Stride
Smash Ace
This thread will list the percentages at which Luigi's attacks will send the opponent into tumble, and the percentages at which crouch cancelling no longer prevents the opponent from entering tumble. Tumble thresholds are in this post, crouch cancel thresholds are in the second post.
This was tested in training mode. To get the opponent to crouch cancel I used a second controller and set the neutral position to straight up (causing the control stick being in the physical neutral position to be registered as straight down).
Something like this has been done before, but not for Luigi and not for all moves. The thread also has not been updated since 2010: http://smashboards.com/threads/how-high-can-you-go-a-database-of-crouch-cancel-percentages.281291/
Notes:
• All the percentages given are for completely fresh (unstaled) attacks.
• All percentages for the tumble thresholds are without any DI, SDI, or ASDI (although as far as I'm aware this should not make any difference).
• All percentages for the crouch cancel thresholds are with DI and ASDI straight down (I'm not entirely certain how this will affect things, but I'm fairly confident that it won't make any diffference).
• All the smash attacks are uncharged.
• The percentages for the neutral aerial are immediately after it comes out (at maximum power).
• Up tilt has slightly different knockback growth depending on which of the 3 hitboxes you connect with (123, 125, or 127). This affects results by 1 or 2 percent at most. I will try to hit with all possible hitboxes and will give a range if applicable. Being close to and facing your opponent causes slightly more knockback than being far from and facing away from your opponent.
• The percentages for the second hit of the tornado are for connecting with only the second hit (as connecting with the first will end up staling the second hit as well). However, since the threshold for the second hit is so much lower than for the first, if the opponent is at a high enough percentage to be knocked down by the first hit they will always be knocked down by the second.
• Crouch cancelling above the given "crouch cancel threshold" is still often useful, but at that point the character will be knocked down and have to tech. At some percentage above that (which is not given here), crouch cancelling will not make the character be knocked into the ground and therefore will not give them the opportunity to crouch cancel tech (this percentage will vary depending on stage, DI, etc.).
• Fireball only knocks down at extremely high percentages (over 450% on Fox), so it won't be included.
• Jab 1, jab 2, downward angled forward tilt, up-B sourspot, and taunt all have set knockback, so they won't be included (taunt always knocks over and is crouch cancellable, the others never knock over).
• I haven't tested fully charged smashes; I plan to go back and test them later.
• I haven't tested ledge and getup attacks (because I forgot at first, and then because they are awkward to test); I plan to go back and test them later.
• I haven't tested missiles or dash attacks; I plan to go back and test them later (though it's not a priority compared to the other attacks I didn't test).
• The aerial hitbox at Luigi's feet during the tornado seems to knock down earlier than the first normal grounded hit, but I didn't properly test this because I couldn't hit with it reliably and I wasn't sure whether there was actually any difference.
Current progress (characters in red are not tested, characters in blue are partially tested, characters in white are fully tested):
Bowser (NTSC)
Bowser (PAL)
Captain Falcon
Donkey Kong
Dr. Mario/Mario (NTSC)
Falco
Fox (NTSC)
Fox (PAL)
Ganondorf
Ice Climbers
Jigglypuff
Kirby (NTSC)
Kirby (PAL)
Link
Luigi
Mario (PAL)
Marth (NTSC)
Marth (PAL)
Mewtwo
Mr. Game & Watch
Ness
Peach
Pichu
Pikachu
Roy
Samus
Sheik
Yoshi (NTSC)
Yoshi (PAL)
Young Link
Zelda
Tumble Thresholds
Fox (NTSC)
Jab 3 88% (83% before jab 1)
Up tilt 16-17%
Forward tilt (up angled) 53%
Forward tilt (neutral angled) 53%
Down tilt 70%
Up smash 2%
Forward smash (up angled) 7%
Forward smash (neutral angled) 10%
Forward smash (down angled) 12%
Down smash 5%
Neutral aerial 16%
Up aerial 39%
Forward aerial 5%
Back aerial 38%
Down aerial (non-meteor hitbox) 14%
Down aerial (meteor hitbox) 14%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 17%
Down-B (second hit) 6%
Fox (PAL)
Jab 3 89% (84% before jab 1)
Up tilt 16-17%
Forward tilt (up angled) 52%
Forward tilt (neutral angled) 52%
Down tilt 70%
Up smash 2%
Forward smash (up angled) 7%
Forward smash (neutral angled) 9%
Forward smash (down angled) 12%
Down smash 4%
Neutral aerial 16%
Up aerial 39%
Forward aerial 5%
Back aerial 37%
Down aerial (non-meteor hitbox) 13%
Down aerial (meteor hitbox) 13%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 17%
