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Guaranteed Punishes Out of Shield by Character UPDATE: Diddy Kong

AvariceX

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I'm working on a project right now to determine what guaranteed punishes Ness has against each character. For now I will post the ideal punishes for each move of each character here. When the project is complete I will include the spreadsheet showing every possible guaranteed punish out of shield.

Characters completed so far:
Meta Knight*
Falco*
Diddy Kong*

*- Some frame data unavailable

In Progress
Snake
Marth

Important Notes

-NEW: For any multi-hit moves (3 hit usmashes), when a specific hit of that move is listed, assume any hits that come afterward whiff. So for example "Diddy Kong Usmash Second Hit" means the second hit connected and the third hit whiffed.

-NEW: For any multi-part moves (3 hit jab combos), when a specific hit of that move is listed, assume any followup hits are not performed. For example Meta Knight Ftilt-1 means the Meta Knight opted not to input the second or third part of the ftilt chain.

-For ground moves only the first active frame of the attackers move is considered. This means that if the move hits your shield after the move has already been in active frames, these punishes may not work. For most attacks this will rarely happen, but it is of particular importance against most dash attacks which remain active and mobile for some time.

-All of these may be spacing dependent. It's up to you to go into training and learn your spacings as well as your opponents'.

-For projectiles only the first frame the projectile hitbox becomes active is considered so if there is any distance between you and your opponent these may not work.

-The accuracy of these calculations depends entirely on the accuracy of frame data provided by the other character boards.

-PK Fire is always included as an ideal punish where possible because it can often lead to guaranteed followups.

-This data assumes you do not Powershield. Because every move in the game has unique hitlag data, including this would literally double the size of this project. I may come back to include Powershield data once all data for normal shield punishes is complete. For now just be aware that all moves are open to additional punish options when they are Powershielded.

-Fsmash is always listed as the ideal punish because it is Ness' highest damage and (when tippered) knockback move other than PKT2 and PK Flash. Because it is so rarely used, it will also nearly always be fresh from stale move degradation and it will refresh your other moves as well. Grabs are also included as ideal punishes where Fsmash is listed as a grab at high enough damage % is a guaranteed kill. It is also Ness' slowest attack OoS (other than PK Flash) so if you can punish with it then you can use anything else as well.

-For aerials it is always assumed the attacker lands after performing the aerial unless otherwise specified (e.g. "Retreating Dair" for Meta Knight).

:metaknight: META KNIGHT :metaknight:

Code:
ATTACK				PUNISHABLE WITH

Jab				Grab
Ftilt-1				Usmash-front, Usmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab	
Ftilt-2				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Ftilt-3				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Utilt				Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dtilt				Jab, Dtilt, Nair, Grab
Fsmash				Jab, Utilt, Dtilt, Nair, Grab
Usmash				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dsmash-Front			Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dsmash-Back			Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dash Attack			No data available
Nair-Strong			Jab, Dtilt, Nair, Grab
Nair-Weak			Usmash-front, Uair, Grab, Dash Grab, Pivot Grab
Fair*				Grab
Bair*				Jab, Dtilt, Usmash-front, Grab
Uair				Jab, Grab
Retreating Dair			Usmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Landed Dair			Usmash-front, Nair, Grab
Tornado Last Hit		No data available
Drill Rush Last Hit		No data available
Grounded Shuttle Loop Strong	No data available
Grounded Shuttle Loop Weak	No data available
Air Shuttle Loop Strong		No data available
Air Shuttle Loop Weak		No data available
Dimensional Cape Attack		No data available
Ledge Attack < 100%		Usmash-back, Dsmash-back, Dsmash-front, Bair, Uair, Dair, PK Fire, Grab, Dash Grab, Pivot Grab
Ledge Attack > 100%		Usmash-front, Usmash-back, Dsmash-back, Dsmash-front, Bair, Uair, Dair, Grab, Dash Grab, Pivot Grab
Glide Attack Hard Landing	Nothing
Glide Attack Soft Landing 	Nothing

* Unclear which hit.  Assume last hit



:falco: Falco :falco:

