RexMaster
Smash Cadet
I propose a useful addition to potential Character FAQ's: KO percentage charts
Every time I take up a new character, I spend some time making up a chart in training to find out the 'absolute KO point' of any tilt, grab, aerial, or smash on a non-DIing human opponent, in training.
For most, the knowledge of 'what move kills, when' is quite natural, however it could be useful to have some specifics on when different moves guarantee the win. Similarly, moves that require extremely high-%'s to KO are great indicators of potential juggles.
These sorts of lists obviously wouldn't be of much use to a "professional", who's done it all and seen it all, but I still find them useful from time to time.
For example, Plairnkk's Guide to playing Sheik! has a nice section denoting when Sheik's Uair KO's certain characters:
Bowser: 136%
Kirby: 97%
Mario: 119%
Pikachu: 112%
Peach: 107%
Ness: 118%
Samus: 113%
etc.
However, all my charts use Mario as the benchmark, since he is the mathematically-average weighted character. If we could find out rough #'s to both other extremes, that'd be great too.
Here is what I propose a formal list to look like:
Falco (again, Vs. a Mario)
Neut A
550
Dtilt
115
Utilt
160
Ftilt
200
Dsmash
125
Usmash
130
Fsmash
85
Dash Attack
?
Nair
145
Fair
195
Bair
120
Dair
225
Uair
165
Fthrow
250
Uthrow
390
Bthrow
420
Dthrow
---
Shine: 250
(note: May not be applicable. we don't expect falco's Dthrow to KO etc, applies to all throws)
I would like to make a full compilation of lists like these, so here are my Scientific Methodologies, so that they may be replicated.
-Mode: Training
-CPU: Human ('cept no one actually controlling)
-DI: none
-Stage: Final Destination
-Position: the Spawn point immediately after KO'ing the CPU (far left of FD)
-Direction: to the left (towards nearest 'wall')
-CPU should not be nudged from the position it spawns from, and should remain standing. if nudged or not KO'd when testing, KO and wait for spawn.
-KO percentage is judged from the % BEFORE being hit, make sure it's replicable.
-A KO is determined at the lowest possible percentage that a single hit sends the CPU straight out the side/top, avec fancy explosion effects. If you set it to standing CPU and it uses it's 2nd jump, the % is too low
B-moves can be optionally included, because we all know how 'useful' some of them are (looking at you, Sheik)
More charts will be posted later.
DISCUSS.
EDIT: NO DISCUSSION. TOOMAI IS KING. And has done a lot of work already. Woo~!
Every time I take up a new character, I spend some time making up a chart in training to find out the 'absolute KO point' of any tilt, grab, aerial, or smash on a non-DIing human opponent, in training.
For most, the knowledge of 'what move kills, when' is quite natural, however it could be useful to have some specifics on when different moves guarantee the win. Similarly, moves that require extremely high-%'s to KO are great indicators of potential juggles.
These sorts of lists obviously wouldn't be of much use to a "professional", who's done it all and seen it all, but I still find them useful from time to time.
For example, Plairnkk's Guide to playing Sheik! has a nice section denoting when Sheik's Uair KO's certain characters:
Bowser: 136%
Kirby: 97%
Mario: 119%
Pikachu: 112%
Peach: 107%
Ness: 118%
Samus: 113%
etc.
However, all my charts use Mario as the benchmark, since he is the mathematically-average weighted character. If we could find out rough #'s to both other extremes, that'd be great too.
Here is what I propose a formal list to look like:
Falco (again, Vs. a Mario)
Neut A
550
Dtilt
115
Utilt
160
Ftilt
200
Dsmash
125
Usmash
130
Fsmash
85
Dash Attack
?
Nair
145
Fair
195
Bair
120
Dair
225
Uair
165
Fthrow
250
Uthrow
390
Bthrow
420
Dthrow
---
Shine: 250
(note: May not be applicable. we don't expect falco's Dthrow to KO etc, applies to all throws)
I would like to make a full compilation of lists like these, so here are my Scientific Methodologies, so that they may be replicated.
-Mode: Training
-CPU: Human ('cept no one actually controlling)
-DI: none
-Stage: Final Destination
-Position: the Spawn point immediately after KO'ing the CPU (far left of FD)
-Direction: to the left (towards nearest 'wall')
-CPU should not be nudged from the position it spawns from, and should remain standing. if nudged or not KO'd when testing, KO and wait for spawn.
-KO percentage is judged from the % BEFORE being hit, make sure it's replicable.
-A KO is determined at the lowest possible percentage that a single hit sends the CPU straight out the side/top, avec fancy explosion effects. If you set it to standing CPU and it uses it's 2nd jump, the % is too low
B-moves can be optionally included, because we all know how 'useful' some of them are (looking at you, Sheik)
More charts will be posted later.
DISCUSS.
EDIT: NO DISCUSSION. TOOMAI IS KING. And has done a lot of work already. Woo~!