Koby_T
Smash Cadet
Hey all! I wanted to share with you the results of the testing I’ve been doing since yesterday. Sorry if it’s a dry, technical read. I’ll put it in a spoiler to avoid taking up a ton of space.
This is nearly finished. I stopped at Greninja because I knew it would be a week before I could get back to even testing this, let alone write up a summary. I’ll be finishing this by the end of next week but I think I’ve got the gist of what I want to share and the only thing left will be providing the rest of the data.
Purpose
Link’s jab 2 puts opponents in a vulnerable position and allows attacks to be strung after jab 2 dependent on several variables. Depending on the MU, opponents can range from being barely affected to being forced into a game of high risk and low reward “rock-paper-scissors” with Link. Through thoughtful conditioning of the opponent, Link can transition this otherwise niche technique into a kill option.
Test Conditions
It was quickly discovered that many variables influence the consistency of the results:
· Damage
· Rage effect
· Opponent DI
· Attack used after jab 2
· Opponent weight, fall speed, and size
· Point of contact with jab 1
The last point is highlighted due to it being the hardest variable to control. While the results show an absolute best effort to maintain consistent spacing, anomalies occurred somewhat often that were explained by spacing of jab1. It was hypothesized that a single hitbox with consistent knockback covers all of Link’s hand and sword hilt. Hitting at the hand would put the opponent at the center of the blade and the hilt would put them more between the shaft and the tip (MU dependent, of course). The center of the blade on jab2 has more upwards knockback than the tip and results in very different percent thresholds for an opponent’s options. At times, the knockback from jab1 could not be controlled or predicted and could only be described as “jank.”
All testing was done on Final Destination outside of training. In order to replicate these results, no DI was used unless stated. Link’s rage was always zero (That part was a pain). All characters can jump out at any percent unless otherwise stated (Sheik, Fox, ZSS, Greninja, Falco sorta). Close positioning is the absolute closest position the models can be placed in and remain without sliding away (some characters slide away due to movement in their idle animations ie. Jigglypuff). Mid-range positioning is at roughly the center of Link’s sword at full jab1 extension. Long range was not tested after the first few characters due to having similar and sometimes exact results as mid-range. The fastfall thresholds show when the opponent can FF and pull up shield in time to stop spin attack. Spin attack was the follow up of choice due to being able act out of jab2 as quickly as possible by mashing upB and not transition to jab3. It stands to reason that utilt would work at very similar thresholds as spin attack due having the same frame speed. It may even work at larger thresholds due to having an upward sweeping hitbox; however, significant practice would be required to consistently get utilt as soon as possible without transitioning to jab3. All obvious and suspected attacks that would keep the opponent from being hit by a follow-up were tested. If no results are shown, the attack is not viable to avoid spin attack. If spacing was not given, then it had no perceivable effect. Also please note that all thresholds given are when the corresponding option is available to the opponent and Link CANNOT follow-up with spin attack. Anything outside the given thresholds are when spin attack will connect even if the opponent attempts the option (ex. Mario uses nair at 100%. He will get hit by spin attack). Notes and observations are behind asterisks.
Results
Mario
FF: 0-35 (75% DI down)
Nair: 59-75 (Close only)
Uair: 0-75 (Close only)
Jab: 0%
Luigi
FF: Never
Nair: 0-80 (Close only)
Uair: Occasionally 0%
Fair: 34-85 (Close) *trades only*
0-45% (Mid)
Bowser
FF: 0-80 (DI down only)
Dair: 0-160 *occasional trades after 100%*
Yoshi
FF: 0% (DI down)
Nair: up to and beyond 150% (Close)
Rosalina
FF: Never
Nair: 0-100% (with Luma only)
Never without Luma
Bowser Jr.
