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Grab Mechanics, Follow ups, Technical data. (follow ups on peach done)

Hunybear

Smash Ace
Joined
Sep 27, 2013
Messages
405
Location
Nashville Tennessee
_________________
Link Grab Thread!

Hello! welcome to my Grab thread. I am creating what will hopefully be a complete resource for all link grab data, tech, and follow ups. I understand that there is already a Link follow up thread created by SAUS. This thread was, in no way, intended to replace that thread, but rather be used in conjunction with it.

If you have any suggestions please leave a comment and tag me in it. I'll be sure to get back to you.

Stuff to be added...
Grab follow ups on rest of top 8 + some mid tiers.
_________
Grab Data


Standing Grab
Total: 85
Hand box: 11-13 (catches aerial opponents.)
Hook box: 11-17

Running grab
Total: 95
Hand box: 12 (doesn’t grab aerial opponents)
Hook box: 12-17
__________
Throw data

D-throw
Affected by weight- yes
Opponent Release - 30
Throw Total - 52
First actionable frame - 22
Hitbox - 22-24
Damage - 6%
Tumble - 0%

U-throw

Affected by weight- No
Opponent Release - 30
Throw Total - 53
First actionable frame - 24
Hitbox - 26-29
Damage - 6%
Tumble - 17%

F-throw

Affected by weight- No
Opponent Release - 19
Throw Total - 43
First actionable frame - 25
HitBox- 12-15
Damage - 6%
Tumble - 86%

B-throw
Affected by weight- No
Opponent Release - 19
Throw Total - 43
First actionable frame - 25
Hitbox 11-14
Damage - 6%
Tumble - 89%

Staling
Throws do get added to the stale move queue as well as pummels.

Butt Grab
A butt Grab is when the you are able to grab the opponent while facing away from them. This is the result of a character having an active grab box so close that it over laps with their character model. If an opponent is close enough to behind you or they've extended an attack through you then you might have to option of performing a butt grab so long as you're Bodies overlap.

Mash Out
When Grabbed, opponents can mash the A, B, X, Y, L, R, Z buttons to shorten their total grab time by 6 frames per input. If two of these buttons are pressed on the same frame it will only count 1 input. Holding the stick in any cardinal direction will also reduce the grab time by 6 frames. If a button is pressed on the same frame as the stick it will be counted as two inputs. At 0%, it takes 76 frames to escape a grab. This means it takes 13 inputs to escape grab rounded up. Every additional % the grabbed opponent has increased the grab time by 1.6 frames. The game reads this every 5% and increases grab time accordingly. A character who has been hit while being held can not break out of the grab while in hit-stun, this is why the wobble works.

Grab Release
When a character mashes out of a grab it is known as a grab release. In this state both characters will go into 30 frames of lag before being actionable again. This is true for every character except Bowser who’s actionable 10 frames sooner after releasing an opponent, and DK whose actionable 9 frames sooner after escaping a grab. There are two types of grab release. A grounded grab release in which your character will remain on the ground and an aerial grab release which results in the character jumping away from the opponent if the player mashing had inputted a jump or held up on the joystick. If the player opts for the aerial release that can alter their aerial trajectory by holding that direction.

Pummel and Throw Buffering
When a player is hit while being held in a grab, they will go into a special state called "CaptureDamage." In this state they can not break out of grabs. This is why wobbling works.
When you hit someone being held in a grab it does 1/2 damage. If the hit then does less than 6.00 damage it won't break the grab.

Pummel Data
╔═══════╤══════╤════════╤═══════╤════════╤════════════╗
║Damage.│Hit...│Total...│Endlag.│"Stun"..│Combo Window║
╟───────┼──────┼────────┼───────┼────────┼────────────╢
║3......10....│25......│15.....│20......│5...........║
╚═══════╧══════╧════════╧═══════╧════════╧════════════╝

All characters can buffer a D-throw using C-stick. If Link were too Pummel a character and buffer a throw Link will start the throw animation while the opponent is still in hit-stun from the pummel, making mashing out impossible. All other throws can not be buffered although the C-stick and Joy Stick are two different throw inputs. Using them both will allow Link a greater chance to get the earliest possible input.

Base grab hold time is 75 normally, but is reduced to 60 if the person grabbed has fewer stocks... wtf

Throw Invincibility

When you throw an opponent you're granted a few frames of invincibility.
All throws - 1-8 frames

Wall Jank
If Link attempt to use his hookshot while right next to a wall it will cancel the animation on frame 10.
This does not happen to Links dash grab. Although the grab box stays intact through the dash grab animation, you can not grab opponents through walls.

