Extra Aura Multipliers
-At no stock difference the minimum and maximum total aura boost (TAB) is x1 and x2, respectively.
-At a one stock disadvantage the minimum and maximum TAB is x1.2 and x2.4, respectively.
-At a two stock disadvantage the minimum and maximum TAB is x1.4 and x2.7, respectively.
-At a one stock advantage the minimum and maximum TAB is x0.9 and x1.8, respectively.
-At a two stock advantage the minimum and maximum TAB is x0.8 and x1.7, respectively.
Aura Multiplier Damage Cap
(A,A,A) 7%-14%, 170% cap.
(Ftilt) 9%-18.1%, 167% cap.
(Dtilt) 4.8%-9.8%, 166% cap.
(Utilt) 4.2%-8.4%, 170% cap.
(DSmash) 9.8%-19.6%, 169% cap.
(FSmash) 11.15%-22.3%, 165% cap.
(USmash) 9%-18.1%, 167% cap.
(Fthrow) 7%-14%, 170% cap.
(Uthrow) 4.2%-8.4%, 168% cap.
(grapple) 0.7%-1.4%, 170% cap.
(Nair) 7.7%-15.4%, 169% cap.
(Dair) 11.15%-22.3%, 168% cap.
(Bair) 8.4%-16.8%, 168% cap.
(Fair) 3.5%-7%, 170% cap.
(Uair) 7%-14%, 170% cap.
Lil' Aura Sphere 5.25%-10.5%, 170% cap.
Aura Sphere 13.1%-26.3%, 167% cap.
Force Palm Flame 6.2%-12.4%, 164% cap.
Force Palm Grab 9%-18.1%, 167% cap.
Double Team 7.7%-15.4%, 169% cap.
That comes out to an average of 168% as the cap. Though nothing goes above 170% in terms of where its cap is. So just saying that the cap is 170 would probably be the safest, most accurate bet.