DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,310
Info Dump -
- This was done testing grounded opponents. Obviously this gets more viable if you catch people in the air without a double jump (or with a DJ and they don't try to DJ away).
- I suspect that the rates are based off of some sort of fall speed variable (fall acceleration, fast fall speed, IDK what the ICMV's are for the game, but it does not follow weight/launch resistance)
- Shoutout to SilentProtagonist and NextLevelStreaming for testing this for a couple hours on New Year's Eve
TLDR - Jab 1 to Boost Kick can be used as a kill setup gimmick, since there appears to be some guaranteed escape assuming the correct reactions at the right time. However, choosing the wrong option tends to lead into guaranteeing boost kick connects, and sometimes the wrong option is simply the right option done too late or early.
- 100/0 - Guaranteed on strong and weak hit of jab 1
- Rosalina Luma - Luma can jank things up though
- 75/25 - Guaranteed on strong hit of jab 1 / weak 50/50
- Luigi - can sweet spot some bull****
- Yoshi - Can DJ armor
- GnW - Fire, dj
- Little Mac - DJ, KO Punch
- Toon Link -
- Samus
- Marth - Dancing Blade, Dolphin Slash, Counter
- Pit - Reflect
- Lucario - Counter
- Pikachu - May have to dash strong hit
- Ness -
- Villager - jab on weak, pocket
- Olimar - Grounded whistle
- wft
- Dr. Mario - weak hit cape
- Dark Pit - Reflect
- Luigi - can sweet spot some bull****
- 50/50 - Guaranteed on Strong Hit of jab1 / weak hit will always shield
- 50/50 - 50/50 Strong Hit / 50/50 Weak Hit
- Mario - Can super jump punch
- DK - DJ Air Dodge out
- Bowser Jr - No escapes
- Wario - Bite, Waft Escapes, DJ
- Ike - Counter, dj
- Robin- DJ
- King DDD
- Rob
- Sonic
- Pac Man - Up Special
- Mario - Can super jump punch
- 25/75 - 50/50 strong hit, Shielded Weak Hit
- Diddy - Can grab, roll, spot dodge, but not double jump?
- ZSS
- Falco -
- Greninja
- Diddy - Can grab, roll, spot dodge, but not double jump?
- 0/100 - will always shield
- Bowser
- Sheik
- Link*
- Ganon
- Palutena
- Fox
- MK
- Charizard - up special
- falcon
- Megaman
- Bowser
- Weird
- Must Dash for strong hit jab 1
- Peach - Strong hit can air dodge the move with floating. Weird strong hit principles Weak Hits are 50/50 like normal. Parasol
- Zelda - Same as peach
- Peach - Strong hit can air dodge the move with floating. Weird strong hit principles Weak Hits are 50/50 like normal. Parasol
- Must Dash for weak hit
- Duck Hunt - Strong Hits Guaranteed - Buffer Dash on weak hits 50/50
- Kirby class landing animations crouch under boost kick and jab 1
- Jigglypuff jank - same as kirby with crouching / air dodge animation making things jank
- Shulk manodo arts jank - This one was very weird and mixed results
- Must Dash for strong hit jab 1
- 100/0 - Guaranteed on strong and weak hit of jab 1
- This was done testing grounded opponents. Obviously this gets more viable if you catch people in the air without a double jump (or with a DJ and they don't try to DJ away).
- I suspect that the rates are based off of some sort of fall speed variable (fall acceleration, fast fall speed, IDK what the ICMV's are for the game, but it does not follow weight/launch resistance)
- Shoutout to SilentProtagonist and NextLevelStreaming for testing this for a couple hours on New Year's Eve
TLDR - Jab 1 to Boost Kick can be used as a kill setup gimmick, since there appears to be some guaranteed escape assuming the correct reactions at the right time. However, choosing the wrong option tends to lead into guaranteeing boost kick connects, and sometimes the wrong option is simply the right option done too late or early.
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