NTSC D-throw’s soonest actionable frame.

Actionable frame - Character
(Measured by opponent’s hit stun)

╔══════════════╤═══════════╤═══════════╤═══════════╗
║Characters....│First......│Total......│Advantage..║
║..............│Actionable.│Frames.....│At 0.......║
╟──────────────┼───────────┼───────────┼───────────╢
║Bowser........│27.........│61.........│1..........║
║DK............│26.........│59.........│2..........║
║Samus.........│25.........│57.........│3..........║
║Gannon........│25.........│56.........│3..........║
║Yoshi.........│24.........│54.........│4..........║
║C.F/Link......│23.........│52.........│5..........║
║Doc/Mario/Luig│23.........│50.........│5..........║
║Ness..........│21.........│48.........│7..........║
║Peach/Zel/Shk.│20.........│47.........│8..........║
║Ice Climbers..│20.........│46.........│8..........║
║Marth.........│20.........│45.........│8..........║
║Mew2/Roy/YL...│20.........│43.........│8..........║
║Falco/Pikachu.│18.........│40.........│10.........║
║Fox...........│18.........│38.........│10.........║
║Puff/Mr.G&W...│14.........│33.........│14.........║
║Pichu.........│13.........│30.........│15.........║
╚══════════════╧═══════════╧═══════════╧═══════════╝


Weight Dependency
Link’s D-throw is weight dependent which means the throw animation will be played slower the heavier the character is and faster the lighter the character is. Link’s D-throw animation being slower the heavier the character is allows heavier characters hitstun to deteriorate longer than lighter characters. Making follow ups on lighter characters easier than on heavy ones.

The launch power of throws and the hitstun they inflict are not affected by a character's weight. This means that throws that are not affected by weight grant Link the same amount of time to follow up regardless of the character's weight.

The hit-lag on some throws won't scale with weight. These throws will always inflict the same amount of hit-lag. Link's D-throw is one of these moves because it will always inflict 3 frames of hit-lag and as a result it slightly changes the way the throw is calculated. (49* Character weight + 3 = throw frame total rounded up.)

F-Throw and Back Throw are negative.

What this means is that at low percents the opponent is active before your throw animation is over. Allowing them to punish you. At higher percents Links throws will deal more hitstun and eventually will be active on the same frame as his opponents or even before.

-Damage needed for F-Throw/B-Throw to be even.

F-Throw - 43%
B-Throw - 46%

Port priority and Throws

Port priority Is the result of the game allowing some actions to be determined by which controller port the player is plugged into. This affects the way in which grabs are determined as well as how much time Link has to follow up on his throws.

-Grabbing opponents.
When two opponents attempt to grab each other at the exact time and both their grab boxes overlap on the same frame, the player with the controller port closer to player one will always win.

P1 > P2 > P3 > P4

-Throwing opponents

If your opponent has a controller port closer to player 4, he will have one frame less hitstun on every throw. Making follow ups more difficult and in some cases impossible as opposed to if he were closer to port 1. This is the result of the game skipping the first frame of hitstun for players closer to port 4.

P1 < P2 < P3 < P4

_____________________________________________________________________________________________
__________________________
Throw Hit-stun and Advantage

All % are per-throw and fresh

Up-throw (actionable frame 24)

╔══════════╤═══════════╤═══════════╗
║Frames of │... Damage │.... Frame ║
║. Hitstun │before hit │ advantage ║
╟──────────┼───────────┼───────────╢
║...... 27 │..... 0- 1 │........ 3 ║
║...... 28 │..... 2- 5 │........ 4 ║
║...... 29 │..... 6- 8 │........ 5 ║
║...... 30 │.... 9- 12 │........ 6 ║
║...... 31 │... 13- 15 │........ 7 ║
║...... 32 │... 16- 20 │........ 8 ║
║...... 33 │... 21- 24 │........ 9 ║
║...... 34 │... 25- 28 │........10 ║
║...... 35 │... 29- 32 │........11 ║
║...... 36 │... 33- 36 │........12 ║
║...... 37 │... 37- 39 │........13 ║
║...... 38 │... 40- 43 │........14 ║
║...... 39 │... 44- 47 │....... 15 ║
║...... 40 │... 48- 51 │....... 16 ║
║...... 41 │... 52- 55 │....... 17 ║
║...... 42 │... 56- 59 │....... 18 ║
║...... 43 │... 60- 63 │....... 19 ║
║...... 44 │... 64- 67 │....... 20 ║
╚══════════╧═══════════╧═══════════╝


