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I made you this spreadsheet to help you adjust your kill timings per character

Joined
Jan 27, 2019
Messages
1
Spreadsheet:
https://docs.google.com/spreadsheet...XoWZvtE3M3R_kBhnzDz60vqLr_zO9r1I7672m4_58az0k

Explanation:
So I had noticed a while ago that the weight stat in the game isn't very easy to use to predict how to adjust your kill timings. Bowser, with a weight of 135, weighs almost 1.4x as much as Mario at 98. Yet, in game, he only needs about 1.2x as much damage to kill. In battle, the actual damage proportion is what you need to know to adjust your timings of finishers and such, but there wasn't any good resource on that I was aware of that was neat and organized.

This spreadsheet gives you hand-tested close approximations of the proportions of damage it takes to kill characters, relative to Mario. For example, if Mario dies at 120% to a move and Charizard needs 1.1x as much damage to die, we should probably try killing charizard with the same move closer to 132%. These ratios are collected in this spreadsheet, a statistic I've named "knockback resistance" since higher numbers correlate to greater difficulty dying.

Horizontal and vertical KB resistance are often different (I can't explain this; I usually fumble and say "something about the gravity stat"; someone help me out here) so I tested both for each character. Also, I included the official weight values of the characters so you can see how different weights are from actual kill timing proportions.

Hope you find it as useful as I do.
 

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
Horizontal and vertical KB resistance are often different (I can't explain this; I usually fumble and say "something about the gravity stat"; someone help me out here)
The short of it is vertical knockback is increased with a higher gravity stat, and higher fall speed helps to resist vertical knockback.

It's a bit more complicated in Ultimate; according to Meshima when incurring knockback, fall speed is temporarily set to 1.8 and gravity is temporarily set to "0.0756 - 0.000336 * (100 - Weight)", which gives everyone a floaty gravity ranging from 0.062832 (Pichu) to 0.08736 (Bowser). Since it's temporary and you have tested numbers showing there's still variation, I assume the character's natural fall speed at the least still impacts vertical survival.

Link having worse horizontal survivability than Yoshi despite being the same weight is unusual to me, though. Not sure if that's hurtbox shifting, air friction (Link's is lower than Yoshi's, but Ganon/Incineroar have the same despite Incineroar dying sooner), or something else entirely.

At any rate, useful information!
 
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