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Kill Percents Idea

JonJon

Smash Cadet
Joined
Sep 22, 2014
Messages
32
Location
California
NNID
jonjon_phelps
My friend and I had an idea that we thought would benefit the smash community. We wanted to create accessible data on all moves for when they will kill each character. I would love to get everyone's opinion and suggestion. Especially on how to preform the test with minimal human error. I will need to choose a stage and a exact spot to preform the tests on.

As I said all ideas are welcome.

Thanks for your time! Hope this works out!
 

ChefKef

Smash Cadet
Joined
Oct 25, 2014
Messages
74
Location
Gittown, PA
NNID
Hayesey
3DS FC
3368-2641-2915
Well this seems very ambitious already, but you could have the database for the typical tournament stages (Lylat, Battlefield, FD, etc.) if you really want to be through. If not that, FD should just be fine.

As to going about this, you could have the characters stand in the middle of the stage, have someone rack on 1% with Fox laser (that does 1% right?) on infinite stock matches and use already established databases as reference. So for an example setup, Mario (the kill moves being tested) stands on the left side of the stage, Zamus (the launchee) is having damage racked up by Fox (destroying his finger mashing the B button).

As for testing without error, going back to the scenario explained earlier, say you were trying to test mario's 3rd pummel (~270% I think) you would have her be 8% less than what you wanted, since you will have to do the first two pummels no matter what, and together they do 8% damage.

You wouldn't have to worry about the first two hits moving the character, since anyone using that will also move the character when attacking. No need to do more work than necessary.

Hope this helped, and I hope this works out!
 

JonJon

Smash Cadet
Joined
Sep 22, 2014
Messages
32
Location
California
NNID
jonjon_phelps
Well this seems very ambitious already, but you could have the database for the typical tournament stages (Lylat, Battlefield, FD, etc.) if you really want to be through. If not that, FD should just be fine.

As to going about this, you could have the characters stand in the middle of the stage, have someone rack on 1% with Fox laser (that does 1% right?) on infinite stock matches and use already established databases as reference. So for an example setup, Mario (the kill moves being tested) stands on the left side of the stage, Zamus (the launchee) is having damage racked up by Fox (destroying his finger mashing the B button).

As for testing without error, going back to the scenario explained earlier, say you were trying to test mario's 3rd pummel (~270% I think) you would have her be 8% less than what you wanted, since you will have to do the first two pummels no matter what, and together they do 8% damage.

You wouldn't have to worry about the first two hits moving the character, since anyone using that will also move the character when attacking. No need to do more work than necessary.

Hope this helped, and I hope this works out!
That definitely helped. Thank you. I think I'll start with FD and if go on the other stages if requested.

Instead of the middle of the stage I will use the characters re-spawn point (which may be the middle) so I can get them in the same spot over and over again.
 
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