D-throw (weight dependent)

╔══════════╤═══════════╤═══════════╗
║Frames of │... Damage │.... Frame ║
║. Hitstun │before hit │ advantage ║
╟──────────┼───────────┼───────────╢
║...... 28 │.... 0- 10 │........ - ║
║...... 29 │... 11- 22 │........ - ║
║...... 30 │... 23- 34 │........ - ║
║...... 31 │... 35- 46 │........ - ║
║...... 32 │... 47- 58 │........ - ║
║...... 33 │... 59- 70 │........ - ║
║...... 34 │... 71- 82 │........ - ║
║...... 35 │... 79- 94 │........ - ║
║...... 36 │.. 95- 106 │........ - ║
║...... 37 │. 107- 118 │........ - ║
║...... 38 │. 119- 130 │........ - ║
║...... 39 │. 131- 142 │........ - ║
║...... 40 │. 143- 154 │........ - ║
║...... 41 │. 155- 166 │........ - ║
║...... 42 │. 167- 178 │........ - ║
║...... 43 │. 179- 190 │........ - ║
║...... 44 │. 191- 202 │........ - ║
╚══════════╧═══════════╧═══════════╝

_____________________

U-Throw True Combo %s
A combo is "true" when the opponent is hit while in hit-stun. This table will show at what % U-throw does the same amount of hit-stun as the total amount of frames it takes to connect the corresponding move. (A true combo is not the same as an inescapable follow up)
╔═════════╤════════╤════════╗
║Move.....│Frames..│Combo%..║
╟─────────┼────────┼────────╢
║Sh-Nair..│10......│22......║
║Sh-Uair..│11......│26......║
║Sh-Fair..│20......│62......║
║Sh-Bair..│12......│31......║
║Sh-Dair..│19......│58......║
║U-tilt...│9.......│19......║
║D-smash..│9.......│19......║
╚═════════╧════════╧════════╝

Link D-Throw earliest possible escape to platform %s.
Fresh Throws Used

Battlefield
╔══════════╤═══════════╤═══════════╤═══════════╗
║Character.│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Fox.......│213........│238........│238........║
║Falco.....│139........│159........│159........║
║Marth.....│51.........│65.........│65.........║
║Sheik.....│116........│135........│135........║
║Puff......│70.........│85.........│85.........║
║Peach.....│82.........│97.........│97.........║
║ICs.......│79.........│95.........│95.........║
║Falcon....│122........│141........│141........║
║..........│...........│...........│...........║
╚══════════╧═══════════╧═══════════╧═══════════╝

Yoshi's Story
╔══════════╤═══════════╤═══════════╤═══════════╗
║Character.│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Fox.......│172........│195........│195........║
║Falco.....│97.........│117........│117........║
║Marth.....│19.........│33.........│33.........║
║Sheik.....│83.........│100........│100........║
║Puff......│44.........│58.........│58.........║
║Peach.....│56.........│72.........│72.........║
║ICs.......│39.........│55.........│55.........║
║Falcon....│83.........│101........│101........║
║..........│...........│...........│...........║
╚══════════╧═══════════╧═══════════╧═══════════╝

Dream Land
╔══════════╤═══════════╤═══════════╤═══════════╗
║Character.│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Fox.......│244........│269........│269........║
║Falco.....│170........│192........│192........║
║Marth.....│75.........│90.........│90.........║
║Sheik.....│142........│161........│161........║
║Puff......│89.........│104........│115........║
║Peach.....│99.........│115........│115........║
║ICs.......│98.........│115........│115........║
║Falcon....│151........│172........│172........║
║..........│...........│...........│...........║
╚══════════╧═══════════╧═══════════╧═══════════╝

Pokemon Stadium
╔══════════╤═══════════╤═══════════╤═══════════╗
║Character.│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Fox.......│190........│212........│212........║
║Falco.....│116........│135........│135........║
║Marth.....│32.........│46.........│46.........║
║Sheik.....│97.........│114........│114........║
║Puff......│55.........│70.........│70.........║
║Peach.....│68.........│82.........│82.........║
║ICs.......│58.........│74.........│74.........║
║Falcon....│100........│118........│118........║
║..........│...........│...........│...........║
╚══════════╧═══════════╧═══════════╧═══════════╝


_____________________________________________________________________________________________
________________
Throw Follow Ups

Numbers represent pre-throw damage. All throw %s assume Link is closer to port 4 than opponent.

