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Data Jump Height Rankings

Masonomace

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Even though I see you did good work finding Monado art Kirby's heights, I just tested Kirby & updated my post with this table info:
Character | short hop | full hop | doublejump | triplejump | quadruplejump | quintuplejump | sextuplejump | ledgejump
翔(Jump) Kirby :4kirby:| 3 | 7 | 13 | 9 (22nd platform) | 9 (31st platform) | 7 (38th platform) | 7 (44th platform) | 8
疾(Speed) Kirby :4kirby:| 1 | 3 | 2 | 2 (4th platform) | 2 (6th platform) | 1 (7th platform) | 1 (8th platform) | 6
盾(Shield) Kirby :4kirby:| 2 | 4 | 2 | 2 (4th platform) | 2 (6th platform) | 2 (8th platform) | 1 (9th platform) | 6

Bonus
Buffered 翔(Jump) art deactivation:4kirby:| 4 | 9 | 15 | 12 (25th platform) | 11 (33rd platform) | 9 (40th platform) | 9 (46th platform) | N/A
Notes:
-For Speed Kirby, I had to use the same strategy I used for Charizard & Meta Knight to find Speed Kirby's quintuplejump, sextuplejump, & Shield Kirby's sextuplejump. Jump Kirby didn't need to do that. All I did was just hold jump button until the jump action finished & then landed on said platform.

-By testing the Buffered Jump art deactivation for each of Kirby's jump options, I created a custom stage specifically used to test broken recoveries such as Jump Kirby & R.O.B.'s Robo Burner. I went in Training Mode, set it to 1/4x speed with Hold L, tapped L twice to make Kirby drop through the platform floor & started the buffered application for each of Kirby's mid-air jump options.

-When you see that I have the Buffered Jump art's deactivation for Kirby's full hop being a 9, & then you try it only to get an 8, that means you're not being precise enough with the buffered art's timing. Still, an 8 is better than the usual 7 you'd get without buffering the Jump art's deactivation. So for all of these Buffered Jump art deactivation numbers, I was being as precise as I could be to make sure these numbers got to the maximum vertical height Kirby can reach.
 
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Masonomace

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Up Specials WIP
So I've started working on Up Specials, and I started with the ones that do not gain any vertical height when grounded. In order to test the vertical height of their Up Specials, I had to use the same strategy I used for finding doublejumps which was starting their crouch into dropping through the platform floor at 1/4 speed Hold L, barely tapping L twice and readied Up & B.
Ground zero
Up B | Airborne
Whirling Fortress:4bowser:| 9 (max is 10)
Egg Throw:4yoshi:| 5 [first toss going straight up, 4 going sideways]
Spinning Kong:4dk:| 6
Spin Attack:4link:| 10
Spin Attack:4tlink:| 10
Sing:4jigglypuff:| 0 (falls)
PK Thunder:4ness:| 12 (the maximum if traveling straight up)
Hero's Spin:4miisword:| 10 (for all X/X sets)
PK Thunder:4lucas:| 20 (the maximum if traveling straight up)
Notes:
  • Bowser needs some mashing to get the max height. I dunno.
  • I couldn't really find a way to test Yoshi's second egg throw jump. It's not as effective anyway.
  • Link and Toon Link are similar, but Link lands first 'cus he falls faster I guess.
  • I feel you Jigglypuff.
  • Ness' and Lucas' PK Thunder vary because you need very good aim and a stage like Halberd or Delfino Plaza to even do this kinda thing from the floor. From the air however, Ness usually gets 15 from the platform floor but he falls quicker than Lucas thus Lucas's usual 21 from a platform floor is only 20 airborne.
  • Mii Swordfighter's Hero's Spin doesn't change in vertical height no matter what set's used.
════════════════════════════════════════════════════════════════════════════════════
Next are the three Third-Party characters who just so happen to get bunched into the next table.
Spring jumpers
Up B | Grounded | Airborne
Rush Coil:4megaman:| 11 | 13
Second bounce Grounded only | 21

Pac-Jump:4pacman:
First bounce | 7 | 7
Second bounce | 12 | 12
Third bounce | 19 | 19

