~In Order of The Roster~
: Dtilt
: Dtilt
: Dtilt
: Dtilt
: All options (too high for dtilt spike hitbox)
: Dtilt
: All options (too high for Dtilt spike hitbox)
: Dtilt
: All options (too high for dtilt spike hitbox)
: Dtilt (too low for dtilt spike hitbox)
: Dtilt
: Dtilt
: Dtilt
: Dtilt
: Dtilt
:Dtilt (spike hitbox doesn't reach)
: Dtilt
: Dtilt
: Dtilt
: Dtilt (spike hitbox barely reaches)
: Dtilt (spike hitbox doesn't reach)
: Dtilt
: Dtilt
/
: Dtilt
: Dtilt (too high for spike hitbox), Rang (?)
: Dtilt
: Dtilt
: Dtilt (too high for spike hitbox), Rang (?)
: Dtilt
:Dtilt
: Dtilt (too high for spike hitbox)
: All options (too high for dtilt spike hitbox)
: Dtilt
: Dtilt, Rang
: Dtilt (spike hitbox doesn't reach)
: Dtilt
: Dtilt
: Dtilt
: Dtilt (too high for spike hitbox)
: Dtilt (too high for spike hitbox)
/
: Dtilt
: Dtilt
: See Mario
: See Pit
: See Marth
: Dtilt (spike hitbox doesn't reach, wierd)
: Dtilt (spike hitbox barely reaches)
: Dtilt (spike hitbox doesn't reach)
And there you have it! All done. As you can see (and as previously mentioned), Dtilt works on everyone, and it's all I put for most of the roster as well. But because the spike hitbox doesn't hit everyone, I had decided to add it anyhow in order to tell whether the spike can or can not, in fact, land. I found this to be an important factor because the Dtilt meteor/spike is extremely effective at killing even at obscenely low %s. So successfuly landing one can really turn things around in a match, even when your opponent is a solid sock ahead of you. Also, it's pretty good to know that Link has 4-6 options to punish ledge grabs with. Anyways, I spent a lot of time with this. Hope you guys are happy lol. I'll fill in the 1st hit bair combo data sometime today. In the meantime, I'm hitting the hay.