I DID NOT account for slight DI or aerial drifts. All DI assumes that the player hold that direction for the entirety of the follow up. All follow up %s listed are inescapable combos, but some are not technically "true combos" (a true combo being that the opponent was hit during hit-stun.) An example is No DI, D-throw to B-air on Marth at 0. Despite Marth being actionable earlier there is still nothing he can do to escape the follow up.

% = exact damage i could make follow up begin/end
? = unknown
N/A = not possible
<% = tested until this %, but may be larger.
%'s = End around that percent range
Blue = Dash
Red = Turn Around
Purple = Dash Back
____________
D-Throw Up-B
For all intents and purposes this list will not include turn around up-B alto it would catch DI behind sooner. (i may test turn around and dashes at another time if there's interest) All % are with a normal standing Up-B
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Bowser....│35-<150....│35-<150....│59-140s....║
║C. Falcon.│89-<170....│91-<170....│107-<170...║
║DK........│47-<130....│64-130s....│80-130s....║
║Dr.Mario..│N/A........│0-50s......│N/A........║
║Falco.....│67-<200....│67-<200....│91-<180....║
║Fox.......│95-<200....│95-<200....│114-<180...║
║Gannon....│36-<120....│42-<120....│53-120s....║
║ICs.......│0-64.......│0-73.......│0-73.......║
║Jiggs.....│0-0........│0-10.......│0-6........║
║Kirby.....│0-40s......│0-40s......│0-40s......║
║Link......│28-<140....│22-132.....│38-130s....║
║Luigi.....│N/A........│N/A........│N/A........║
║Mario.....│N/A........│0-50s......│N/A........║
║Marth.....│0-90s......│0-90s......│0-90s......║
║MewTwo....│0-47.......│0-30s......│0-30s......║
║Mr.G&W....│0-<100.....│0-<100.....│0-<100.....║
║Ness......│0-90s......│0-90s......│0-90s......║
║Peach.....│0-28.......│0-53.......│0-30s......║
║Pichu.....│0-<120.....│0-<120.....│0-<120.....║
║Pikachu...│0-90s......│0-100s.....│0-100s.....║
║Roy.......│0-<150.....│5-150s.....│21-140s....║
║Samus.....│N/A........│N/A........│N/A........║
║Sheik.....│7-<120.....│12-170s....│24-110s....║
║YoungStink│0-<120s....│0-160s.....│6-120s.....║
║Yoshi.....│35-80s.....│35-90s.....│47-48ish...║
║Zelda.....│N/A........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝
First hit of Up-B comes out frame 8
Back hit of Up-B comes out frame 10

Fox
D-attack causes tumble at 35%
U-tilt causes tumble at 18%

U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║D-Smash...│17-21......│17-42......│22-41......║
║Up-Tilt...│17-<100....│17-29......│22-31......║
║Dash Atk..│N/A........│26-80s.....│17-80s.....║
║F-Smash...│N/A........│40-73......│40-73......║
║Up-B......│13-57......│13-62......│13-62......║
║SH- N-Air.│21-80s.....│21-90s.....│28-80s.....║
║SH- U-Air.│34-<100....│41-<100....│50-<100....║
║SH- B-Air.│29-80s.....│32-80s.....│34-50s.....║
║SH- D-Air.│56-81......│60-80s.....│64-80s.....║
║SH- F-Air.│60-80s.....│60-80s.....│64-80s.....║
║FH- N-Air.│21-<100....│28-<120....│28-<120....║
║FH- U-Air.│41-120s....│59-120s....│N/A........║
║FH- D-Air.│61-120s....│83-120s....│N/A........║
║FH- F-Air.│73-<120....│75-<120....│76-<120....║
║Re-Grab...│33-40......│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
For Max% Follow ups with aerials, it's often best to dash until at least one/two character lengths away before Jumping to get the follow up.