Spring Jump:4sonic:| 18 | 15
Second bounce Grounded only | 21
Notes:
  • If you only tap L twice to do the necessary airborne testings, you'd get these results in the table. However, multiple taps of L can slightly differ the vertical results.
  • For Mega Man, if you tapped L two or three times, you'd get 13, but if you tapped L four times, Rush Coil would travel 12 platforms high.
  • For Pac-Man, it takes five to six taps of L to have the trampoline physically underneath the platform floor. So for his trampoline, the first bounce travels 7 platforms high if you tapped L two times, four times, and five times. The interesting thing is when you tap L three times in 1/4x speed, Pac-Man goes 8 platforms high. The second bounce goes 12 platforms high when you tap L two to four times, and when you tap L five times, Pac-Man goes 11 platforms high. Finally, the third bounce goes 19 platforms high when tapping L two to four times, and when you tap L five times he'll bounce 18 platforms high.
  • Sonic travels 15 platforms high when tapping L two to three times. Tapping L four times puts Sonic at 14 platforms high after Spring.
════════════════════════════════════════════════════════════════════════════════════
These are the Up Specials that can freely move to the left or right upon rising, but they're primarily vertical, so even if you were to move left or right upon rising, you'd gain roughly the same vertical height.
Nowhere but up
Up B | Grounded | Airborne
Super Jump Punch:4luigi:| 6 | 8
Abandon Ship!:4bowserjr:| 14 | 14
Fire:4gaw:| 14 | 14
Dark Dive:4ganondorf:| 9 | 9
command grab jump | 9
Screw Attack:4samus:| 10 | 10
Aether:4myfriends:| 11 | 10
Elwind:4robinm::4robinf:| 13 | 11
Duck Jump:4duckhunt:| 14 | 14
Final Cutter:4kirby:| 10 | 8
Monado Jump Final Cutter :4kirby:| 9 | 7
Monado Speed Final Cutter :4kirby:| 10 | 8
Monado Shield Final Cutter :4kirby:| 10 | 8
Falcon Dive:4falcon:| 10 | 9
command grab jump | 11
Vanilla Air Slash:4shulk:
First hit | 9 | 9
Second hit | 2 | 2
Monado Jump Air Slash :4shulk:
First hit | 11 | 11
Second hit | 3 | 3
Shoryuken:4ryu:
Tapped | 3 | 7
Held | 7 | 9
Input Shoryuken :GCR::GCD::GCDR: Tapped | 5 | 5
Input Shoryuken :GCR::GCD::GCDR: Held | 7 | 7
Climhazzard:4cloud:| 9 | 8
Soaring Axe Kick:4miibrawl:(0/X) | 8 | 8
Soaring Axe Kick:4miibrawl:(25/X) | 8 | 8
Soaring Axe Kick:4miibrawl:(50/X) | 9 | 9
Soaring Axe Kick:4miibrawl:(75/X) | 10 | 10
Soaring Axe Kick:4miibrawl:(100/X) | 10 | 10
Helicopter Kick:4miibrawl: (X/X) | 5 | 5
Lunar Launch:4miigun:(X/X) | 11 | 9
Cannon Uppercut:4miigun: (X/X) | 7 | 6
Notes:
  • I tested the airborne results the same way I did for doublejumps. Some characters may have needed more than two quick taps of L to get a slightly different platform height.
  • Luigi surprised me with the airborne difference.
  • Monado Speed and Monado Shield have the exact same heights as Vanilla. There is no difference in their heights of Air Slash for Shulk.
  • You can choose to mash B during Air Slash since you still gain 11 platforms of height for this test when away from platforms and then trying to land on them, but it's still better to delay pressing the second hit just enough to gain a bit more height. When you decide to mash B around platforms, your Vanilla Speed or Shield Air Slash will have Shulk land on the 8th platform. And if you decide to mash B around platforms with Jump Air Slash, you still land on the 11th platform.
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This table is for Stone Scabbard because it is the only Mii Swordfighter Up Special variant that has different heights depending on the Mii's height stat. Any direction you aim your joystick to are all the same jump height except when it's aimed straight up, so it's a Nowhere But Up move, but it's also unique due to the Mii height affecting it.
Stone Scabbard

KEY: Grounded/Airborne
Up B (Height / Weight) | :GCU: | :GCDL::GCL::GCUL::GCUR::GCR::GCDR:
Stone Scabbard:4miisword:(0/X) | 8/8 | 7/7
Stone Scabbard:4miisword:(25/X) | 8/8 | 8/8
Stone Scabbard:4miisword:(50/X) | 9/9 | 9/9
Stone Scabbard:4miisword:(75/X) | 11/11 | 10/10
Stone Scabbard:4miisword:(100/X) | 12/12 | 12/12
Notes:
  • Only the height of the set affects Stone Scabbard in this case. 25/0 and 25/100 side-by-side comparison show absolutely no changes for example.
════════════════════════════════════════════════════════════════════════════════════
Next are the characters who still only can recover upward, but unlike the Nowhere But Up characters, these upcoming characters have more control and directional guidance in their Up B recovery. You could hold your joystick straight up, diagonally up+left or up+right, sideways left or right, or diagonally down+left or down+right. Characters already facing a direction can move backwards, so there's that to consider as well.
Upward directional guidance

KEY: Grounded / Airborne

NOTE: Characters are facing towards the right & use their Up Special. So if there's a column with the :GCL:, that means the character first inputted :GCU: & :GCB:, then held :GCL: after a brief moment to get a different height. Characters vary.

Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Super Jump Punch:4mario:| 10/8 | 10/8 | 10/8 | 9/8 | 9/7 | 8/6 | 9/8
Peach Parasol:4peach:| 9/8 | 8/7 | 9/8 | 9/8 | 9/8 | 8/7 | 9/8
Launch Star:rosalina:| 19/17 | 19/16 | 20/17 | 18/15 | 11/8 | 8/5 | 10/8
Corkscrew:4wario::4wario2:| N/A | N/A | N/A | 10/8 | 8/7 | 7/6 | 8/7
Rising Uppercut:4littlemac::4wiremac:| 10/6 | 10/6 | 11/6 | 11/6 | 11/6 | 10/6 | 10/6
Boost Kick:4zss:| 10/8 | 10/8 | 10/8 | 10/8 | 10/8 | 9/7 | 10/8
Power of Flight:4pit:| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash:4marth:| 10/11 | 10/11 | 10/11 | 10/11 | 9/10 | 9/9 | 9/10
Super Dedede Jump:4dedede:| N/A | N/A | N/A | 16/20 | 15/19 | 15/18 | 15/18
Shuttle Loop:4metaknight:| 14/13 | 14/13 | 14/13 | 14/12 | 13/12 | 12/11 | 13/11
Fly:4charizard:| 13/10 | 13/10 | 13/10 | 13/9 | 12/9 | 11/8 | 12/9
Super Jump Punch:4drmario:| 8/6 | 8/6 | 8/6 | 7/6 | 7/5 | 6/4 | 7/5
Power of Flight:4darkpit:| N/A | N/A | N/A | 20/20 | 14/14 | 3/3 | 13/13
Dolphin Slash:4lucina:| 9/10 | 9/10 | 9/10 | 9/10 | 9/10 | 8/9 | 9/10
Blazer:4feroy:| 9/8 | 9/8 | 9/8 | 9/8 | 7/7 | 5/5 | 7/7
Limit Break Climhazzard:4cloud:| 15/15 | 15/15 | 15/15 | 15/15 | 15/14 | 15/14 | 15/14
Draconic Ascent:4corrin::4corrinf:| 11/9 | 12/10 | 11/9 | 10/8 | 9/7 | 7/5 | 9/7
Piston Punch:4miibrawl: (0/X) | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5 | 6/5
Piston Punch:4miibrawl: (25/X) | 7/5 | 6/5 | 7/5 | 7/5 | 7/5 | 6/5 | 7/5
Piston Punch:4miibrawl: (50/X) | 7/6 | 7/5 | 7/6 | 8/6 | 7/6 | 7/5 | 7/6
Piston Punch:4miibrawl: (75/X) | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6 | 8/6
Piston Punch:4miibrawl: (100/X) | 9/7 | 8/6 | 9/7 | 9/7 | 9/7 | 8/6 | 9/7
Arm Rocket:4miigun: (X/X) | N/A | N/A | N/A | 11/11 | 8/8 | 3/2 | 8/8
Notes:
  • Mii Gunner's Arm Rocket has several N/A because you cannot apply additional directional guidance on the joystick after your intended direction is recovering. This is the same with Pit and Dark Pit. And this basically applies to King Dedede as you can't apply any directional guidance once he starts traveling in one direction.
  • Wario's Corkscrew can't even drift / travel backwards while he's rising upward. If you try to do it early in the move's startup, it results in B-Reversing the move.
════════════════════════════════════════════════════════════════════════════════════
Next are characters who are unique as they require the joystick held up, the B button held, or the B button mashed to get a certain amount of height for their recovery. They can't recover in a straight line going downwards or sideways, but most of these characters have a swell recovery.
Joystick, B button held, or B button mashed
Up B | Joystick up | Hold B | Mash B
Whirling Fortress:4bowser:| 0/9 | 0/9 | 0/10
Rocketbarrel Boost:4diddy:| 5/5 | 25/-15 rising +25 | 5/5
Robo Burner:4rob:| 30/29 | 30/29 | 30+
Balloon Trip:4villager::4villagerf:| 4/4 | 36/36 | 30+
Pressing A to manually pop 'em | +2/+2
Winged Pikmin:4olimar::4alph:
No pikmin | 29/32 | 29/32
One R Y or B | 24/26 | 24/26
One W | 25/28 | 25/28
One P | 23/25 | 23/25
One of any R Y or B , & one W | 20/23 | 20/23
One of any R Y or B , & one P | 18/20 | 18/20
Two of any R Y or B | 19/21 | 19/21
One W & one P | 19/22 | 19/22
Two Whites | 22/24 | 22/24
Two Purples | 17/19 | 17/19
One of any R Y or B , one W , & one P | 13/17 | 13/17
Two of any R Y or B , & one W | 15/18 | 15/18
Two of any R Y or B , & one P | 11/15 | 11/15
Three of any R Y or B | 13/16 | 13/16
Two Whites & any R Y or B | 17/19 | 17/19
Two Whites & one P | 15/18 | 15/18
Three Whites | 18/21 | 18/21
Two Purples & any R Y or B | 6/14 | 6/14
Two Purples & one W | 12/15 | 12/15
Three Purples | lol/9 | lol/9
Hula Hoop:4wiifit::4wiifitm:| 7/7 | 7/7 | 19/19 (my best)
Notes:
  • Bowser's Whirling Fortress doesn't recover vertically unless you're airborne.
  • Diddy Kong's Rocketbarrel Boost airborne required a large stage with gapped platforms. Diddy starts dropping through the 24th platform & just barely comes close to landing on the 9th platform, shooting up to land on the 34th platform. So basically, if you have the chance to fully hold Rocketbarrel Boost, do it to get the maximum height you can get.
  • You don't really want to mash with Olimar / Alph's Winged Pikmin recovery.
════════════════════════════════════════════════════════════════════════════════════
Next are the few character that wait briefly before recovering in a straight line in whichever direction chosen. These Up Specials are unique since they can travel through platforms stacked up, but only when airborne.
Linear recoveries
Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Fire Fox:4fox:| 0/-9 bouncing +4 | 0/0 | 12/10 | 17/16 | 12/10 | 0/0 | 0/-9 bouncing +4
Fire Bird:4falco:| 0/-10 bouncing +2 | 0/0 | 9/8 | 13/12 | 9/8 | 0/0 | 0/-10 bouncing +2
Skyward Slash Dash:4miisword: (X/X) | 0/-6 bouncing +4 | 0/0 | 10/9 | 14/13 | 10/9 | 0/0 | 0/-6 bouncing +4
════════════════════════════════════════════════════════════════════════════════════
Next are the characters who can simply recover wherever they please. At least 8 main directions and even between those 8 main directions to get a different result not shown in this table below. And for some Up Bs, they disappear & reappear in stationary position when standing on the floor.
Point A to B
Up B | :GCDL: | :GCL: | :GCUL: | :GCU: | :GCUR: | :GCR: | :GCDR:
Farore's Wind:4zelda:| | 0/0 | 12/9 | 17/14 | 12/9 | 0/0 |
Vanish:4sheik:| | 0/0 | 7/11 | 10/14 | 7/11 | 0/0 |
Warp:4palutena:| | 0/0 | 9/8 | 14/12 | 9/8 | 0/0 |
Teleport:4mewtwo:| | 0/0 | 8/7 | 12/11 | 8/7 | 0/0 |
Notes:

