da K.I.D.
Smash Hero
So, I've come to a conclusion recently. Part of what seperates decent players from good players, and good players from great players is their game knowledge.
Something that we all know holds back sonic as a character is his killing power. Now we've found ways to circumvent this, such as learning ways to land charged smashes and comboing into our back airs. But even with all that, a lot of us still dont kill when we should and it leads to us being damaged more than we should and at times losing matches that we could have and should have won.
The best and most important thing we can do for our character that already cant kill well is at least not use our kill moves before they kill. And the best way to avoid using kill moves prematurely, is to know exactly when our moves will kill.
Ive finally gotten a guinea pig (Big thanks and credit to San) to sit down with me long enough to find some concrete kill numbers.
The info that I did get took a good while, and I did some stuff for my other characters (fox and falco) so I dont have much at the moment, but heres what I have so far.
These numbers I discerned are GUARANTEED to kill the character they are listed for, on Final Destination, WITH the BEST POSSIBLE DI AND MOMENTUM CANCEL.
(Note: Mk may still survive these percents by using the up air to drill rush method to momentum cancel, but should that happen it should be a guaranteed kill anyway just by following up or grabbing the ledge.
Forward Smash:
Hitting at the edge of the stage: 98%
Center of the stage: 120%
Hitting across the stage: 128%

Forward smash:
Edge of the stage: 120%
Center Stage: 153%
Across stage: 168%
Best part about this list, is that you can use the concepts that
- Each full 360 degree wind of the f smash takes ~5% off of the percent needed to kill.
- Down smash is generally 10% weaker than f smash.
- Each staling of the f smash adds ~5% to the percent needed to kill.
- People dont always have the perfect DI and momentum cancel
- SDR full charged does about 10% and thus reduces the bair kill % by the same amount if you choose to go for a SDR to bair combo for a kill.
To generally figure out what percent you need your opponent at to kill them from which ever move you choose. This will in effect lessen the guess work that goes into deciding how to punish an opponent that you believe may be in kill percents. And thus effectively help a ton with our KO issues.
Something that we all know holds back sonic as a character is his killing power. Now we've found ways to circumvent this, such as learning ways to land charged smashes and comboing into our back airs. But even with all that, a lot of us still dont kill when we should and it leads to us being damaged more than we should and at times losing matches that we could have and should have won.
The best and most important thing we can do for our character that already cant kill well is at least not use our kill moves before they kill. And the best way to avoid using kill moves prematurely, is to know exactly when our moves will kill.
Ive finally gotten a guinea pig (Big thanks and credit to San) to sit down with me long enough to find some concrete kill numbers.
The info that I did get took a good while, and I did some stuff for my other characters (fox and falco) so I dont have much at the moment, but heres what I have so far.
These numbers I discerned are GUARANTEED to kill the character they are listed for, on Final Destination, WITH the BEST POSSIBLE DI AND MOMENTUM CANCEL.
Forward Smash:
Hitting at the edge of the stage: 98%
Center of the stage: 120%
Hitting across the stage: 128%
Forward smash:
Edge of the stage: 120%
Center Stage: 153%
Across stage: 168%
Best part about this list, is that you can use the concepts that
- Each full 360 degree wind of the f smash takes ~5% off of the percent needed to kill.
- Down smash is generally 10% weaker than f smash.
- Each staling of the f smash adds ~5% to the percent needed to kill.
- People dont always have the perfect DI and momentum cancel
- SDR full charged does about 10% and thus reduces the bair kill % by the same amount if you choose to go for a SDR to bair combo for a kill.
To generally figure out what percent you need your opponent at to kill them from which ever move you choose. This will in effect lessen the guess work that goes into deciding how to punish an opponent that you believe may be in kill percents. And thus effectively help a ton with our KO issues.