1000g2g3g4g800999
Smash Journeyman
A lot of people recommend using spaced tilts to deal with CC or otherwise poke safely, and simply due to a combination of how quickly they come out, how far they reach, and how much knockback they do, this isn't a bad strategy. However, tilts are very much CCable, and if the opponent can dash out of CC you could see yourself getting punished for landing them even if you knock them back, so without further ado, here's the CC percents vs relevant characters (and Bowser, since he'll CC longer than anyone).
utilt:
Jigglypuff: 60
Fox: 65
Falco: 67
Marth: 69 (PAL) 70 (NTSC)
Ice Climbers: 70
Sheik/Peach: 71
Captain Falcon: 76
Bowser (NTSC): 81
dtilt:
Jigglypuff: 45
Fox: 48 (PAL) 49 (NTSC)
Falco: 50
Marth/Ice Climbers: 52
Sheik/Peach: 53
Captain Falcon: 57
Bowser (NTSC): 60
ftilt:
Jigglypuff: 106
Fox: 115 (PAL) 116 (NTSC)
Falco: 120
Marth: 123 (PAL) 124 (NTSC)
Ice Climbers: 125
Sheik/Peach: 126
Captain Falcon: 136
Bowser (NTSC): 144
These percents are the percents AFTER the move has hit. Remember that a fully stale ftilt or utilt does around 4.9% and a fully stale dtilt does around 7.1%, while unstale the former deal 9 and the latter deals 13. Utilt assumes the hard hit at the beginning.
If the opponent is within the minimum damage the move can deal from getting to or over the percent listed for their character, you're good. If they're above that percent, you're good.
utilt:
Jigglypuff: 60
Fox: 65
Falco: 67
Marth: 69 (PAL) 70 (NTSC)
Ice Climbers: 70
Sheik/Peach: 71
Captain Falcon: 76
Bowser (NTSC): 81
dtilt:
Jigglypuff: 45
Fox: 48 (PAL) 49 (NTSC)
Falco: 50
Marth/Ice Climbers: 52
Sheik/Peach: 53
Captain Falcon: 57
Bowser (NTSC): 60
ftilt:
Jigglypuff: 106
Fox: 115 (PAL) 116 (NTSC)
Falco: 120
Marth: 123 (PAL) 124 (NTSC)
Ice Climbers: 125
Sheik/Peach: 126
Captain Falcon: 136
Bowser (NTSC): 144
These percents are the percents AFTER the move has hit. Remember that a fully stale ftilt or utilt does around 4.9% and a fully stale dtilt does around 7.1%, while unstale the former deal 9 and the latter deals 13. Utilt assumes the hard hit at the beginning.
If the opponent is within the minimum damage the move can deal from getting to or over the percent listed for their character, you're good. If they're above that percent, you're good.