Code:
ATTACK				PUNISHABLE WITH

Jab 1---------------------------Usmash-front, Nair, Grab
Jab 2...........................No data available
Jab 3---------------------------No data available
Ftilt...........................Usmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Utilt First Hit*----------------Usmash-front, Usmash-back, Dsmash-back, Dsmash-front, Bair, Uair, Dair, Grab, Dash Grab, Pivot Grab
Utilt Second Hit................Usmash-front, Usmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dtilt---------------------------Usmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Fsmash..........................Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Usmash--------------------------Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dsmash..........................Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dash Attack---------------------Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dash Attack Gatling Cancel......Grab
Nair Last Hit-------------------Grab
Fair Last Hit...................No data available
Bair----------------------------Nair, Grab
Uair............................Nair, Grab
Dair----------------------------Grab
Silent Laser....................Nothing
Phantasm------------------------No data available
Firebird........................No data available
Deflector-----------------------Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Ledge Attack <100%..............No data available
Ledge Attack >100%--------------No data available

* Only if first hit hits shield and second hit whiffs (is this possible?)


:diddy: Diddy Kong :diddy:

Code:
ATTACK				PUNISHABLE WITH

Jab 1				Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Jab 2				Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Jab 3				Fsmash, PK Flash (Uncharged), PK Fire, Grab, Dash Grab, Pivot Grab
Continous Jab			Too complicated to calculate
Ftilt (sweetspot)		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Ftilt (sourspot)		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Utilt				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dtilt				Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Fsmash First Hit		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Fsmash Second Hit		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Usmash First Hit		Fsmash, PK Flash (Uncharged), PK Fire, Grab, Dash Grab, Pivot Grab
Usmash Second Hit		Fsmash, PK Flash (Uncharged), PK Fire, Grab, Dash Grab, Pivot Grab
Usmash Third Hit		Fsmash, PK Flash (Uncharged), PK Fire, Grab, Dash Grab, Pivot Grab
Dsmash-Front			Fsmash, PK Flash (Uncharged), PK Fire, Grab, Dash Grab, Pivot Grab
Dsmash-Back			Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dash Attack First Hit		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Dash Attack Second Hit		Usmash-front, Usmash-back, Dsmash-back, Dsmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dash Attack Third Hit		Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Nair				Usmash-front, Usmash-back, Dsmash-back, Bair, Uair, Grab, Dash Grab, Pivot Grab
Fair				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Bair				Usmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Uair				Usmash-front, Usmash-back, Dsmash-back, Dsmash-front, Bair, Uair, Grab, Dash Grab, Pivot Grab
Dair				Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Peanut Popgun			No Data Available
Flip Kick (sweetspot)		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Flip Kick (medium spot)		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Flip Kick (sourspot)		Fsmash, PK Fire, Grab, Dash Grab, Pivot Grab
Rocket Barrel			No Data Available
Ledge Attack <100%		No Data Available
Ledge Attack >100%		No Data Available


How You Can Help
-I need frame data for the fastest possible PKT2.

-If you can provide frame data for any of the moves lacking from other characters' frame data threads, please do.

-Do the dots and lines in Falco's data make it easier to read or should I just leave a blank space like with Meta Knight? I don't mind adding them, but it is more work so if I don't need to then I won't.

-Anyone can do these calculations; they're actually pretty easy. For any grounded move from Ness other than usmash or PKT, add 7 to the number of the first active frame (this is how many frames it takes to drop shield) and if that number is less than the attacker's frame disadvantage on shield for a particular attack, you can punish with that move. For aerial moves add 6 to the first active frame of the move instead of 7 (Ness' jump becomes airborne on the 6th frame). For grab out-of-shield, usmash, and PKT don't add anything (dash grab and buffered pivot grabs still require the 7 frames to drop shield though). For PK Flash (lol) add 6 frames since it can be done aerially.

If a character's frame data does not list frame disadvantage on shield, this is how to calculate it:
For ground moves:
Total Active Frames - First Active Frame - Shield Stun + Shield Hitlag
For aerials:
Landing Lag - Shield Stun + Shield Hitlag

-I will be working my way down from the top of the tier list, so if you would like to help you could either start from the bottom of the tier list, or post here to claim a character to work on if you want data for a particular character sooner.
 

Eagleye893

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grounded pkt2 might be a bit tricky.... I think it'd just be better in most cases to just go with other punishment, as it's more reliable.