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Up-B......│95-<200....│95-<200....│105-<200...║
╚══════════╧═══════════╧═══════════╧═══════════╝

Falco

D-attack causes tumble at 36%
U-tilt causes tumble at 18%

U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║D-Smash...│N/A........│17-42......│21-41......║
║Up-Tilt...│17-<100....│17-34......│22-31......║
║Dash Atk..│N/A........│25-80s.....│17-80s.....║
║F-Smash...│N/A........│40-77......│40-75......║
║Up-B......│13-57......│13-62......│13-62......║
║SH- N-Air.│21-80s.....│21-90s.....│28-80s.....║
║SH- U-Air.│33-<100....│36-<100....│50-<100....║
║SH- B-Air.│29-80s.....│32-80s.....│34-50s.....║
║SH- D-Air.│56-81......│60-80s.....│64-80s.....║
║SH- F-Air.│60-80s.....│60-80s.....│64-80s.....║
║FH- N-Air.│21-<100....│28-<120....│28-<120....║
║FH- U-Air.│41-120s....│47-120s....│N/A........║
║FH- D-Air.│62-120s....│86-120s....│N/A........║
║FH- F-Air.│74-<120....│75-<120....│76-<120....║
║Re-Grab...│33-35......│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
For Max% Follow ups with aerials, it's often best to dash until at least one/two character lengths away before Jumping to get the follow up.

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Up-B......│67-<200....│67-<200....│80-<200....║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
Up-B connects way earlier than fox despite Falco being heavier.

Marth
D-attack causes tumble at 38%
U-tilt causes tumble at 19%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║SH- U-Air.│17-30......│N/A........│N/A........║
║FH- U-Air.│17-70s.....│17-70s.....│21-70s.....║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-tilt....│0-140s.....│0-68.......│0-70.......║
║Up-B......│0-90s......│0-90s......│0-90s......║
║Dash Atk..│N/A........│24-110s....│0-120s.....║
║D-Smash...│N/A........│0-30.......│0-15.......║
║SH- N-air.│0-<150.....│0-<150.....│0-<150.....║
║SH- U-Air.│5-<150.....│12-<150....│38-<150....║
║SH- B-Air.│0-<120.....│0-<120.....│14-120s....║
║SH- D-air.│83-130s....│95-<130....│N/A........║
║FH- N-air.│0-<120.....│0-<120.....│1-<120.....║
║FH- U-Air.│30-<150....│46-<150....│63-<150....║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
U-Air on Neutral DI. Must drift back for earliest %s.

Sheik
D-attack causes tumble at 39%
U-tilt causes tumble at 20%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│N/A........│N/A........│N/A........║
║SH- U-Air.│21-60s.....│21-70s.....│25-50s.....║
║FH- U-Air.│21-80s.....│21-80s.....│25-80s.....║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-tilt....│18-<150....│11-<150....│N/A........║
║D-Smash...│18-<130....│11-<130....│18-<130....║
║Dash Atk..│N/A........│82-<150....│18-<150....║
║Up-B......│1-<120.....│12-<120....│11-<120....║
║SH- N-air.│7<120......│35-<120....│75-<120....║
║SH- U-air.│79-<120....│98-<120....│N/A........║
║SH- B-air.│52-<120....│66-<120....│N/A........║
║SH- D-air.│120s.......│?..........│?..........║
║Re-Grab...│33-<120....│44-70s.....│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
D-Throw U-tilt without turnaround connect at 33 with No DI.
Without turn around. D-throw up-B connects at 7 with No DI.
D-Throw D-smash is super good.
Re-Grabs are dope

Puff
D-attack causes tumble at 31%
U-tilt causes tumble at 15%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Everything│N/A........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│0-76.......│0-61.......│0-55.......║
║SH- N-Air.│0-76.......│0-90s......│0-70s......║
║SH- U-Air.│0-<120.....│0-<120.....│0-<120.....║
║SH- B-Air.│0-60s......│0-60s......│0-60s......║
║SH- D-Air.│47-51......│47-79......│47-53......║
║SH- F-Air.│?..........│?..........│?..........║
║FH- N-Air.│0-<120.....│0-<120.....│0-<120.....║
║FH- U-Air.│0-<120.....│0-<120.....│0-<120.....║
║FH- B-Air.│0-?........│0-?........│0-?........║
║FH- D-Air.│47-<120....│47-<120....│? don’t....║
║FH- F-Air.│?..........│?..........│?..........║
║Up-B......│0..........│0-10.......│0-6........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
D-Throw to D-air starts killing puff in the 60s.
For D-Throw Dair it’s almost always better to FH.
D-Throw to SH Dair needs no turn around or dash to catch DI behind between 47-53 percent.

