Pegasus Knight
Smash Ace
- Joined
- Jun 1, 2007
- Messages
- 708
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Trieste SP
I have completed the data you requested. Please note I do not have a large enough sample to determine fractional damage so these values may not be perfectly accurate but they are close enough to be a starting point.
EDITED later same day: Training Mode was used for all the data below.
EDITED later same day: Training Mode was used for all the data below.
Lab Controls:
Version - 1.0.8 Wii U, NTSC/North America build
Mii Used - Guest Mii, so presuming 50% height and weight by default
Opponent - Mario
Stage - Gaur Plain Omega Version.
Equipment/Items - None
Damage:
Jab 1 - 4%
Jab 2 - 3%
Jab 3 - 5%
Dash Attack - 6% (Sourspot) / 10% (Normal). Sourspot is Tip of Sword for this attack, everywhere else is Normal!
Forward Tilt - 12%
Up Tilt - 7%
Down Tilt - 8%
Forward Smash - Uncharged 14% (Normal) / 15% (Sweetspot 1) / 16% (Sweetspot 2). Charged 19% (normal) / 21% (Sweetspot 1) / 22% (Sweetspot 2). Normal is most of the blade. Sweetspot 1 is very slightly behind the tip. Sweetspot 2 is the extreme tip.
Up Smash - Uncharged 17% (as 4%, 3%, 3%, 7% for 4 hits). Charged 23%. This attack has a blindspot contrary to animation! U-Smash will NOT hit Mario if he is Standing behind you on level ground, even though the sword's animations make it look like he would be hit.
Down Smash - Attacks front, then rear; opponent unlikely to be hit by both. Uncharged 12% (Front) or 15% (Rear). Charged 16% (Front) or 21% (Rear).
Neutral Air - 8%
Forward Air - 11% (as 3%, 3%, 5% for 3 hits)
Back Air - 14%
Up Air - 16%
Down Air - 9%. Some tests infrequently yielded 10% instead but could not reliably reproduce this. (Multiple weak hits, then a stronger finishing hit. I've lost the exact numbers on this, sorry)
Pummel - 3%
Up Throw - 5%
Forward Throw - 6%
Back Throw - 6%
Down Throw - 4% (as 2%, 2% over two hits)
Final Smash - Approx 48% to 54% (across many, many projectiles that do approx. 8% each. Precise damage hard to obtain even in lab conditions)
Gale Strike - Multiple hits, each dealing approx. 2% damage. Damage Varies By Distance, Losing Damage Over Distance Traveled. Average damage varies by character (Knockback may toss them out of additional hits). Mario tends to take 4-6%, while Bowser tended to take 6 to 11% due to being heavier and thus taking extra hits.
Shuriken of Light - Damage Varies by Distance, GAINING Damage Over Distance Traveled. Maximum is 8.5% (displasy as 8. Determined by 2 max-distance hits causing 17% damage instead of 16% as would be the case with two 8.0% hits), Minimum is 1% and NO HIT STUN at point-blank distance.
Blade Fury - Charge-capable move. Lowest charge does 9%. Fully charged does slightly above 23% (many very weak hits followed by 16% finisher, but doing 2 of these inflicted 47% damage to Mario so it's slightly more than 23% but not quite 24% either.).
Airborne Assault - Charge-capable move, damage variable but author unable to determine what causes the variation. Typically gets 7% uncharged, but has gotten 10% a few times. Typically gets 16% fully charged.
Slash Launcher - Charge-capable move. Uncharged does 6%. Fully charged does 10%.
Chakram - Has variable firing modes, a single-hit 'smash toss' or a 'hovering boomerang' multi-hit. Both do approx. slightly more than 6%, seems to be 6.5% (multiple hits of any combination of these two firing modes caused 13%, though individual uses of the move displayed 6%.)
Stone Scabbard - 13% (as 5%, 3%, 5% over 3 hits).
Skyward Slash Dash - Multi-hit move, damage varies by placement. Typical damage was 10% (over multiple 1% hits followed by a 5% finishing hit).
Hero's Spin - Chargeable move. 14% uncharged. 19% fully charged.
Hero's Spin (Air) - 14% if all hits connect, as 4%, 2%, 2%, 2%, and a 4% finishing hit.
Blade Counter - Counter, Minimum damage is 8%. Multiplier is approx. 1.2x to 1.21x. (Methodology: Minimum determined by Countering a point-blank Fox laser, multiplier determined by countering an uncharged Bowser f-smash and comparing to an uncountered one. Uncharged Bowser Fsmash at point blank did 23% to Swordfighter, Countered one did 28% to Bowser.)
Reversal Slash - 6% and Projectile Reflect (Multiplier 1.48x) and Opponent Turned Around (akin to Mario's Cape). (Methodology on Multiplier: Reflected a Samus FULLY CHARGED Charge Shot and compared it to an identical Charge Shot that was allowed to hit. Swordfighter took 25% when hit, Samus took 37% from reflected shot.)
