theONEjanitor
Smash Champion
Disclaimer, I did some very crude, very quick tests to just get a general idea of how this move works. I am sure someone with more time and patience can get some more legit and accurate time/frame data, but for those that just want a general idea maybe this will be helpful. I am sorry if this has been discussed before, I did a quick search and didn't find anything, but feel free to close if so. All of the following was tested in training mode, so perhaps it's different in actual battles.
this move is dumb as hell but also necessary to get the most out of WFT imo
What it Does
So a successful DB heals you for 2% and empowers your attacks for 8 seconds. Your character has purple-ish sparkles around her for the duration of the buff. it increases both damage and knockback. How much it increases on what move seems to have no rhyme or reason imo.
For the vast majority of moves, it only increases the damage by 1%. It improves, I believe, EVERY damage dealing move, including throws by at least 1%.
notable exception are F-smash, Up-Smash, Header, and fully charged Sun Salutation which it increases by 2-3%. Also, In my tests, sometimes uncharged Sun Salutation will not do increased damage, and sometimes it would do 1% more damage.
In terms of damage, I consider this bonus relatively negligible.
However, knockback is a different story. Knockback is a bit tedious to fully test, but the most significant thing I found was that DB significantly increases the knockback on your F-Tilt and Upsmash, and it also increases the knockback on your F-smash but a good amount, but not as much as F-Tilt and Upsmash. Seriously F-Tilt and Upsmash kill like TWENTY PERCENT earlier when you have the buff. You can kill people at like 70-80 percent with DB-buffed Ftilt/upsmash depending on stage position and character. F-smash (and D-Smash I believe) kills about ten percent earlier.
The move also increases knockback on other moves like uptilt ,downtilt, d-smash, and all throws but these are moves that you're rarely going to score early kills with. The increased knockback on d-smash could be useful for setting up edge guards more easily because of the extreme angle it sends people.
Duration/Cooldown stuff
Okay so a fresh DB takes about 1 second to complete. If you successfully perform the DB, you are put in an "increased time cool down" for the move. Basically, the duration of the next DB will be higher, with the duration of subsequent DBs decreasing over time. For example, if you successfully pull off a DB and immediately try it again, the duration will be 10 seconds (lol). However, if you successful pull off a DB and then wait 30 seconds and then try again, the duration will be 2 seconds. From my (again, very quick/crude) tests, it takes a bout 60 seconds for the duration to get back down to 1 second. You are NOT penalized for failed attempts, except for the following:
If you fail a DB, the next DB within about 30 seconds will be a 2 second duration, assuming you have not recently completed a successful DB and thus are in the "increased time cool down" as described above. Every failed DB resets this timer. After 30 seconds without attempting the move, the duration will return to normal (1 second). Canceling the move with a shield/roll etc. counts as a failed attempt and the above will apply.
If you are in the "increased time cool down" as described above, the duration of subsequent DBs will continue to decrease UNTIL you get to about 30 seconds remaining in the cooldown, when the duration is about 2 seconds. At this point, the paragraph above applies (i.e each attempt will reset the timer to 30 seconds).
That's kind of complicated, I hope I explained it okay.
I did not test whether there were any other ways to affect the duration of the move (such as doing attacks etc).
So you can formulate your strategy how you like, but from my perspective, this move at early percents is only useful for baiting your opponent, as people feel forced to approach when you're charging the move. I wouldn't seriously worry about getting this off at early percents. However, as soon as your opponent hits 70-80 I would try to have this up as much as possible. Try to wait 20-30s after a successful cast before trying again.
Again, my tests were quick and crude and it's very possible I have something wrong. Feel free to correct me if you've done better tests. But hopefully this gives some people just a general idea of how the move works.
this move is dumb as hell but also necessary to get the most out of WFT imo
What it Does
So a successful DB heals you for 2% and empowers your attacks for 8 seconds. Your character has purple-ish sparkles around her for the duration of the buff. it increases both damage and knockback. How much it increases on what move seems to have no rhyme or reason imo.
For the vast majority of moves, it only increases the damage by 1%. It improves, I believe, EVERY damage dealing move, including throws by at least 1%.
notable exception are F-smash, Up-Smash, Header, and fully charged Sun Salutation which it increases by 2-3%. Also, In my tests, sometimes uncharged Sun Salutation will not do increased damage, and sometimes it would do 1% more damage.
In terms of damage, I consider this bonus relatively negligible.
However, knockback is a different story. Knockback is a bit tedious to fully test, but the most significant thing I found was that DB significantly increases the knockback on your F-Tilt and Upsmash, and it also increases the knockback on your F-smash but a good amount, but not as much as F-Tilt and Upsmash. Seriously F-Tilt and Upsmash kill like TWENTY PERCENT earlier when you have the buff. You can kill people at like 70-80 percent with DB-buffed Ftilt/upsmash depending on stage position and character. F-smash (and D-Smash I believe) kills about ten percent earlier.
The move also increases knockback on other moves like uptilt ,downtilt, d-smash, and all throws but these are moves that you're rarely going to score early kills with. The increased knockback on d-smash could be useful for setting up edge guards more easily because of the extreme angle it sends people.
Duration/Cooldown stuff
Okay so a fresh DB takes about 1 second to complete. If you successfully perform the DB, you are put in an "increased time cool down" for the move. Basically, the duration of the next DB will be higher, with the duration of subsequent DBs decreasing over time. For example, if you successfully pull off a DB and immediately try it again, the duration will be 10 seconds (lol). However, if you successful pull off a DB and then wait 30 seconds and then try again, the duration will be 2 seconds. From my (again, very quick/crude) tests, it takes a bout 60 seconds for the duration to get back down to 1 second. You are NOT penalized for failed attempts, except for the following:
If you fail a DB, the next DB within about 30 seconds will be a 2 second duration, assuming you have not recently completed a successful DB and thus are in the "increased time cool down" as described above. Every failed DB resets this timer. After 30 seconds without attempting the move, the duration will return to normal (1 second). Canceling the move with a shield/roll etc. counts as a failed attempt and the above will apply.
If you are in the "increased time cool down" as described above, the duration of subsequent DBs will continue to decrease UNTIL you get to about 30 seconds remaining in the cooldown, when the duration is about 2 seconds. At this point, the paragraph above applies (i.e each attempt will reset the timer to 30 seconds).
That's kind of complicated, I hope I explained it okay.
I did not test whether there were any other ways to affect the duration of the move (such as doing attacks etc).
So you can formulate your strategy how you like, but from my perspective, this move at early percents is only useful for baiting your opponent, as people feel forced to approach when you're charging the move. I wouldn't seriously worry about getting this off at early percents. However, as soon as your opponent hits 70-80 I would try to have this up as much as possible. Try to wait 20-30s after a successful cast before trying again.
Again, my tests were quick and crude and it's very possible I have something wrong. Feel free to correct me if you've done better tests. But hopefully this gives some people just a general idea of how the move works.
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