════════════════════════════════════════════════════════════════════════════════════
Next are Pikachu & Greninja, who are two very unique and flexible recovering characters possessing a recovery pattern so hard to read that they basically can get back to the stage however they want to. To me, they have the potential to dictate the recovery metagame just because of how many ways they can choose from to recover accordingly in their own way.
The very best, like no one ever was
Up B |:GCU: | :GCUL:OR:GCUR: | :GCU:AND:GCUL:OR:GCUR:| :GCUL:OR:GCUR:AND:GCU: | :GCUL:AND:GCUR:
Quick Attack:4pikachu:| 11/11 | 7/7 | 17/17 | 17/17 | 14/14
Hydro Pump:4greninja:| 17/17 | 11/11 | 13/13 | 15/15 | 11/11
════════════════════════════════════════════════════════════════════════════════════
The final table goes to Lucario due to his Aura mechanic in SSB4 increasing the distance & speed Extremespeed travels the higher his damage meter rises. The only characters that share this kind of similarity are the Mii Fighters affected by their height settings. Finally, Lucario's Extremespeed can curve and bend recovering in a creative way, so I restricted it by only testing ES going straight upwards.
Aura boost
Aura percentages | platform height going :GCU:
GROUNDED
Extremespeed 0 - 3% | 16
Extremespeed 4 - 12% | 17
Extremespeed 13 - 20% | 18
Extremespeed 21 - 28% | 19
Extremespeed 29 - 36% | 20
Extremespeed 37 - 43% | 21
Extremespeed 44 - 51% | 22
Extremespeed 52 - 58% | 23
Extremespeed 59 - 65% | 24
Extremespeed 66 - 71% | 25
Extremespeed 72 - 77% | 26
Extremespeed 78 - 82% | 27
Extremespeed 83 - 88% | 28
Extremespeed 89 - 93% | 29
Extremespeed 94 - 98% | 30
Extremespeed 99 - 103% | 31
Extremespeed 104 - 108% | 32
Extremespeed 109 - 113% | 33
Extremespeed 114 - 118% | 34
Extremespeed 119 - 122% | 35
Extremespeed 123 - 127% | 36
Extremespeed 128 - 131% | 37
Extremespeed 132 - 136% | 38
Extremespeed 137 - 140% | 39
Extremespeed 141 - 145% | 40
Extremespeed 146 - 149% | 41
Extremespeed 150 - 153% | 42
Extremespeed 154 - 157% | 43
Extremespeed 158 - 161% | 44
Extremespeed 162 - 166% | 45
Extremespeed 167 - 170% | 46
Extremespeed 171 - 174% | 47
Extremespeed 175 - 177% | 48
Extremespeed 178 - 181% | 49
Extremespeed 182 - 185% | 50
Extremespeed 186 - 189% | 51
Extremespeed 190 - 999% | 52
MEGA LUCARIO Extremespeed 0 - 999% | 56

AIRBORNE
Extremespeed 0 - 7% | 16
Extremespeed 8 - 15% | 17
Extremespeed 16 - 24% | 18
Extremespeed 25 - 32% | 19
Extremespeed 33 - 39% | 20
Extremespeed 40 - 47% | 21
Extremespeed 48 - 54% | 22
Extremespeed 55 - 61% | 23
Extremespeed 62 - 68% | 24
Extremespeed 69 - 74% | 25
Extremespeed 75 - 79% | 26
Extremespeed 80 - 85% | 27
Extremespeed 86 - 90% | 28
Extremespeed 91 - 95% | 29
Extremespeed 96 - 100% | 30
Extremespeed 101 - 105% | 31
Extremespeed 106 - 110% | 32
Extremespeed 111 - 115% | 33
Extremespeed 116 - 120% | 34
Extremespeed 121 - 124% | 35
Extremespeed 125 - 129% | 36
Extremespeed 130 - 133% | 37
Extremespeed 134 - 138% | 38
Extremespeed 139 - 142% | 39
Extremespeed 143 - 147% | 40
Extremespeed 148 - 151% | 41
Extremespeed 152 - 155% | 42
Extremespeed 156 - 159% | 43
Extremespeed 160 - 163% | 44
Extremespeed 164 - 167% | 45
Extremespeed 168 - 171% | 46
Extremespeed 172 - 175% | 47
Extremespeed 176 - 179% | 48
Extremespeed 180 - 183% | 49
Extremespeed 184 - 187% | 50
Extremespeed 188 - 999% | 51
MEGA LUCARIO Extremespeed 0 - 999% | 56
 
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kenniky

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Mace, why do you use hold L? Is there any sort of advantage to using it? In fact, there's almost a disadvantage because the game is checking collision more often, so in some cases 1/4 speed doesn't really work so well because it lands you before you would have at normal speed.
 

Masonomace

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Mace, why do you use hold L? Is there any sort of advantage to using it? In fact, there's almost a disadvantage because the game is checking collision more often, so in some cases 1/4 speed doesn't really work so well because it lands you before you would have at normal speed.
Hold L just helps me because tapping L barely twice while holding down on a platform floor gets the airborne result. I could do it in 1x speed at this point because I've seen almost every character's animation of when their technically airborne falling through the floor, but 1/4x (Hold L) helps make that easier.

