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DJ Armor Statistics!! Everyone needs to hurry up and finish their people D:<

CelestialMarauder~

Smash Ace
Joined
Sep 5, 2009
Messages
935
Location
New Jersey
Okay guys listen up, this thread has been up since 09 and we aren't even half done yet, that's just ridiculous. So I've decided to take over this project for yall :D Expect this updated soon.


DJ Frame Data
"Frame 1: Armor is activated
Frame 70: Armor has ended (this is as soon as he finishes pulling his head backwards).

THERE ARE NO INTERRUPTIONS WHERE THE ARMOR GOES AWAY!"

Easiest way to Test
  1. Go to training mode
  2. Pick character to test and put Yoshi as the training dummy
  3. Pick Battle field or a custom stage
  4. Stand the character thats being tested on a platform and attack Yoshi when he's passing through the platform

You can adjust Yoshis % easier on training mode.

Now if you want to be a perfectionist and test it on regular multiplayer mode test it on training anyway to get your basic starting% down. For quicker speeds, if you go over 300%, you are to put in, "> 300%.



Fresh Moves


:diddy:
Jab 1 -Never
Jab 2 - Never
Jab 3 - Never
Ftilt - 108
Dtilt - 194
Utilt - 80
Fsmash - (1st hit) >300 (2nd hit) 57
Usmash - (first few hits) >300 (last hit) 93
Dsmash - 61
Nair - 109
Fair - 74
Dair - 65
Bair - 88
Uair - 83
Neutral B - >300
Forward B - (forgot to do the kick)
Down B - Never
Up B - 77

:falco: (Handled by Airborne)

Fair N/A
Bair 80
Nair 144
Dair 74
Uair 73

Dsmash 89
Upsmash 60
Fsmash 45

Utilt1 300+
Utilt2 81
Dtilt 77
Ftilt 123

Jab1 300+
Jab2 300+
Flurry 300+
Dash Attack 87

DownB LOL does this need to be tested? I did anyways though; it doesn't.
NeutralB NEVA!!!
Upb N/A
SideB 247 .___.

:jigglypuff:
Jabs (1st/2nd/3rd) - >300
Ftilt - 107%
Dtilt - 297%
Utilt - 57%
Dash Attack - 79%
Fsmash - 57%
Usmash - 60%
Dsmash - 107%
Nair - 105%
Nair (soft) - 251%
Fair - 57%
Fair (soft) - 246%
Dair - Sporadic. It's >300 for single hits, but if all hits connect, it can break through as soon as 110%. I'll test more in the future.
Bair - 99%
Uair - 82%
Neutral B - 36% (Assuming a fully-charged Rollout)
Forward B - 72% (No difference between aerial and grounded)
Down B - 0%
Up B - N/A

:luigi2:(Handled by Frown)
Jabs (1st/2nd/3rd) -
Ftilt - 114%
Dtilt - 209%
Utilt - 64%
Fsmash -
Usmash -
Dsmash -
Nair - 62%
Fair - 107%
Dair - 83%
Bair - 84%
Uair - 92%
Neutral B - Over 300%
Forward B - (fully charged) 31% / (uncharged)
Down B - Over 300% / (last hit) 75%
Up B - (sweetspotted) 3% !!!
:mario2:
Jabs (1st/2nd/3rd) - Over 300%
Ftilt - 131%
Dtilt - 222%
Utilt - 80%
Fsmash - 52%
Usmash - 60%
Dsmash - 65%
Nair - 93%
Fair - 101%
Dair - 46%
Bair - 92%
Uair - 95%
Neutral B - Over 300%
Forward B - N/A
Down B - N/A
Up B - Over 300%
:marth:
(tipper in parentheses)

All moves fresh and done in training mode. All smashes uncharged. Thanks to Scott! for helping me get this data.

Jab (1st hit): >250% (199%)
Ftilt: 146% (75%)
Utilt: 57% (59%) *
Dtilt: 245% (184%)
Fsmash: 49% (9%)
Usmash (foot): 0%
Usmash (sword): (58%) **
Dsmash (1st hit): 51% (38%)
Dsmash (2nd hit): 40% (42%) *
Nair (1st hit): >250% (>250%)
Nair (2nd hit): 86% (43%)
Nair (both hits): 82% (37%)
Fair: 109% (68%)
Uair: 107% (68%) ***
Bair: 89% (62%)
Dair: 101% (62%)
B (fully charged): 21% (6%)
B (uncharged): 99% (69%)
Side-B (1st hit): >250% (>250%)
Up-B: 42% ****
Dash Attack: 80% (46%)
:metaknight:
Jab----300%<
Ftilt--249%/300%</88%
Dtilt--175%~246% (Feet/Cape~Swordtip)
Utilt--60%~80% (Swordtip~Feet)
FSmash-56%-*32%
DSmash-54%-*34%/46%-*26%
USmash-300%<-*300%</300%<-*300%/51%-*38%
Nair: Strong Hitbox-65%, Week Hitbox-130%
Fair: Hit 1-300+, Hit 2-300+, Hit 3-73%
Dair: 103%
Bair: Hit 1-300+, Hit 2-300+, Hit 3-73%
Uair: 80%
B------>300% other hits 91%(Last Hit)
SideB - >300% other hits 77%(last hit)
DownB -79%
UpB -35
Glide - 60%
Dash attack - 120%
:olimar:
Jab1: never
Jab2: 179
Dash attack: 93