Peach
D-attack causes tumble at 39%
U-tilt causes tumble at 20%

U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║FH U-Air..│17.........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│0-109......│0-64.......│0-39.......║
║Up-B......│0-28.......│0-53.......│0-42.......║
║SH- N-Air.│0-112......│0-120s.....│0-120s.....║
║SH- U-Air.│14-<170....│23-<170....│34-<170....║
║SH- B-Air.│11-110s....│11-110s....│11-110s....║
║SH- D-Air.│N/A........│N/A........│N/A........║
║FH- N-Air.│0-<150.....│0-<150.....│0-<150.....║
║FH- U-Air.│27-<170....│41-<170....│43-<170....║
║FH- B-Air.│11-<150....│23-<150....│11-<150....║
║FH- D-Air.│94-<150....│94-<150....│130-<150...║
╚══════════╧═══════════╧═══════════╧═══════════╝
*notes
Peaches nair will trade with some early %s.
Without a turn around, D-throw U-tilt is escapable with DI behind until 30%. After 30% it’s better to U-tilt with no turn around.
D-Throw U-Air kills around the 120s on FD
If peach performs no DI Link must drift back to connect SH U-air at earliest %s.

Falcon

D-attack causes tumble at 43%
U-tilt causes tumble at 22%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║D-Smash...│17-21......│17-34......│17-34......║
║Up-Tilt...│9-80s......│9-16.......│17-42......║
║Dash Atk..│N/A........│21-80’s....│9-80’s.....║
║F-Smash...│?..........│27-65......│27-69......║
║Up-B......│6-53.......│6-42.......│6-50.......║
║SH- N-Air.│9-<100.....│9-<100.....│17-<100....║
║SH- U-Air.│17-<120....│39-<120....│34-<120....║
║SH- B-Air.│17-<100....│30-<100....│26-<100....║
║SH- D-Air.│44-?.......│48-?.......│56-?.......║
║SH- F-Air.│idk 50ish..│it’s stupid│anyway.....║
║FH- N-Air.│11.........│17.........│17.........║
║FH- U-Air.│25.........│?..........│?..........║
║Re-Grab...│25~45......│?..........│?..........║
╚══════════╧═══════════╧═══════════╧═══════════╝
U-Throw turn around U-tilt ends at 30%. Past 32%
No Turn around U-tilt on Back DI starts working at 22% Past 30% Link must NOT Turn U-tilt.
U-Throw Up-B with Dashes lasts until the 60’s
The SH U-Air follow up is most consistent at mid/high % when Link jumps closer to the opponent.

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Up-B......│85-<170....│91-<170....│99-<170....║
╚══════════╧═══════════╧═══════════╧═══════════╝
The no turn around % for No DI is 89
The no turn around % for DI Back is 107

Pikachu
D-attack causes tumble at 30%
U-tilt causes tumble at 15%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│N/A........│N/A........│N/A........║
║SH- U-Air.│?..........│?..........│?..........║
║FH- U-Air.│?..........│?..........│?..........║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-tilt....│2-<150.....│0-130s.....│18-80s.....║
║D-Smash...│0-30s......│0-60s......│0-<50s.....║
║Dash Atk..│N/A........│?..........│?..........║
║Up-B......│0-90s......│0-100s.....│0-100s.....║
║SH- N-air.│0-<120.....│14-<120....│?..........║
║SH- U-air.│50s-<120...│60s-<120...│?..........║
║SH- B-air.│?..........│?..........│?..........║
║SH- D-air.│60s-<150...│60s-<150s..│80s-<150s..║
║Re-Grab...│?..........│?..........│?..........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
Re-Grabs are dope

Samus
D-attack causes tumble at 44%
U-tilt causes tumble at 23%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│N/A........│N/A........│N/A........║
║SH- U-Air.│N/A........│N/A........│N/A........║
║FH- U-Air.│N/A........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-Tilt....│N/A........│N/A........│N/A........║
║Up-B......│N/A........│N/A........│N/A........║
║SH- N-Air.│N/A........│N/A........│N/A........║
║SH- U-Air.│...........│...........│...........║
║SH- B-Air.│N/A........│N/A........│N/A........║
║SH- D-Air.│N/A........│N/A........│N/A........║
║FH- N-Air.│...........│...........│...........║
║FH- U-Air.│...........│...........│...........║
║FH- B-Air.│...........│...........│...........║
║FH- D-Air.│...........│...........│...........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
SH-U air will catch DJ at 0. D-throw U-air is the only follow up worth going for imo.