It also helped me make things go by faster for the Miis because second player always has tap jump, which isn't that much fun when you're trying to find the airborne heights when crouching to falling through the platform floor.
 
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Masonomace

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I was actually going to do this for any move that lifted you up. So Back Slash, Jolt Haymaker, Spin Dash, Ultimate Uppercut, Mega Upper, the start of some dive kicks etc.
I'll help out with this too. We including every move plus custom specials?
 

kenniky

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I'll help out with this too. We including every move plus custom specials?
I don't care much about customs, you can do them if you really feel like it.
 
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Masonomace

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I don't care much about customs, you can do them if you really feel like it.
I'm only gonna start caring about custom specials once I've unlocked them all, which may happen when I finish those WiiU challenges, "Clear Classic with everyone on 7.0 or higher", and "Clear All-Star on Hard with everyone". Good prizes including custom specials can be achieved on All-Star Hard Mode quite easily, IF THEY AREN'T DUPLICATES.:glare:

Anyway, is there a full list of moves that lifts up the character some height?

EDIT: I can think of these right now:
:4bowserjr:: Clown Kart jump
:4falcon:: Falcon Kick hitting a surface & jumping backward (Does this count?)
:4charizard:: Flare Blitz hitting someone flailing backward, & Uthrow
:4diddy:: Monkey Flip
:4drmario:: Dr. Tornado
:4ganondorf:: Wizard Foot hitting a surface & jumping backward (Does this count?)
:4greninja:: Substitute counter aimed diagonally up+left, up+right, or straight up, or downward?
:4kirby::Fthrow, Bthrow, & Uthrow
:4littlemac:: Jolt Haymaker
:4luigi:: Luigi Cyclone & Misfire
:4megaman:: Mega Upper
:4metaknight:: Uthrow, Dimensional Cape, Mach Tornado, & Drill Rush
:4miibrawl:: Ultimate Uppercut, Burning Drop Kick, & Feint Jump
:4miisword:: Airborne Assault
:4palutena:: Angelic Missle
:4pacman:: Power Pellet, & Hydrant?
:4peach:: Peach Bomber if she hits someone?
:4pikachu:: Skull Bash
:4rob:: Arm Rotor & Uthrow
:4ryu:: Tatsumaki Senpukyaku
:4samus:: Bomb detonation jump
:4sheik:: Bouncing Fish
:4shulk:: Back Slash
:4sonic:: Spin Charge & Spin Dash
:4wario:: Bike jump & Wario Waft
:4wiifit:: Header
:4yoshi:: Egg Roll & the one jump you get while rolling in Egg
:4zss:: Flip Jump
 
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kenniky

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I'm only gonna start caring about custom specials once I've unlocked them all, which may happen when I finish those WiiU challenges, "Clear Classic with everyone on 7.0 or higher", and "Clear All-Star on Hard with everyone". Good prizes including custom specials can be achieved on All-Star Hard Mode quite easily, IF THEY AREN'T DUPLICATES.:glare:

Anyway, is there a full list of moves that lifts up the character some height?

EDIT: I can think of these right now:
:4bowserjr:: Clown Kart jump
:4falcon:: Falcon Kick hitting a surface & jumping backward (Does this count?)
:4diddy:: Monkey Flip
:4drmario:: Dr. Tornado
:4ganondorf:: Wizard Foot hitting a surface & jumping backward (Does this count?)
:4greninja:: Substitute counter aimed diagonally up+left, up+right, or straight up, or downward?
:4kirby::Fthrow & Uthrow
:4littlemac:: Jolt Haymaker
:4luigi:: Luigi Cyclone & Misfire
:4megaman:: Mega Upper
:4metaknight:: Uthrow, Dimensional Cape, Mach Tornado, & Drill Rush
:4miibrawl:: Ultimate Uppercut, Burning Drop Kick, & Feint Jump
:4miisword:: Airborne Assault
:4palutena:: Angelic Missle
:4pacman:: Power Pellet, & Hydrant?
:4peach:: Peach Bomber if she hits someone?
:4pikachu:: Skull Bash
:4rob:: Arm Rotor
:4ryu:: Tatsumaki Senpukyaku
:4samus:: Bomb detonation jump
:4sheik:: Bouncing Fish
:4shulk:: Back Slash
:4sonic:: Spin Charge & Spin Dash
:4wario:: Bike jump
:4wiifit:: Header
:4yoshi:: Egg Roll & the one jump you get while rolling in Egg
:4zss:: Flip Jump
Charizard and ROB u throw, Kirby bthrow.

I don't think Tatsu makes you go up.
 