Ftilt: 111
Utilt (all hits connect): 89
Dtilt: 106

Fsmash:
red: 70
blue: 70
yellow: 83
purple: 47
white: 152

Fsmash (falling):
red: 117
blue: 167
yellow: 167
purple: 74
white: 332

Usmash:
red: 37
blue: 37
yellow: 42
purple: 27
white: 72

Dsmash (front and back have same knockback):
red: 61
blue: 65
yellow: 71
purple: 48
white: 128

Nair (all hits connect): 94
Fair:
red: 64
blue: 74
yellow: 81
purple: 67
white: 180

Bair:
red: 78
blue: 78
yellow: 86
purple: 78
white: 190

Uair (all hits connect):
red: 46
blue: 46
yellow: 52
purple: 46
white: 126
Dair:
red: 44
blue: 53
yellow: 65
purple: 53
white: 99

Side-B:
purple: 183

Up-B:
red: 73
blue: 84
yellow: 84
purple: 67
white: 84


:pikachu2:
Jab: Will never break DJ.

(All smashes are uncharged)
F-smash sweet (Near pikas face): 24
F-smash sour (tip of the lightning) 47
U-smash first frame: 52
D-smash (Every hit but the last) >300
D-smash (Last hit) 21

B-down Thunder1 (The thunder above pikachu) 18
B -downThunder2 (The attack that hits if your right next to pikachu) 0. This move is unbelievably strong. ._.
B-T-jolt: Will never break DJ.
Up-b: Quick attack: Will never break DJ
Side-b uncharged: 125
Side-b fully charged: 20

F-tilt mid: 108
F-tilt high: 98
F-tilt low: 121
D-tilt: 141
U-tilt sweet (Infront and above pika): 70
U-tilt week: (Behind pika last frame) 85

N-air: (first frame) 73
U-air: 208
B-air (Every hit besides the last): >300
B-air (Last hit) 116
F-air (Every hit besides the last) >300
F-air (Last hit) 109
D-air: 102

:snake:
Jab - Never
Jab 2 - Never
Jab 3 - 50%
Ftilt 1 - 69%
Ftilt 2 - 68%
Dtilt - 49%
Utilt(sweet spot) - 37%!
Utilt(sour spot) - 53%

All Smashes are uncharged.

Forward Smash - 0%!
Up Smash - 23%
Down Smash - 18%!

Dash attack - 68%

Grenades - 60%
C4 - 39%
Nikita - strong - 29%
Nikita - weak - 101%
Cypher - Never

Nair 1 - Never
Nair 2 - Never
Nair 3 - Never
Nair 4 - 48%

Dair 1 - Never
Dair 2 - Never
Dair 3 - Never
Dair 4- 47%

:squirtle:
Fresh/Fatigued

Jab 1: never
Jab 2: never
Jab 3: 116/148

Dash 102/140
Ftilt: 168/220
Utilt: 128/168
Dtilt (all hits): 79/108

Fsmash: 64/96
Usmash: 26/44
Dsmash: 101/143

Nair: 102/140
Fair: 71/103
Bair: 95/133
Uair: 78/111
Dair (all hits): 53/73

B: never
Side-B: 186/208*
Up-B: 92/119

*Take with a grain of salt, as I was having trouble repeating this measurement. Sometimes, it would break the armor at 208, but it usually wouldn't. I didn't get it to break the armor at 207, but it's possible that this is because I just never got the right hitbox while testing at 207.