FF: 0-40 (DI down)
Dair: 0-40
50-65 *trades*
Fair: 0-40 *trades*
Zelda
FF: Never
Nair: 0-100 (close)
0-66 (mid) *trades from 50-66*
Sheik
Jump: >119%
FF: Effectively always (0-124% without DI)
Jab: 0-90
Ganon
FF: 0-40 (127 w/ DI down)
Wario
FF: 0-15 (DI down)
Nair: up to and beyond 140% (close range)
0-68% (mid range)
Fair: up to and beyond 150%
Donkey Kong
FF: 0-50 (DI down)
Diddy Kong
FF: 0-40? (No DI)
>143% (DI down)
Jab: up to and beyond 130% (close only)
Game and Watch
FF: 0-60% (No DI)
0-40 (DI down) *….wut?*
Nair: 0-40 (close) *trades from 40-86*
0-50 (mid) *trades 50-80*
Little Mac
FF: 0-67 (96 w/ DI down)
Counter: Always
Link
FF: Always *2nd hit misses >70%*
Nair: Never
*jab1 placement has a very exaggerated effect on Link compared to other fighters*
Gay
FF: 0-32 (DI down)
Nair: Always (occasional trading at all percents)
Samus
FF: 0% (DI down)
Nair: 0%
Bomb: Always
Zero Suit Samus
Jump: 0% (Close)
>40% (Mid)
FF: <130% (No DI) *effectively always*
Jab: 0-130 (Close)
0-40 (Mid)
UpB: Always *initial hitbox even before the animation…well *****
*similar to Link in that jab1 has an exaggerated effect in regards to knockback and spacing*
Pit/Dark Pit
FF: 0 (Mid-range DI down)
0-48 (Close range DI down)
Nair: Always (Close and Mid)
0-20 (Anything passed Mid-range)
SideB: Always (Hits from 0-140%. Wiffs at >140%) *trades occasionally dependent on spacing*
Palutena
FF: 0-85 (90 w/ DI down)
Counter: 10-25 and >121%
Jab: 70-80%
Marth/Lucina
FF: 0% (DI down)
Counter: Always
Nair: Never (close)
0-90 (Mid) *trades passed 90%. Jab 1 may be better for follow ups after 100 here*
Fair: 0-90 *trades after 90. All ranges*
Ike
FF: 0-20 (30% w/ DI down)
Counter: Never
UpB: Rare at any percent *likely spacing dependent*
Robin
FF: 0-42 (DI down)
Duck Hunt
FF: Never
Nair: 0-50 (close) *trades after 50*
0-20 (med)
Kirby
Jump only *Low 2nd jump. Easy to punish?*
King DDD
Jump only *Too much landing animation?*
Meta Knight
FF: 0-40 (80% w/ DI down)
UpB: 0%
Fox
Jump: Never *not even close*
FF: Always and forever *gg*
Jab: Always
Falco
Jump: >50%
FF: 0-80% (Always w/ DI down)
Jab: 0-40%
Nair: Never
Fair: >50% *landing hitbox only*
Pikachu
FF: 0-90 (DI down)
Nair: Always *clearly spacing dependent but unknown spacing to land spin attack*
Charizard
FF: 0-87 (DI down)
Rock Smash: Always
Lucario
FF: 0-65 (DI down)
Fair: 0-68 (close) *trades >50%*
Counter: Always
Dair: 0-80 *unreliable*
Jigglypuff
FF: Never
Nair: Effectively always *At mid-range >100%, nair trades with 2nd hit of spin attack*
Dair: 0-30 (close only) *trades after 30%*
Greninja
Jump: 0-120%
FF: See Fox
Jab: See Fox
Counter: 0%
Discussion
Any error in data is likely the result of jab1 misplacement or failed execution of fastfall into shield. Although the data is approximate, it is likely that error is less than 10 (maybe 5) on every threshold.
It should be noted that fastfall into shield was perceived to be more difficult based on the size of the character. Diddy Kong, Game and Watch, and Pikachu all required multiple attempts to collect fastfall data due to accidentally air dodging right before touching the ground. The timing is strict enough that presumably even players who main characters these would have issue executing this movement (After all, labbing fastfall to shield after Link’s jab2 is likely not at the top of anyone’s priority list).
The most promising results from this test come from data sets similar to the one that belongs to Sheik in terms of the options available after jab2. After jab2, shielding and jabbing are the only options available to Sheik. Using jab2 into grab would trump Sheik’s attempt at shielding. Sheik can be conditioned to jab out of our jab2 if we go for a grab. Getting jabbed is hardly a punishment that we should be concerned about. The tricky part is that jab is no longer a viable option for Sheik after 90%. If jab2 -> grab can be used at least twice prior to 100%, it stands to reason that Sheik would adjust to either jumping or jabbing (neither of which are an option against spin attack). This would allow for a clean jab2-> spin attack at kill percent since spin attack trumps both jump and jab and our opponent has been conditioned to avoid using shield out of jab2.
Similar results come from data sets that are similar to Donkey Kong’s. Donkey Kong can only jump out of jab2 after 50%. That jump can be punished or at least dissuaded by attempting fair, nair, or zair follow-ups (I regret that the conditioning part was a little beyond the scope of this test). If DK can be conditioned to fastfall to the ground after a jab2, then he can be punished with spin attack at kill percent since he cannot fall fast enough to shield and has no aerial fast enough to stop it.
Conclusion
Jab2 follow-ups allow for mind games with certain MUs that can be extremely rewarding for Link. Since it is not a true combo, every character has a way out at every percent, but that way out changes depending on several factors. By arming ourselves with the knowledge of each character’s escape from jab2, we can condition our opponent’s and stack the odds in our favor in an otherwise game of chance.
Sorry that this is somewhat incomplete. I’m down to test all day but I can only ask my roommate to devote so many hours to tedious work.