^GREAT IDEA THOUGH!!! I really like this. This might actually help my game slightly, as I often use OoS stuff to try and punish my opponents.

Nair will work a ton of the time. If it doesn't, then just FH PKfire to get something (It should hit... might need some b-reversal shenanigans, but against some characters' spacing you get it free).

My only ones I use really are FH Nair, Grab, Drop > something like ftilt or dtilt or utilt or dash attack, or FH PKfire.... This will help SOOOOO much... greatly appreciated, avarice!
 

AvariceX

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Yeah Nair works against a lot (it's the 4th fastest punish behind usmashdtilt, grab, and jab), but like I said I'm only including the optimal punishes for now (since uair, fsmash, etc. would normally be better punishes, they are listed instead where possible). Once the whole project is complete, I'll put up the spreadsheet showing every possible punish to each move.

I hadn't considered FH PK Fire though, then again it would be more difficult to determine the frame data on that compared to just adding 6 frames to get the first airborne frame of a jump. It would likely vary by character too since you won't be hitting Pikachu with a PK Fire from the same height as say Snake.
 

Eagleye893

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Yeah... The FH pkfire is VERY dependent on spacing and pushback.

Non OoS I can make it bounce back at will, but otherwise you're stuck to the person's height. SH pkfire doesn't work... Too much lag.

Here's probable stuff based on distance:
Farther ~ dash attack or pkfire
Medium = FH pkfire, usmash? and ... Dash attack again... Other options are too slow
Short-ish = nair, bair, fair, usmash, ftilt, and maybe dash attack again.
Shortest = grab, nair, utilt, jab, Dtilt, shff dair.... Ftilt, others aren't that reliable.

That's just a short list. Varies a lot. I tried to put the most reliable for each distance, but it's not that exact.
 

AvariceX

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I'm going to be taking a week off from working on this (next week is finals). Sorry to post this and take off but I figured what I had done would at least be useful to some, and I will return to finish it. I've actually got Marth and Diddy almost finished already, but I won't have time to finish them until after next week (maybe the week after, since I also write my CCNA exam on the 22nd).
 

Neon Ness

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Just want to poke my head in and say this is a really rigorous project, looking great so far.

Also, the dots and lines on the list make it harder for me to read, so you may wanna leave those out.

Apparently usmash (front) is a useful punisher lol. I'd also like to see if it's possible to shieldgrab Falco out of his side B if spaced correctly and Ness is facing the other direction.
 

AvariceX

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Facing the other direction, so you would have to pivot grab? Likely not; pivot grab and dash grab both take 15 frames out of shield. There's no frame data available for Falco's side-b though so I can't say for sure.

Usmash is Ness' 2nd fastest OoS option. Including shield drop frames and jump frames before airborne, Grab is 6 frames, usmash is 9 frames, Jab is 10 frames, and Nair is 11 frames OoS. After that there's a whole bunch of 13-15 frame stuff. Usmash is 13 frames.
 

rPSIvysaur

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Yo, Avarice, I'll let you have access to the Smash Lab frame data page to view so you can get this done. (we haven't done specials yet though, but we have most characters done). Can I get your google account info.
 

Lightosia

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Punish MK's downsmash with grab? Really?
Doesn't it push you out of the grab range?

Also, nice project, BTW.
 

AvariceX

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Punish MK's downsmash with grab? Really?
Doesn't it push you out of the grab range?

All of these may be spacing dependent. It's up to you to go into training and learn your spacings as well as your opponents'.
Currently this project only looks at frame data numbers. I don't have time to test spacing on everything right now, nor do I even have access to the game. I might go back over this eventually to remove stuff that doesn't work because of range limitations.

And PSI I'll have to get back to you on the google account thing.
 

Eagleye893

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I can help with range stuff after finals... I know for a fact that mk's dsmash is essentially unpunishable unless you powershield. Similar with the upb, because it's just unpredictable enough. Snake ftilt is another one you never want to do anything other than FH pkfire. (utilt is stopped generally)

Idk... I'll get back to you on that. Lots of this stuff gets tricky with spacing, 'cause it all depends on point of impact.

Also, is dash attack coming out of shield slow? I never thought it was....


Can we see the OoS frame data for all moves? I would love that.
 