Masonomace

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*Updated the Up Specials post

-Fixed Ness & Lucas' PK Thunder Airborne value with additional notes about their previous values in the "Ground Zero" table
-Added Ryu's Shoryuken heights including the forward>down>down+forward Input Shoryuken in the Nowhere But Up table
-Finished the "Upward Directional Guidance" table
-Added in some values for Bowser & Diddy Kong in the "Joystick, B button held, or B button mashed" table
-Added some up directiona values for characters in the "Linear Recoveries" & "Point A to B" tables

EDIT:
-Fixed a slight change with Yoshi's Egg Toss in the "Ground zero" table
-Finished the "Ground zero" table
-The "Nowhere but up" table including the "Stone Scabbard" table are finished
-Finished the "Linear recoveries" table
-Added more numbers to the "Point A to B" & "Joystick, B button held, or B button mashed" tables
-Added directional patterns for Pikachu & Greninja in the "The very best, like no one ever was" table
- The "Aura boost" table starring Lucario has been done btw
 
Last edited:

Masonomace

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So I tested walljumps. Normally for doublejumps, I tested them by dropping through platform floor by holding down for the first L tap, then letting the joystick go & pressing jump after the second tap of L. For this test, I had a large wall right next to the platforms stacking up to 10 platforms high & the wall goes down 5 grid units further down. At 1/4x speed (Hold L), I had the character walking toward the wall & then held my joystick diagonally downward & quickly tapped the joystick away to walljump as soon as possible. Here's some numbers:

EDIT: Walljumps finished.

1st (9)
Lucario


2nd (7)
Little Mac
Captain Falcon


3rd (6)
Toon Link
Pikachu
Villager
Mewtwo


4th (5)
Mario
Samus
Duck Hunt
Falco
Wii Fit Trainer
Pac-Man
Sonic
Cloud
Mii Brawler 0/0
Mii Gunner 0/0
Mii Gunner 0/25
Mii Gunner 0/50
Mii Gunner 0/75
Mii Gunner 25/0
Mii Gunner 25/25
Mii Gunner 25/50
Mii Gunner 50/0 | 5
Mii Gunner 50/25 | 5


5th (4)
Diddy Kong
Sheik
Zero Suit Samus
Fox
Dr. Mario
Bayonetta
Mii Brawler 0/25
Mii Brawler 0/50
Mii Brawler 0/75
Mii Brawler 0/100
Mii Brawler 25/0
Mii Brawler 25/25
Mii Brawler 25/50
Mii Brawler 25/75
Mii Brawler 50/0
Mii Brawler 50/25
Mii Brawler 50/50
Mii Brawler 75/0
Mii Gunner 0/100
Mii Gunner 25/75
Mii Gunner 25/100
Mii Gunner 50/50
Mii Gunner 50/75
Mii Gunner 50/100
Mii Gunner 75/0
Mii Gunner 75/25
Mii Gunner 75/50


6th (3)
Mii Brawler 25/100
Mii Brawler 50/75
Mii Brawler 50/100
Mii Brawler 75/25
Mii Brawler 75/50
Mii Brawler 75/75
Mii Brawler 75/100
Mii Brawler 100/0
Mii Brawler 100/25
Mii Brawler 100//50
Mii Gunner 75/75
Mii Gunner 75/100
Mii Gunner 100/0
Mii Gunner 100/25
Mii Gunner 100/50
Mii Gunner 100/75
Mii Gunner 100/100


7th (2)
Greninja
Mii Brawler 100/75
Mii Brawler 100/100

Character | Walljump height
:4mario:Mario | 5
:4diddy:Diddy Kong | 4
:4littlemac::4wiremac:Little Mac | 7
:4sheik:Sheik | 4
:4tlink:Toon Link | 6
:4samus:Samus | 5
:4zss:Zero Suit Samus | 4
:4duckhunt:Duck Hunt | 5
:4fox:Fox | 4
:4falco:Falco | 5
:4pikachu:Pikachu | 6
:4lucario:Lucario | 9
:4greninja:Greninja | 2
:4falcon:Captain Falcon | 7
:4villager::4villagerf:Villager | 6
:4wiifit::4wiifitm:Wii Fit Trainer | 5
:4drmario:Dr. Mario | 4
:4pacman:Pac-Man | 5
:4megaman:Mega Man | 4
:4sonic:Sonic | 5
:4mewtwo:Mewtwo | 6
:4cloud:Cloud | 5
:4cloud:Limit Break | 5
:4bayonetta::4bayonetta2: Bayonetta | 4
:4miibrawl:Mii Brawler 0/0 | 5
:4miibrawl:Mii Brawler 0/25 | 4
:4miibrawl:Mii Brawler 0/50 | 4
:4miibrawl:Mii Brawler 0/75 | 4
:4miibrawl:Mii Brawler 0/100 | 4
:4miibrawl:Mii Brawler 25/0 | 4
:4miibrawl:Mii Brawler 25/25 | 4
:4miibrawl:Mii Brawler 25/50 | 4
:4miibrawl:Mii Brawler 25/75 | 4
:4miibrawl:Mii Brawler 25/100 | 3
:4miibrawl:Mii Brawler 50/0 | 4
:4miibrawl:Mii Brawler 50/25 | 4
:4miibrawl:Mii Brawler 50/50 | 4
:4miibrawl:Mii Brawler 50/75 | 3
:4miibrawl:Mii Brawler 50/100 | 3
:4miibrawl:Mii Brawler 75/0 | 4
:4miibrawl:Mii Brawler 75/25 | 3
:4miibrawl:Mii Brawler 75/50 | 3
:4miibrawl:Mii Brawler 75/75 | 3
:4miibrawl:Mii Brawler 75/100 | 3
:4miibrawl:Mii Brawler 100/0 | 3
:4miibrawl:Mii Brawler 100/25 | 3
:4miibrawl:Mii Brawler 100//50 | 3
:4miibrawl:Mii Brawler 100/75 | 2
:4miibrawl:Mii Brawler 100/100 | 2
:4miigun:Mii Gunner 0/0 | 5
:4miigun:Mii Gunner 0/25 | 5
:4miigun:Mii Gunner 0/50 | 5
:4miigun:Mii Gunner 0/75 | 5
:4miigun:Mii Gunner 0/100 | 4
:4miigun:Mii Gunner 25/0 | 5
:4miigun:Mii Gunner 25/25 | 5
:4miigun:Mii Gunner 25/50 | 5
:4miigun:Mii Gunner 25/75 | 4
:4miigun:Mii Gunner 25/100 | 4
:4miigun:Mii Gunner 50/0 | 5
:4miigun:Mii Gunner 50/25 | 5
:4miigun:Mii Gunner 50/50 | 4
:4miigun:Mii Gunner 50/75 | 4
:4miigun:Mii Gunner 50/100 | 4
:4miigun:Mii Gunner 75/0 | 4
:4miigun:Mii Gunner 75/25 | 4
:4miigun:Mii Gunner 75/50 | 4
:4miigun:Mii Gunner 75/75 | 3
:4miigun:Mii Gunner 75/100 | 3
:4miigun:Mii Gunner 100/0 | 3
:4miigun:Mii Gunner 100/25 | 3
:4miigun:Mii Gunner 100/50 | 3
:4miigun:Mii Gunner 100/75 | 3
:4miigun:Mii Gunner 100/100 | 3
 