Tldr; Just take a look at everything below “discussion.” It’s the most important part.
@Zane the pure @ DarkDeity15
This is nearly finished. I stopped at Greninja because I knew it would be a week before I could get back to even testing this, let alone write up a summary. I’ll be finishing this by the end of next week but I think I’ve got the gist of what I want to share and the only thing left will be providing the rest of the data.
Purpose
Link’s jab 2 puts opponents in a vulnerable position and allows attacks to be strung after jab 2 dependent on several variables. Depending on the MU, opponents can range from being barely affected to being forced into a game of high risk and low reward “rock-paper-scissors” with Link. Through thoughtful conditioning of the opponent, Link can transition this otherwise niche technique into a kill option.
Test Conditions
It was quickly discovered that many variables influence the consistency of the results:
· Damage
· Rage effect
· Opponent DI
· Attack used after jab 2
· Opponent weight, fall speed, and size
· Point of contact with jab 1
The last point is highlighted due to it being the hardest variable to control. While the results show an absolute best effort to maintain consistent spacing, anomalies occurred somewhat often that were explained by spacing of jab1. It was hypothesized that a single hitbox with consistent knockback covers all of Link’s hand and sword hilt. Hitting at the hand would put the opponent at the center of the blade and the hilt would put them more between the shaft and the tip (MU dependent, of course). The center of the blade on jab2 has more upwards knockback than the tip and results in very different percent thresholds for an opponent’s options. At times, the knockback from jab1 could not be controlled or predicted and could only be described as “jank.”
All testing was done on Final Destination outside of training. In order to replicate these results, no DI was used unless stated. Link’s rage was always zero (That part was a pain). All characters can jump out at any percent unless otherwise stated (Sheik, Fox, ZSS, Greninja, Falco sorta). Close positioning is the absolute closest position the models can be placed in and remain without sliding away (some characters slide away due to movement in their idle animations ie. Jigglypuff). Mid-range positioning is at roughly the center of Link’s sword at full jab1 extension. Long range was not tested after the first few characters due to having similar and sometimes exact results as mid-range. The fastfall thresholds show when the opponent can FF and pull up shield in time to stop spin attack. Spin attack was the follow up of choice due to being able act out of jab2 as quickly as possible by mashing upB and not transition to jab3. It stands to reason that utilt would work at very similar thresholds as spin attack due having the same frame speed. It may even work at larger thresholds due to having an upward sweeping hitbox; however, significant practice would be required to consistently get utilt as soon as possible without transitioning to jab3. All obvious and suspected attacks that would keep the opponent from being hit by a follow-up were tested. If no results are shown, the attack is not viable to avoid spin attack. If spacing was not given, then it had no perceivable effect. Also please note that all thresholds given are when the corresponding option is available to the opponent and Link CANNOT follow-up with spin attack. Anything outside the given thresholds are when spin attack will connect even if the opponent attempts the option (ex. Mario uses nair at 100%. He will get hit by spin attack). Notes and observations are behind asterisks.
Results
Mario
FF: 0-35 (75% DI down)
Nair: 59-75 (Close only)
Uair: 0-75 (Close only)
Jab: 0%
Luigi
FF: Never
Nair: 0-80 (Close only)
Uair: Occasionally 0%
Fair: 34-85 (Close) *trades only*
0-45% (Mid)
Bowser
FF: 0-80 (DI down only)
Dair: 0-160 *occasional trades after 100%*
Yoshi
FF: 0% (DI down)
Nair: up to and beyond 150% (Close)
Rosalina
FF: Never
Nair: 0-100% (with Luma only)
Never without Luma
Bowser Jr.