Doc
D-attack causes tumble at 42%
U-tilt causes tumble at 21%


U-Throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║SH- U-Air.│N/A........│N/A........│N/A........║

║FH- U-Air.│N/A........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝

D-throw
╔══════════╤═══════════╤═══════════╤═══════════╗
║Move......│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║U-tilt....│0-120s.....│0-100s.....│N/A........║
║Up-B......│N/A........│14-50s.....│N/A........║
║Dash Atk..│N/A........│50s-120s...│0-120s.....║
║D-Smash...│N/A........│N/A........│N/A........║
║SH- N-air.│1..........│0..........│?..........║
║SH- U-Air.│50s-<160s..│50s-<150s..│60s-150s...║
║SH- B-Air.│?..........│?..........│?..........║
║SH- D-air.│N/A........│N/A........│N/A........║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
To cover no Di with U-air it's best to drift back to get the hit after jumping.

Blue = Dash
Red = Turn Around
Purple = Dash Back
 
Last edited:

Hunybear

Smash Ace
Joined
Sep 27, 2013
Messages
405
Location
Nashville Tennessee
Opponent Escape %'s off link D-throw
These are the eariest possible percents that the opponent can tech on side platforms from Link's D-throw.
Fresh Throw Used
Link Closer To Port 1

Battlefield
╔══════════╤═══════════╤═══════════╗
║Character.│No DI......│Side DI....║
╟──────────┼───────────┼───────────╢
║Fox.......│213........│238........║
║Falco.....│139........│159........║
║Marth.....│51.........│65.........║
║Sheik.....│116........│135........║
║Puff......│70.........│85.........║
║Peach.....│82.........│97.........║
║ICs.......│79.........│95.........║
║Falcon....│122........│41.........║
║Pika......│115........│...........║
║Samus.....│40.........│...........║
║Doc.......│60.........│...........║
║Yoshi.....│74.........│...........║
║Luigi.....│17.........│...........║
║Ganon.....│113........│...........║
║Mario.....│60.........│...........║
║Y.Link....│98.........│...........║
║DK........│133........│...........║
║Link......│86.........│...........║
║G&W.......│121........│...........║
║Roy.......│92.........│...........║
║Mew2......│53.........│...........║
║Zelda.....│66.........│...........║
║Ness......│63.........│...........║
║Pichu.....│130........│...........║
║Bowser....│128........│...........║
║Kirby.....│100........│...........║
╚══════════╧═══════════╧═══════════╝


Yoshi's Story
╔══════════╤═══════════╤═══════════╗
║Character.│No DI......│Side DI....║
╟──────────┼───────────┼───────────╢
║Fox.......│172........│195........║
║Falco.....│97.........│117........║
║Marth.....│19.........│33.........║
║Sheik.....│83.........│100........║
║Puff......│44.........│58.........║
║Peach.....│56.........│72.........║
║ICs.......│39.........│55.........║
║Falcon....│83.........│101........║
║..........│...........│...........║
╚══════════╧═══════════╧═══════════╝


Dream Land
╔══════════╤═══════════╤═══════════╗
║Character.│No DI......│Side DI....║
╟──────────┼───────────┼───────────╢
║Fox.......│244........│269........║
║Falco.....│170........│192........║
║Marth.....│75.........│90.........║
║Sheik.....│142........│161........║
║Puff......│89.........│105........║
║Peach.....│99.........│115........║
║ICs.......│98.........│115........║
║Falcon....│152........│172........║
║..........│...........│...........║
╚══════════╧═══════════╧═══════════╝


Pokemon Stadium
╔══════════╤═══════════╤═══════════╗
║Character.│No DI......│Side DI....║
╟──────────┼───────────┼───────────╢
║Fox.......│190........│212........║
║Falco.....│116........│135........║
║Marth.....│32.........│46.........║
║Sheik.....│97.........│114........║
║Puff......│55.........│70.........║
║Peach.....│68.........│82.........║
║ICs.......│58.........│74.........║
║Falcon....│100........│118........║
║..........│...........│...........║
╚══════════╧═══════════╧═══════════╝
 
Last edited:

CAUP

Smash Journeyman
Joined
Apr 21, 2014
Messages
467
Against Peach is down throw -> back air -> turn around down smash a true combo on DI behind? If so at what percents? (also this is assuming no smash DI on the back air)
 
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