Last edited:

kenniky

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I've been thinking about using a slanted slope to get definitive jump rankings.

asdf.png


So you would try to position the character so that their jump just barely reaches the top platform. Capturing it with a max quality HD capture card would enable you to look at the jump dust circle things and compare their heights to find a definitive ranking. (Using the jump dust circles allows for regularity, because with some characters it is hard to tell where their true y-coordinate is.)

Funnily enough, a Wii remote would probably be the easiest way to test this, as you can drop through platforms without influencing your horizontal direction.

I barely have any time now, though, so I can't do it. This would also be extremely time-consuming.
 

Masonomace

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(WIP)
Utilt
Character | Grounded
:4megaman: | 4

Fthrow
Character | Grounded
:4dk:Cargo Throw into SH | 3
:4dk:Cargo Throw into FH | 6
:4kirby: | Bounces on 3, lands on 7 = +4

Bthrow
Character | Grounded
:4kirby: | Bounces on 4, lands on 8 = +4

Uthrow
Character | Grounded
:4kirby: | Bounces on 50, lands on 53 = +3
:4metaknight: | Bounces on 54, lands on 56 = +2
:4charizard: | Bounces on 46, lands on 50 = +4
:4rob: | lands on 6 = +6

Neutral Specials
Character | Grounded | Airborne
:4peach:Toad | 0 | 0
jumpsquat into Toad | 4

:4jigglypuff:Rollout | 3 on collide | N/A
:4sonic:Homing Attack held | Bounces on 5, lands on 7 | Bounces on 4, lands on 6
Homing Attack mashed | Bounces on 3, lands on 5 | Bounces on 2, lands on 4
Notes:
  • Sonic's Homing Attack held can home in on someone standing on the 22nd platform directly above Sonic. Homing Attack held airborne homes in on someone standing on the 21st platform directly above Sonic. Sonic's Homing Attack mashed from the ground & airborne can home in on someone standing on the 19th platform directly above Sonic. The jump after hitting someone goes about ~3 platforms high.

Side Specials
Character | Grounded | Airborne
:4luigi:Green Missile uncharged | 1 | 1
Green Missile semi charged | 2 | N/A
Green Missile full charged | 3 | N/A
Misfire | 3 | N/A
jumpsquat SH into Green Missile uncharged | 7
jumpsquat SH into Misfire | 9
jumpsquat SH into Green Missile charging | 7
jumpsquat FH into Green Missile charging | 14
doublejump Green Missile charging | | 14
:4peach:Peach Bomber | 0 | 2
Peach Bomber on-hit | 2 (max is 3) | 4 (max is 5)
jumpsquat into Peach Bomber | 2
jumpsquat into Peach Bomber on-hit | 4 (max is 5)
:4bowser:Flying Slam | Bounces on 10, lands on 14 = +4 | N/A
jumpsquat into Flying Slam | 3
:4yoshi:Egg Roll | 2 | 2
Egg Roll jump | 4 (max is 5) | falls
Egg Roll colliding into a wall | 3 | N/A
jumpsquat into Egg Roll | 3
:4bowserjr:Clown Kart Dash hop | 5 | 3
:4diddy:Monkey Flip | 1 | falls
Monkey Flip Attack | ~5 | N/A
Monkey Flip Jump | ~11 | N/A
:4littlemac:Jolt Haymaker | 2 | 1
:4sheik:Flash Grenade | 0 | 1
:4ganondorf:Flame Choke | 0 | 3
:4pit:Upperdash Arm | 0 | 6
:4pikachu:Skull Bash uncharged | 0 | 0
Skull Bash semi or full charged | 1 | N/A
:4wiifit::4wiifitm:Header | 2 | 2
:4shulk:Back Slash | 2 | 0
:4darkpit:Electroshock Arm | 0 | 6
:4mewtwo:Confusion | 0 | 3


Down Specials
Character | Grounded | Airborne
:4bowser:Bowser Bomb | 9 | 2
jumpsquat into Bowser Bomb | | 5
:4yoshi:Yoshi Bomb | 7 | 0
jumpsquat into Yoshi Bomb | | 0
:rosalina:jumpsquat into Gravitational Pull | 0 | 2
:4wario:Wario Waft full charged | 18 | 17
:4sheik:Bouncing Fish | 3 | 3
:4ganondorf:Wizard's Foot against a wall | 9
:4zss:Flip Jump | –3 | –3
jumpsquat into Flip Jump | –2
Flip Jump mashed kick | 6 | 6
jumpsquat into Flip Jump mashed kick | 7
Flip Jump bury | +6
:4falcon:Falcon Kick against a wall | 8
 
Last edited:

Masonomace

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kenniky kenniky So after watching that video, I re-tested characters dropping through the 0th platform & then inputting doublejump followed by airdodging after.