FF: 0-40 (DI down)
Dair: 0-40
50-65 *trades*
Fair: 0-40 *trades*
Zelda
FF: Never
Nair: 0-100 (close)
0-66 (mid) *trades from 50-66*
Sheik
Jump: >119%
FF: Effectively always (0-124% without DI)
Jab: 0-90
Ganon
FF: 0-40 (127 w/ DI down)
Wario
FF: 0-15 (DI down)
Nair: up to and beyond 140% (close range)
0-68% (mid range)
Fair: up to and beyond 150%
Donkey Kong
FF: 0-50 (DI down)
Diddy Kong
FF: 0-40? (No DI)
>143% (DI down)
Jab: up to and beyond 130% (close only)
Game and Watch
FF: 0-60% (No DI)
0-40 (DI down) *….wut?*
Nair: 0-40 (close) *trades from 40-86*
0-50 (mid) *trades 50-80*
Little Mac
FF: 0-67 (96 w/ DI down)
Counter: Always
Link
FF: Always *2nd hit misses >70%*
Nair: Never
*jab1 placement has a very exaggerated effect on Link compared to other fighters*
Gay
FF: 0-32 (DI down)
Nair: Always (occasional trading at all percents)
Samus
FF: 0% (DI down)
Nair: 0%
Bomb: Always
Zero Suit Samus
Jump: 0% (Close)
>40% (Mid)
FF: <130% (No DI) *effectively always*
Jab: 0-130 (Close)
0-40 (Mid)
UpB: Always *initial hitbox even before the animation…well *****
*similar to Link in that jab1 has an exaggerated effect in regards to knockback and spacing*
Pit/Dark Pit
FF: 0 (Mid-range DI down)
0-48 (Close range DI down)
Nair: Always (Close and Mid)
0-20 (Anything passed Mid-range)
SideB: Always (Hits from 0-140%. Wiffs at >140%) *trades occasionally dependent on spacing*
Palutena
FF: 0-85 (90 w/ DI down)
Counter: 10-25 and >121%
Jab: 70-80%
Marth/Lucina
FF: 0% (DI down)
Counter: Always
Nair: Never (close)
0-90 (Mid) *trades passed 90%. Jab 1 may be better for follow ups after 100 here*
Fair: 0-90 *trades after 90. All ranges*
Ike
FF: 0-20 (30% w/ DI down)
Counter: Never
UpB: Rare at any percent *likely spacing dependent*
Robin
FF: 0-42 (DI down)
Duck Hunt
FF: Never
Nair: 0-50 (close) *trades after 50*
0-20 (med)
Kirby
Jump only *Low 2nd jump. Easy to punish?*
King DDD
Jump only *Too much landing animation?*
Meta Knight
FF: 0-40 (80% w/ DI down)
UpB: 0%
Fox
Jump: Never *not even close*
FF: Always and forever *gg*
Jab: Always
Falco
Jump: >50%
FF: 0-80% (Always w/ DI down)
Jab: 0-40%
Nair: Never
Fair: >50% *landing hitbox only*
Pikachu
FF: 0-90 (DI down)
Nair: Always *clearly spacing dependent but unknown spacing to land spin attack*
Charizard
FF: 0-87 (DI down)
Rock Smash: Always
Lucario
FF: 0-65 (DI down)
Fair: 0-68 (close) *trades >50%*
Counter: Always
Dair: 0-80 *unreliable*
Jigglypuff
FF: Never
Nair: Effectively always *At mid-range >100%, nair trades with 2nd hit of spin attack*
Dair: 0-30 (close only) *trades after 30%*
Greninja
Jump: 0-120%
FF: See Fox
Jab: See Fox
Counter: 0%
Discussion
Any error in data is likely the result of jab1 misplacement or failed execution of fastfall into shield. Although the data is approximate, it is likely that error is less than 10 (maybe 5) on every threshold.
It should be noted that fastfall into shield was perceived to be more difficult based on the size of the character. Diddy Kong, Game and Watch, and Pikachu all required multiple attempts to collect fastfall data due to accidentally air dodging right before touching the ground. The timing is strict enough that presumably even players who main characters these would have issue executing this movement (After all, labbing fastfall to shield after Link’s jab2 is likely not at the top of anyone’s priority list).
The most promising results from this test come from data sets similar to the one that belongs to Sheik in terms of the options available after jab2. After jab2, shielding and jabbing are the only options available to Sheik. Using jab2 into grab would trump Sheik’s attempt at shielding. Sheik can be conditioned to jab out of our jab2 if we go for a grab. Getting jabbed is hardly a punishment that we should be concerned about. The tricky part is that jab is no longer a viable option for Sheik after 90%. If jab2 -> grab can be used at least twice prior to 100%, it stands to reason that Sheik would adjust to either jumping or jabbing (neither of which are an option against spin attack). This would allow for a clean jab2-> spin attack at kill percent since spin attack trumps both jump and jab and our opponent has been conditioned to avoid using shield out of jab2.
Similar results come from data sets that are similar to Donkey Kong’s. Donkey Kong can only jump out of jab2 after 50%. That jump can be punished or at least dissuaded by attempting fair, nair, or zair follow-ups (I regret that the conditioning part was a little beyond the scope of this test). If DK can be conditioned to fastfall to the ground after a jab2, then he can be punished with spin attack at kill percent since he cannot fall fast enough to shield and has no aerial fast enough to stop it.
Conclusion
Jab2 follow-ups allow for mind games with certain MUs that can be extremely rewarding for Link. Since it is not a true combo, every character has a way out at every percent, but that way out changes depending on several factors. By arming ourselves with the knowledge of each character’s escape from jab2, we can condition our opponent’s and stack the odds in our favor in an otherwise game of chance.
Sorry that this is somewhat incomplete. I’m down to test all day but I can only ask my roommate to devote so many hours to tedious work.
Tldr; Just take a look at everything below “discussion.” It’s the most important part.
@Zane the pure @ DarkDeity15
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