:toonlink:
Jab 1 - Never
Jab 2 - Never
Jab 3 - 148
Ftilt - 108
Dtilt - 120
Utilt - 60
Dash attack - Didn't do
Fsmash - (1st hit) Never (2nd hit) 52
Usmash - 54
Dsmash - (Front)95 (back)65
Nair - 92
Fair - 56
Dair - 52(strong)
Bair - 76
Uair - 62(strong)
Zair - <300
Neutral B - 206 charged fully
Forward B - >173
Down B - About 170?
Up B - Last hit grounded 120 (other hits never)


Notes:

Characters that need to be done
  • Bowser
  • Captain Falcon
  • Charizard
  • Donkey Kong
  • Fox
  • Game & Watch
  • Ganondorf
  • Ice Climbers
  • Ike
  • Ivysaur
  • King DeDeDe
  • Kirby
  • Link
  • Lucario
  • Lucas
  • Ness
  • Peach
  • Pit
  • R.O.B.
  • Samus
  • Sheik
  • Sonic
  • Wario
  • Wolf
  • Yoshi
  • Zelda
  • Zero Suit Samus

People helping Out so Far

  • Air
    • Shiek
    • Lucas
  • David
    • Wolf
    • Fox
    • Ike
  • Gashi
    • Ness
    • Rob
  • Big
    • Lucario
  • Silent Beast
    • Charizard
    • Ivysaur

For now we wont be doing Decayed moves because we're not even done with Fresh ones yet. If we get some ambitious people to help out we might do them. Later I'll Update everything a little bit later.

Training Mode is acceptable for now because the %'s it gives you are actually less than the %'s the Double Jump Breaks so it gives us a bit of leeway.
 

Slice~

Smash Journeyman
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what about the charged smashes?, i think they should be postet too (for sure only the fully charged ones)
and the list of attacks which dilutes them can be disregarded, right?
 

bigman40

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what about the charged smashes?, i think they should be postet too (for sure only the fully charged ones)
and the list of attacks which dilutes them can be disregarded, right?
Everything. More information will help us understand it better.
 

Slice~

Smash Journeyman
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wow, that´s a lot of work
i´ll post some results tomorrow
 

Shiri

Smash Chump
Joined
Nov 7, 2004
Messages
3,804
:yoshi: Don't forget about stale moves.

I highly encourage everyone who is testing to test in multiplayer mode and have a strict control so that these numbers are accurate. Hopefully we can combine this data with some knockback formulas to get a handle on how the DJ works in this game.
 

bigman40

Smash Master
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:yoshi: Don't forget about stale moves.

I highly encourage everyone who is testing to test in multiplayer mode and have a strict control so that these numbers are accurate. Hopefully we can combine this data with some knockback formulas to get a handle on how the DJ works in this game.
Yep, although for only fresh moves, we can do that in training mode. Everything else that isn't fresh, we'd have to do it in multiplayer mode.

wow, that´s a lot of work
i´ll post some results tomorrow
Yep. I wasn't kidding when I said it would be the biggest project the Yoshi boards would have done.
 

Chaco

Never Logs In
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Good, we work on this and the tech archive. Lol.

I'll start testing after my last day tomorrow.
 

bigman40

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Ness, Ganon and Rob's spikes beat it pretty much no matter the percentage, if that helps.
It does. I'll add those later tonight.

Good, we work on this and the tech archive. Lol.

I'll start testing after my last day tomorrow.
Alright, remember that if you need me, I'm in the chat.

save falco and sheik for me so i have someone to test when i get out of school! =D
Alright, I'll post that you have those two later tonight.
 

Depster

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Ok, sounds good, though I can't start until next week due to being in AZ, though I may actually be in a tourney there and could pick up a little
 

Silent Beast

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Yep, although for only fresh moves, we can do that in training mode. Everything else that isn't fresh, we'd have to do it in multiplayer mode.
I'm pretty sure knockback's a little bit higher in multiplayer than in training mode for fresh moves.
 

Metatitan

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jiggslypuffs dair ***** our DJ armor. i think if yoshi gets hit directly in the face with her bair it may knock it out as well, not sure on that one tho
 

bigman40

Smash Master
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I'm pretty sure knockback's a little bit higher in multiplayer than in training mode for fresh moves.
If you can show me proof that it's different, then I'll concur with your statement, but for now, it's far easier testing fresh moves in training mode.

jiggslypuffs dair ***** our DJ armor. i think if yoshi gets hit directly in the face with her bair it may knock it out as well, not sure on that one tho
I need actual testing (with the percentage). Not just if it happens. There wouldn't be any point to this thread if we didn't get a rough estimate of when it knocks him out.
 

Chaco

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Will do Scat.

And, lol, you typoed Armor in the title.
 

Poltergust

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Hm, how can I test this...?

I know! I'll ask someone at the tournament on Saturday to help me out (I'll bring a notepad or something)! I call Ness and Zelda. =)
 

Airborne

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edrees i just remembered something... i went through a ness' dair with the DJ armor not too long ago and managed to kill him b/c of it due to uair ****** hard. not sure what % i was at it mightve been in the 70's or something...
 

bigman40

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Can somebody get some numbers posted here o.o

Edit: also, made it a tad neater. LET'S GET SOME NUMBERS SO IT CAN LOOK GOOD MAN!
 

