AA>AA, but if anyone else thinks they have a better option, then go ahead and run with it.
(The percents given are rounded)
AA>AA>sh fair>dair does 21% at 0%. 26% at 50%.
At 0-50%, this will probably be your best option until the opponent reaches 40%. Looks like ftilt (or anything else for the matter) instead of fair>dair would be a better option after that.
AA>AA>ftilt does 16% at 0%. 19% at 50%.
Seems this can be done at any percent, as the two initial jabs have a locked knockback.
AA>AA>grab>downthrow (no pummel) does 17% at 0%. 18% at 50%.
Another thing that can be done at any percent, but I don't know how safe this is. Dthrow can set up into more stuff, so it's definitely worth looking into.
AA>AA> full aurasphere does 20% at 0%. 24% at 50%.
Now this is silly, but it's quicker than the fsmash and will catch people who are trying to counter an approach with their own jabs, and the AS may catch them if they spotdodge. Obviously recommended when you hit higher percents, but I was too lazy to add 100%.
AA>AA>fsmash does 16% (18% tip) at 0%. 20% (22% tip) at 50%.
Will probably screw anyone who tried spotdodging you. The startup lag is perfect, and the lingering hitbox will most definitely catch them. I personally like the idea of AS over this, but it's still in speculation.
If anyone can play around with that, and see what works and what doesn't, that'd be cool. I'm well aware that using AA>AA each time will become just as predictable and therefore useless, so adding in A>AA>AA or A>AA..or AA>A or something to mix it up, will be needed. But right now I just want to see what works and what doesn't. I'll have no local players to play with until Friday, and I don't trust wifi to give me accurate answers. <.<