Zelkam
Resident Wizard
I finally got around to recording Link's knock back values. For anybody that doesn't know how this is done; I set up a match between Link and Mario with Mario's handicap at the % I wanted to test, used the attack I wanted to know the knockback of, ended the match, and looked at the 'max launcher speed'. Take this data with a grain of salt, though. It became apparent to me that this method isn't 100% accurate. For example, both the sweet and sourspot Uair at 100% had a launch speed of 53mph despite the fact that the sweetspot clearly has more knockback. My theory is that the game only records speeds in increments of ∽13 and anything in-between gets rounded to the nearest increment. With that in mind, here's the data I collected:
note: you can click on the headers to sort the table by that column
Legend
C=charged
PB=point blank
T=tipped
S=strong hit
W=weak hit
M=meteor smash
Attack Used | 50% | 100% |150%
Jab 1 |13 | 13 | 13
Jab 2 | 13 | 13 | 13
Jab 3 | 26 | 39 | 39
Ftilt | 39 | 67 | 80
Dtilt | 39 | 53 | 67
Dtilt M |39 | 53 |67
Utilt | 39 | 53 | 80
Fsmash 1 | 13 | 13 | 13
Fsmash 1 C | 13 | 13 | 26
Fsmash 1 T | 39 | 67 | 93
Fsmash 1 T C | 53 | 93 | 120
Fsmash 2 | 53 | 80 | 93
Fsmash 2 C | 67 | 93 | 120
Dsmash 1 PB | 39 | 67 | 93
Dsmash 1 PB C | 67 | 93 | 134
Dsmash 1 T | 39 | 53 | 80
Dsmash 1 T C | 53 | 80 | 106
Dsmash 2 PB | 39 | 53 | 67
Dsmash 2 PB C | 39 | 53 | 67
Dsmash 2 T | 39 | 53 | 67
Dsmash 2 T C | 53 | 67 | 80
Usmash | 53 | 67 | 80
Usmash C | 67 | 80 | 106
Dash Attack PB | 53 | 67 | 93
Dash Attack T | 53 | 67 | 80
Ledge Attack | 39 | 39 | 39
Nair S | 26 | 53 | 67
Nair W | 13 | 26 | 39
Fair 1 | 26 | 53 | 67
Fair 2 | 39 | 53 | 67
Bair 1 |13 | 13 | 13
Bair 2 | 39 | 39 | 53
Uair S | 39 | 53 | 80
Uair W | 26 | 53 | 67
Dair | 39 | 53 | 80
Dair M | 39 | 53 | 80
Zair | 13 | 26 | 26
Bow | 13 | 13 | 13
Bow C | 13 | 26 | 39
Boomerang S | 39 | 39 | 39
Boomerang W | 26 | 26 | 26
Bomb | 26 | 39 | 39
Spin Beginning | 39 | 67 | 80
Spin Beginning C | 53 | 80 | 106
Spin Middle | 26 | 39 | 53
Spin Middle C | 39 | 67 | 80
Spin End | 13 | 26 | 53
Spin End C | 26 | 39 | 53
Spin Aerial (final hit) | 39 | 53 | 67
In closing, here's a couple of things I found interesting:
Dsmash 1 has more knockback at the base whereas Dsmash 2 has more knockback at the tip.
It seems that despite the loading screen tip, dash attack has about the same amount of knockback no matter where you hit it. One thing that is affected, however, is the trajectory. A point blank hit sends the opponent more diagonally up, and a tipper send them more horizontally.
Fair 2 might have more knockback at lower percents, but it definitely seems to scale less than Fair 1.
The ledge attack appears to have a fixed knockback
Tested this and it actually just has extremely weak scaling
note: you can click on the headers to sort the table by that column
Legend
C=charged
PB=point blank
T=tipped
S=strong hit
W=weak hit
M=meteor smash
Jab 1 |13 | 13 | 13
Jab 2 | 13 | 13 | 13
Jab 3 | 26 | 39 | 39
Ftilt | 39 | 67 | 80
Dtilt | 39 | 53 | 67
Dtilt M |39 | 53 |67
Utilt | 39 | 53 | 80
Fsmash 1 | 13 | 13 | 13
Fsmash 1 C | 13 | 13 | 26
Fsmash 1 T | 39 | 67 | 93
Fsmash 1 T C | 53 | 93 | 120
Fsmash 2 | 53 | 80 | 93
Fsmash 2 C | 67 | 93 | 120
Dsmash 1 PB | 39 | 67 | 93
Dsmash 1 PB C | 67 | 93 | 134
Dsmash 1 T | 39 | 53 | 80
Dsmash 1 T C | 53 | 80 | 106
Dsmash 2 PB | 39 | 53 | 67
Dsmash 2 PB C | 39 | 53 | 67
Dsmash 2 T | 39 | 53 | 67
Dsmash 2 T C | 53 | 67 | 80
Usmash | 53 | 67 | 80
Usmash C | 67 | 80 | 106
Dash Attack PB | 53 | 67 | 93
Dash Attack T | 53 | 67 | 80
Ledge Attack | 39 | 39 | 39
Nair S | 26 | 53 | 67
Nair W | 13 | 26 | 39
Fair 1 | 26 | 53 | 67
Fair 2 | 39 | 53 | 67
Bair 1 |13 | 13 | 13
Bair 2 | 39 | 39 | 53
Uair S | 39 | 53 | 80
Uair W | 26 | 53 | 67
Dair | 39 | 53 | 80
Dair M | 39 | 53 | 80
Zair | 13 | 26 | 26
Bow | 13 | 13 | 13
Bow C | 13 | 26 | 39
Boomerang S | 39 | 39 | 39
Boomerang W | 26 | 26 | 26
Bomb | 26 | 39 | 39
Spin Beginning | 39 | 67 | 80
Spin Beginning C | 53 | 80 | 106
Spin Middle | 26 | 39 | 53
Spin Middle C | 39 | 67 | 80
Spin End | 13 | 26 | 53
Spin End C | 26 | 39 | 53
Spin Aerial (final hit) | 39 | 53 | 67
In closing, here's a couple of things I found interesting:
Dsmash 1 has more knockback at the base whereas Dsmash 2 has more knockback at the tip.
It seems that despite the loading screen tip, dash attack has about the same amount of knockback no matter where you hit it. One thing that is affected, however, is the trajectory. A point blank hit sends the opponent more diagonally up, and a tipper send them more horizontally.
Fair 2 might have more knockback at lower percents, but it definitely seems to scale less than Fair 1.
Tested this and it actually just has extremely weak scaling
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