Frown

poekmon
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I had this idea.... have an L shaped stage consisting of ice (in order to prevent ledge grabbing), with Yoshi at the bottom and the testing character at the top. You set Yoshi to attack, and the L shape is so high, Yoshi is forced to double jump. Then you can just unleash any attack while he's trying to reach you.

EDIT: This method turned out great, though I had to control Yoshi, and I had three control sets: One for C-stick as smashes, one for attacks and one for special moves.
 

auroreon

Smash Ace
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Messages
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I think the best way to do this is if we each take certain characters to collect data for, and then when we are done with that character we take another character. I volunteer to take Diddy Kong and I should have data up about fresh moves by the end of today, I'll try and get decayed moves done tommorow.
Oh and although this should be pretty obvious, make sure you are completely certain of the data before putting it up. Do lots of repeat tests.

Cmon guys, lets actually get some numbers in.
 

Frown

poekmon
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Mario

Jab 1: 999
Jab 2: 999
Jab 3: 185

Ftilt: 131
Utilt: 80
Dtilt: 222

Fsmash: 52
Usmash: 60
Dsmash: 65

B: 719
Side B: 0
Down B: N/A
Up B: 999 (all hits except last one... I wasn't able to get that one)

Will do aerials later.
 

bigman40

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Mario

Jab 1: 999
Jab 2: 999
Jab 3: 185

Ftilt: 131
Utilt: 80
Dtilt: 222

Fsmash: 52
Usmash: 60
Dsmash: 65

B: 719
Side B: 0
Down B: N/A
Up B: 999 (all hits except last one... I wasn't able to get that one)

Will do aerials later.
OK I can handle Ike and King Dedede's stale moves(since I think bwett wants D3's fresh moves)
I'll test G&W
I can test fresh Mario, Luigi, Peach and Bowser.
Alright will add all of this in.

Also, by request from Bwett, I did frame data on Yoshi's DJ armor.

Frame 1: Armor is activated
Frame 70: Armor has ended (this is as soon as he finishes pulling his head backwards).

THERE ARE NO INTERRUPTIONS WHERE THE ARMOR GOES AWAY!

Edit: For quicker speeds, if you go over 300%, you are to put in, "> 300%". I didn't put it at 200% cause sometimes people have those miraculous moments where they just won't die XD

And forget the jabs. Unless they're Uber strong like Ganon's or Ike's, we don't have to worry about them knock us out of it. If you decide o do it though, just ONLY do the first jab.
 

sallas09

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It might not be a ton, but I have some numbers right here:

King Dedede-moves staled

Neutral A(1st hit): 300+%(did not break at 999%, have not tested 2nd hit and on)
Forward Tilt: 252%(HEAD OF THE HAMMER ONLY)
-300%+(HANDLE'S HITBOX)
Up Tilt: 107%
Down Tilt: 179%
 

Frown

poekmon
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More fresh moves!

Mario

Nair 93
Fair 101
Dair 46
Bair 92
Uair 95

Luigi

Ftilt: 114
Dtilt: 209
Utilt: 64

Nair (strongest hit): 62
Uair: 92
Bair: 84
Dair: 83 ( Though this attack has two hitboxes... I don't know which one 83% is for. Put a ? next to it)
Fair: 107

B: 811
UpB (sweetspotted): 3
UpB (not sweetspotted): 999
Side B (fully charged): 31
Down B (multiple hits): 547
Down B (last hit): 75

Will test jabs, smashes and dtaunt later.
 

EdreesesPieces

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edrees i just remembered something... i went through a ness' dair with the DJ armor not too long ago and managed to kill him b/c of it due to uair ****** hard. not sure what % i was at it mightve been in the 70's or something...
Hmm maybe it can beat Ness's nipple spike. (the part of the down air that doesn't actually spike but sends you sideways) Geez, what a complicated thing this DJ armor is =(
 

auroreon

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Ok, Diddy Kong - Fresh

The % shown is the first % when it will go through, so for example for Ftilt it won't break armor at 127% but it will on 128%.

Jab - 999% (Any of the 3 hits)
Ftilt - 128%
Dtilt - 193%
Utilt - 79%
Fsmash - First hit 300+% | Second hit 57%
(Note: this is just the second hit on its own, first hit will gain you some %)
(Tip: If a Diddy trys to Fsmash you as you come back from a ledge, DJ right into them and you will absorb the first hit and avoid the second)
Dsmash - 61%
Usmash - 85% (3 hits, too hard to do individually)
Nair - 109%
Fair - 74% (Strong initial hitbox)
Bair - 88%
Dair - 65%
Uair - 83%
Neutral B (Peanuts) - Uncharged 999% | Charged 300+%
Forward B - 0%
Down B (Nannerz) - 999%
Up B - 77%

I will try and get decayed done tommorow. Also I'll take Jigglypuff.
 
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