Down-B (second hit) 6%
Differences from NTSC:
Jab 3 -1%
Forward tilt (up angled) -1%
Forward tilt (neutral angled) -1%
Forward smash (neutral angled) -1%
Down smash -1%
Back aerial -1%
Down aerial (non-meteor hitbox) -1%
Down aerial (meteor hitbox) -1%
Marth (NTSC)
Jab 3 95% (90% before jab 1)
Up tilt 18-19%
Forward tilt (up angled) 57%
Forward tilt (neutral angled) 57%
Down tilt 76%
Up smash 3%
Forward smash (up angled) 8%
Forward smash (neutral angled) 11%
Forward smash (down angled) 14%
Down smash 6%
Neutral aerial 18%
Up aerial 43%
Forward aerial 7%
Back aerial 41%
Down aerial (non-meteor hitbox) 16%
Down aerial (meteor hitbox) 16%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 19%
Down-B (second hit) 7%
Marth (PAL)
Jab 3 94% (89% before jab 1)
Up tilt 18-19%
Forward tilt (up angled) 57%
Forward tilt (neutral angled) 57%
Down tilt 75%
Up smash 3%
Forward smash (up angled) 8%
Forward smash (neutral angled) 11%
Forward smash (down angled) 13%
Down smash 6%
Neutral aerial 18%
Up aerial 42%
Forward aerial 6%
Back aerial 40%
Down aerial (non-meteor hitbox) 15%
Down aerial (meteor hitbox) 15%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 18%
Down-B (second hit) 7%
Differences from NTSC:
Jab 3 -1%
Down tilt -1%
Forward smash (down angled) -1%
Up aerial -1%
Forward aerial -1%
Down aerial (non-meteor hitbox) -1%
Down aerial (meteor hitbox) -1%
Down-B (first hit) -1%
Jigglypuff
Jab 3 80% (75% before jab 1)
Up tilt 14-15%
Forward tilt (up angled) 48%
Forward tilt (neutral angled) 48%
Down tilt 64%
Up smash 0%
Forward smash (up angled) 5%
Forward smash (neutral angled) 8%
Forward smash (down angled) 10%
Down smash 3%
Neutral aerial 14%
Up aerial 35%
Forward aerial 4%
Back aerial 33%
Down aerial (non-meteor hitbox) 11%
Down aerial (meteor hitbox) 11%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 15%
Down-B (second hit) 4%
This was tested in training mode. To get the opponent to crouch cancel I used a second controller and set the neutral position to straight up (causing the control stick being in the physical neutral position to be registered as straight down).
Something like this has been done before, but not for Luigi and not for all moves. The thread also has not been updated since 2010: http://smashboards.com/threads/how-high-can-you-go-a-database-of-crouch-cancel-percentages.281291/
Notes:
• All the percentages given are for completely fresh (unstaled) attacks.
• All percentages for the tumble thresholds are without any DI, SDI, or ASDI (although as far as I'm aware this should not make any difference).
• All percentages for the crouch cancel thresholds are with DI and ASDI straight down (I'm not entirely certain how this will affect things, but I'm fairly confident that it won't make any diffference).
• All the smash attacks are uncharged.
• The percentages for the neutral aerial are immediately after it comes out (at maximum power).
• Up tilt has slightly different knockback growth depending on which of the 3 hitboxes you connect with (123, 125, or 127). This affects results by 1 or 2 percent at most. I will try to hit with all possible hitboxes and will give a range if applicable. Being close to and facing your opponent causes slightly more knockback than being far from and facing away from your opponent.
• The percentages for the second hit of the tornado are for connecting with only the second hit (as connecting with the first will end up staling the second hit as well). However, since the threshold for the second hit is so much lower than for the first, if the opponent is at a high enough percentage to be knocked down by the first hit they will always be knocked down by the second.
• Crouch cancelling above the given "crouch cancel threshold" is still often useful, but at that point the character will be knocked down and have to tech. At some percentage above that (which is not given here), crouch cancelling will not make the character be knocked into the ground and therefore will not give them the opportunity to crouch cancel tech (this percentage will vary depending on stage, DI, etc.).
• Fireball only knocks down at extremely high percentages (over 450% on Fox), so it won't be included.
• Jab 1, jab 2, downward angled forward tilt, up-B sourspot, and taunt all have set knockback, so they won't be included (taunt always knocks over and is crouch cancellable, the others never knock over).
• I haven't tested fully charged smashes; I plan to go back and test them later.
• I haven't tested ledge and getup attacks (because I forgot at first, and then because they are awkward to test); I plan to go back and test them later.
• I haven't tested missiles or dash attacks; I plan to go back and test them later (though it's not a priority compared to the other attacks I didn't test).