Power Thrust - Damage varies by distance, losing damage over distance traveled. Max range hit is 8%, close range hit is 10%.
End of data
Version - 1.0.8 Wii U, NTSC/North America build
Mii Used - Guest Mii, so presuming 50% height and weight by default
Opponent - Mario
Stage - Gaur Plain Omega Version.
Equipment/Items - None
Damage:
Jab 1 - 4%
Jab 2 - 3%
Jab 3 - 5%
Dash Attack - 6% (Sourspot) / 10% (Normal). Sourspot is Tip of Sword for this attack, everywhere else is Normal!
Forward Tilt - 12%
Up Tilt - 7%
Down Tilt - 8%
Forward Smash - Uncharged 14% (Normal) / 15% (Sweetspot 1) / 16% (Sweetspot 2). Charged 19% (normal) / 21% (Sweetspot 1) / 22% (Sweetspot 2). Normal is most of the blade. Sweetspot 1 is very slightly behind the tip. Sweetspot 2 is the extreme tip.
Up Smash - Uncharged 17% (as 4%, 3%, 3%, 7% for 4 hits). Charged 23%. This attack has a blindspot contrary to animation! U-Smash will NOT hit Mario if he is Standing behind you on level ground, even though the sword's animations make it look like he would be hit.
Down Smash - Attacks front, then rear; opponent unlikely to be hit by both. Uncharged 12% (Front) or 15% (Rear). Charged 16% (Front) or 21% (Rear).
Neutral Air - 8%
Forward Air - 11% (as 3%, 3%, 5% for 3 hits)
Back Air - 14%
Up Air - 16%
Down Air - 9%. Some tests infrequently yielded 10% instead but could not reliably reproduce this. (Multiple weak hits, then a stronger finishing hit. I've lost the exact numbers on this, sorry)
Pummel - 3%
Up Throw - 5%
Forward Throw - 6%
Back Throw - 6%
Down Throw - 4% (as 2%, 2% over two hits)
Final Smash - Approx 48% to 54% (across many, many projectiles that do approx. 8% each. Precise damage hard to obtain even in lab conditions)
Gale Strike - Multiple hits, each dealing approx. 2% damage. Damage Varies By Distance, Losing Damage Over Distance Traveled. Average damage varies by character (Knockback may toss them out of additional hits). Mario tends to take 4-6%, while Bowser tended to take 6 to 11% due to being heavier and thus taking extra hits.
Shuriken of Light - Damage Varies by Distance, GAINING Damage Over Distance Traveled. Maximum is 8.5% (displasy as 8. Determined by 2 max-distance hits causing 17% damage instead of 16% as would be the case with two 8.0% hits), Minimum is 1% and NO HIT STUN at point-blank distance.
Blade Fury - Charge-capable move. Lowest charge does 9%. Fully charged does slightly above 23% (many very weak hits followed by 16% finisher, but doing 2 of these inflicted 47% damage to Mario so it's slightly more than 23% but not quite 24% either.).
Airborne Assault - Charge-capable move, damage variable but author unable to determine what causes the variation. Typically gets 7% uncharged, but has gotten 10% a few times. Typically gets 16% fully charged.
Slash Launcher - Charge-capable move. Uncharged does 6%. Fully charged does 10%.
Chakram - Has variable firing modes, a single-hit 'smash toss' or a 'hovering boomerang' multi-hit. Both do approx. slightly more than 6%, seems to be 6.5% (multiple hits of any combination of these two firing modes caused 13%, though individual uses of the move displayed 6%.)
Stone Scabbard - 13% (as 5%, 3%, 5% over 3 hits).
Skyward Slash Dash - Multi-hit move, damage varies by placement. Typical damage was 10% (over multiple 1% hits followed by a 5% finishing hit).
Hero's Spin - Chargeable move. 14% uncharged. 19% fully charged.
Hero's Spin (Air) - 14% if all hits connect, as 4%, 2%, 2%, 2%, and a 4% finishing hit.
Blade Counter - Counter, Minimum damage is 8%. Multiplier is approx. 1.2x to 1.21x. (Methodology: Minimum determined by Countering a point-blank Fox laser, multiplier determined by countering an uncharged Bowser f-smash and comparing to an uncountered one. Uncharged Bowser Fsmash at point blank did 23% to Swordfighter, Countered one did 28% to Bowser.)
Reversal Slash - 6% and Projectile Reflect (Multiplier 1.48x) and Opponent Turned Around (akin to Mario's Cape). (Methodology on Multiplier: Reflected a Samus FULLY CHARGED Charge Shot and compared it to an identical Charge Shot that was allowed to hit. Swordfighter took 25% when hit, Samus took 37% from reflected shot.)
Power Thrust - Damage varies by distance, losing damage over distance traveled. Max range hit is 8%, close range hit is 10%.
End of data
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