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Yeah, like at 180%+.
But you shouldn't actually go for uthrow KO, it's more like if you just grabbed them: "oh maybe uthrow kills them now" *uthrows* *success*I figured since MK's U-throw has KO potential it would be a good idea to know at what %'s it can kill.
After testing I came up with this:
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Heavy Weights
King Dedede -------------- 193%
Snake --------------------- 185%
Donkey Kong ------------- 184%
Ganondorf ---------------- 176%
Bowser -------------------- 176%
Medium Weights
Ike ------------------------- 175%
Captain Falcon ----------- 175%
Link ------------------------ 173%
Charizard ----------------- 170%
Wolf ----------------------- 170%
Wario --------------------- 170%
Yoshi ---------------------- 167%
Samus -------------------- 164%
Ivysaur ------------------- 164%
R.O.B. -------------------- 162%
Lucario ------------------- 161%
Sonic --------------------- 161%
Mario --------------------- 160%
Pit ------------------------ 160%
Luigi ---------------------- 159%
Marth -------------------- 157%
Diddy Kong--------------- 157%
Ness ---------------------- 156%
Toon Link ---------------- 155%
Lucas -------------------- 154%
Falco --------------------- 153%
Ice Climbers ------------- 152%
Peach -------------------- 149%
Light Weights
Olimar ------------------- 148%
Pikachu ------------------ 148%
Zero Suit Samus -------- 148%
Zelda -------------------- 146%
Sheik -------------------- 144%
Fox ---------------------- 143%
Kirby -------------------- 142%
Meta Knight ------------ 142%
Mr. Game & Watch ---- 136%
Squirtle ----------------- 135%
Jigglypuff --------------- 129%
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(All tests done from the middle of FD)
EDIT: Thanks to Mew2King for correcting me about differences between %'s in VS. mode and Practice mode; hence why the %'s are now approximate.
Just something to help the MK community; (I apologize if this has already been done).
-Affinity
Right, that's what I meant. And if all your kill moves are stale than getting in the extra 30% shouldn't be too hard.But you shouldn't actually go for uthrow KO, it's more like if you just grabbed them: "oh maybe uthrow kills them now" *uthrows* *success*
Keep in mind that those are the KO percentages without DI.But you shouldn't actually go for uthrow KO, it's more like if you just grabbed them: "oh maybe uthrow kills them now" *uthrows* *success*
sure, I know that perfectly wellKeep in mind that those are the KO percentages without DI.
i think thats just a let go of shield, turn around, and grab...All right, how do you you turn around grab out of shield without overshooting your grab a million feet? I want to be able to do 2:30 in this video http://www.youtube.com/watch?v=K03CNWe9Oik&feature=related
keep the pressure up. im pretty sure tornado outprioritizes his attacks, ftilt outrange dash attack maybe? use dair strings/space your fairs well. PK fire is extremely slow on startup and has alot of ending lag so it shouldnt be a problem. yoyo's are also really slow, and can be easily avoidedCan anyone help with Ness?
His attacks out prioritize tornado, his dash attack outranges anything MK can throw out, and his PK Fire just stops me cold and sets up up for an easy smash - so that kills any approach
The only way I've found around this is to take him to FD and just use my 5 jumps to hover and avoid PK fire, but then when I try to land, he's got a yo-yo waiting for me
Thanks for any help
Except for PK fire.Ness can be kinda hard at first but if you space your fair and ftiltREALLY well, it will shut down everything ness has
One hit :s.In terms of move degeneration, does MT/Drill rush count as one hit or multiple hits?
Ok, what I'm trying to ask is how not to do what happens at 4:12 (I know Dojo wasn't turned around in shield and did a dash grab to whiff) Take 2:30, but say he shielded a spaced f-smash or something. Do they pivot to get that grab (I'm assuming that takes too long and is not fast enough to avoid sidestep/getting hit) or something I don't know about. I always overshoot like at 4:12.i think thats just a let go of shield, turn around, and grab...
Vertical: DI left or right and spam dairWhat's the best method to DI when knocked vertical/horizontal?