Character | Doublejump + Airdodge
:4mario:| Still 7, but suffers airdodge landing lag
:4luigi:| Still 8
:4peach:| Still 6, but suffers airdodge landing lag
:4bowser:| Still 6, but suffers airdodge landing lag
:4yoshi: | Still 10
:rosalina:| Still 8
:4bowserjr:| Still 6
:4wario:| Still 6, but suffers airdodge landing lag
:4dk:| Still 7, but suffers airdodge landing lag
:4diddy:| Still 8, but suffers airdodge landing lag
:4gaw:| Still 5
:4littlemac:| Still 5, but suffers airdodge landing lag
:4link:| Still 5, but suffers airdodge landing lag
:4zelda:| Still 6
:4sheik:| Still 8, but suffers airdodge landing lag
:4ganondorf:| Still 5, but suffers airdodge landing lag
:4tlink:| Still 6
:4samus:| Still 7
:4zss:| Still 8, but suffers airdodge landing lag
:4pit:| Still 4, but suffers airdodge landing lag
:4palutena:| Still 7, but suffers airdodge landing lag
:4marth:| Still 6
:4myfriends:| Still 6, but suffers airdodge landing lag
:4robinm:| Still 6, but suffers airdodge landing lag
:4kirby:| Still 4, but suffers airdodge landing lag
:4duckhunt:| Still 6
:4dedede:| Still 4, but suffers airdodge landing lag
:4metaknight:| Still 4, but suffers airdodge landing lag
:4fox:| Still 7, but suffers airdodge landing lag
:4falco:| Still 10, but suffers airdodge landing lag
:4pikachu:| Still 7, but suffers airdodge landing lag
:4charizard:| Still 5, but suffers airdodge landing lag
:4lucario:| Still 7
:4jigglypuff:| Still 5, but suffers airdodge landing lag
:4greninja:| Still 9, but suffers airdodge landing lag
:4rob:| Still 7
:4ness:| 10
:4falcon:| Still 7, but suffers airdodge landing lag
:4villager:| Still 6
:4olimar:| Still 6
:4wiifit:| Still 7, but suffers airdodge landing lag
:4shulk:| Still 7, but suffers airdodge landing lag
:4drmario:| Still 5, but suffers airdodge landing lag
:4darkpit:| Still 4, but suffers airdodge landing lag
:4lucina:| Still 6
:4pacman:| Still 6
:4megaman:| Still 6, but suffers airdodge landing lag
:4sonic:| Still 7, but suffers airdodge landing lag
:4mewtwo:| 8 (Could be 9 or 10 depending on airdodge timing)
:4lucas:| 7
:4feroy:| Still 5, but suffers airdodge landing lag
:4ryu:| Still 5, but suffers airdodge landing lag

Stat-changing characters | Doublejump + airdodge
:4bowser:Giga | Still 15, but suffers airdodge landing lag
:4wario:Man | Still 7, but suffers airdodge landing lag
:4littlemac:Giga | Still 8, but suffers airdodge landing lag
:4lucario:Mega | Still 7
:4shulk: | Still 11
:4shulk: | Still 5, but suffers airdodge landing lag
:4shulk: | Still 5, but suffers airdodge landing lag
NOTES:
  • Airdodge after doublejumping only affected Ness, Mewtwo, & Lucas. Ness gains height, while Mewtwo & Lucas lose height.
  • Aerials did not affect Ness, Mewtwo, or Lucas' doublejump.
  • The characters that don't suffer landing lag from airdodge didn't gain anymore or any less height. No changes.
 
Last edited:

Masonomace

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Updated Cloud's jump heights for my posts.

Short Hop: 3
Limit Break Short Hop: 3
Full Hop: 6
Limit Break Full Hop: 5
Doublejump: 6
Limit Break Doublejump: 5
Ledgejump: 7
Limit Break Ledgejump: 6
Climhazzard: 9
Limit Break Climhazzard: 15
Walljump: 5
Limit Break Walljump: 5

EDIT: Also, for Lucario's jump heights I tested them again to see if anything changed. His Short Hop still goes 3 platforms high. Full Hop Doublejump & Ledgejump all still go 7 platforms high. So perhaps I'm thinking that only a gravity change would affect the jump heights. If so, then owell.
 
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Masonomace

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Updated :4corrin::4corrinf: & :4bayonetta::4bayonetta2::

:4corrin::4corrinf:
Short Hop: 3
Full Hop: 6
Doublejump: 6
Ledgejump: 7
Draconic Ascent | :GCDL: = 11/9 | :GCL: = 12/10 | :GCUL: = 11/9 | :GCU: = 10/8 | :GCUR: = 9/7 | :GCR: = 7/5 | :GCDR: = 9/7

:4bayonetta::4bayonetta2:
Short Hop: 4
Full Hop: 7
Doublejump: 8
Ledgejump: 8
Wallcling jump: 8
Walljump: 4
Witch Twist | 6/6
Witch Twist + Doublejump | 14/14
Witch Twist + Doublejump + Instant Witch Twist | 15/15
Witch Twist + Doublejump + late Witch Twist | 20/20
 
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