• The aerial hitbox at Luigi's feet during the tornado seems to knock down earlier than the first normal grounded hit, but I didn't properly test this because I couldn't hit with it reliably and I wasn't sure whether there was actually any difference.
Current progress (characters in red are not tested, characters in blue are partially tested, characters in white are fully tested):
Bowser (NTSC)
Bowser (PAL)
Captain Falcon
Donkey Kong
Dr. Mario/Mario (NTSC)
Falco
Fox (NTSC)
Fox (PAL)
Ganondorf
Ice Climbers
Jigglypuff
Kirby (NTSC)
Kirby (PAL)
Link
Luigi
Mario (PAL)
Marth (NTSC)
Marth (PAL)
Mewtwo
Mr. Game & Watch
Ness
Peach
Pichu
Pikachu
Roy
Samus
Sheik
Yoshi (NTSC)
Yoshi (PAL)
Young Link
Zelda
Tumble Thresholds
Fox (NTSC)
Jab 3 88% (83% before jab 1)
Up tilt 16-17%
Forward tilt (up angled) 53%
Forward tilt (neutral angled) 53%
Down tilt 70%
Up smash 2%
Forward smash (up angled) 7%
Forward smash (neutral angled) 10%
Forward smash (down angled) 12%
Down smash 5%
Neutral aerial 16%
Up aerial 39%
Forward aerial 5%
Back aerial 38%
Down aerial (non-meteor hitbox) 14%
Down aerial (meteor hitbox) 14%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 17%
Down-B (second hit) 6%
Fox (PAL)
Jab 3 89% (84% before jab 1)
Up tilt 16-17%
Forward tilt (up angled) 52%
Forward tilt (neutral angled) 52%
Down tilt 70%
Up smash 2%
Forward smash (up angled) 7%
Forward smash (neutral angled) 9%
Forward smash (down angled) 12%
Down smash 4%
Neutral aerial 16%
Up aerial 39%
Forward aerial 5%
Back aerial 37%
Down aerial (non-meteor hitbox) 13%
Down aerial (meteor hitbox) 13%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 17%
Down-B (second hit) 6%
Differences from NTSC:
Jab 3 -1%
Forward tilt (up angled) -1%
Forward tilt (neutral angled) -1%
Forward smash (neutral angled) -1%
Down smash -1%
Back aerial -1%
Down aerial (non-meteor hitbox) -1%
Down aerial (meteor hitbox) -1%
Marth (NTSC)
Jab 3 95% (90% before jab 1)
Up tilt 18-19%
Forward tilt (up angled) 57%
Forward tilt (neutral angled) 57%
Down tilt 76%
Up smash 3%
Forward smash (up angled) 8%
Forward smash (neutral angled) 11%
Forward smash (down angled) 14%
Down smash 6%
Neutral aerial 18%
Up aerial 43%
Forward aerial 7%
Back aerial 41%
Down aerial (non-meteor hitbox) 16%
Down aerial (meteor hitbox) 16%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 19%
Down-B (second hit) 7%
Marth (PAL)
Jab 3 94% (89% before jab 1)
Up tilt 18-19%
Forward tilt (up angled) 57%
Forward tilt (neutral angled) 57%
Down tilt 75%
Up smash 3%
Forward smash (up angled) 8%
Forward smash (neutral angled) 11%
Forward smash (down angled) 13%
Down smash 6%
Neutral aerial 18%
Up aerial 42%
Forward aerial 6%
Back aerial 40%
Down aerial (non-meteor hitbox) 15%
Down aerial (meteor hitbox) 15%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 18%
Down-B (second hit) 7%
Differences from NTSC:
Jab 3 -1%
Down tilt -1%
Forward smash (down angled) -1%
Up aerial -1%
Forward aerial -1%
Down aerial (non-meteor hitbox) -1%
Down aerial (meteor hitbox) -1%
Down-B (first hit) -1%
Jigglypuff
Jab 3 80% (75% before jab 1)
Up tilt 14-15%
Forward tilt (up angled) 48%
Forward tilt (neutral angled) 48%
Down tilt 64%
Up smash 0%
Forward smash (up angled) 5%
Forward smash (neutral angled) 8%
Forward smash (down angled) 10%
Down smash 3%
Neutral aerial 14%
Up aerial 35%
Forward aerial 4%
Back aerial 33%
Down aerial (non-meteor hitbox) 11%
Down aerial (meteor hitbox) 11%
Up throw 0%
Forward throw 11%
Back throw 0%
Down throw 0%
Up-B (grounded sweetspot) 0%
Up-B (aerial sweetspot) 0%
Down-B (first hit) 15%
Down-B (second hit) 4%
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