AvariceX

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OoS frame data (first active frame):

Jab - 10
Ftilt - 15
Utilt - 13
Dtilt - 10
Fsmash - 29
Usmash front - 13
Usmash back - 19?
Dsmash back - 20
Dsmash front - 27?
Nair - 11
Fair - 14
Bair - 16
Uair - 14
Dair - 26
PK Flash Uncharged - 49 (48 if you jump OoS first)
PK Fire - 28 (27 if you jump)
PK Thunder - 19
Dash Attack - 15
Grab - 6
Dash Grab - 15
Pivot Grab - 15

edited for accuracy
 

Eagleye893

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AVARICE!!! DTILT IS 100000000x BETTER THAN JAB! Trust me, I've got theories behind it. (fast start and stop time. in fact, between hit and ending frame its faster than human reaction for basically anyone; trips frequently; grabs and shieldgrabs are basically assured for some instances(trip=100%, otherwise they can only spotdodge, in which all you do is wait a bit then grab))
 

AvariceX

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I just meant the startup is the same as Jab. In most cases where you could punish with dtilt you could probably do something else like grab or usmash.... though apparently usmash is slower than I originally understood.

Frame data for Fsmash, Usmash, Dsmash, Dash Attack, and Ftilt are inconsistent right now, so anything that lists them as guaranteed may be inaccurate. I'll get around to fixing that when exam week is over.
 

Eagleye893

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I know that.... but dtilt leads into grabs for most characters, and thus would work better than jab for some things.

IDK.... I just like dtilt. I almost always use dtilt over jab in regular matches, because it's quick, and if shielded there is much less chance that you'll get hit out of it. also, dtilt can lead to grab or nair or whatever... once baited onto something, dtilt flurries are much more probable, too.
 

AvariceX

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Sorry for the double post, but I've updated this to fix the inconsistencies that came from using old frame data, and I've added Dtilt. There are some major changes to the lists so please review them if you plan on using this.

Now I can get back to work on adding more characters...
 

Eagleye893

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^I am now off of school, so HOPEFULLY I can help with that...

I've got work a lot and I need to read two books.
 

Eagleye893

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^I can agree with you, xoxo... But the reason that people put it off as escapable is that human reaction to the trip makes it near impossible to do. Some trip animations may be short enough to allow for them to roll early... Idk though.

Also, dtilt to bat only works 100% if you are close enough to cover the vulnerable frames of the end of the roll... Theoretically, dtilt to bat is guaranteed, at least to me. In actual gameplay, it can be assured, but many others put it off as impossible due to the strictness of it...

Also, I think if you are pro enough, trip > Pkt2 may be true, but involves perfect timing and spacing.
 

xoxokev

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omg youre right. dtilt > pkt2 is another guaranteed true combo. almost for about about that one. also dtilt > bthrow is guaranteed 0-death true combo. Merry Christmas!
 

Uffe

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May I add this video? I didn't want to make a new topic just for it. I figured that since this is a guaranteed punish out of shield, this video would be pretty helpful.

Power Shiled Canceling

This video shows demonstrations of how to deal with Meta Knight's Tornado in the best and most efficient way possible. The best part is that any character can do it. In easier to understand words: Meta Knight's Tornado shouldn't give us anymore problems.
 

Eagleye893

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okay.... So now we have to include PS, non-PS, and PSC.....


great. now everything is complicated.
 

AvariceX

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Sorry I haven't been around; been busy with holiday stuff. For now I'm only including regular shield, I may add PS and PSC later on, mainly depending how long regular shield takes to finish. Anyway, this project isn't dead but I have other projects I'm working on as well. I can't honestly say when the next update from me will be, but it won't be any earlier than Saturday and it won't be any later than 2 weeks from now.
 

AvariceX

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Sorry for the double post. OP has been updated with Diddy Kong. I'm very skeptical of Diddy's frame data though because it would make him one of the most unsafe characters in video game history. Then again his moves tend to have a lot of pushback and he can drastically alter what is safe and what isn't with his glidetoss game. I might actually understand now why he was so underrated in the beginning and yet rose to top tier as his metagame evolved.

Also I could actually use frame data for the fastest possible PKT2. Diddy has a move that is -75 on shield!!
 
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