Noa.
Smash Master
~This thread is a collection of data that details all the percents that bthrow KOs at~
Introduction:
The table below shows at what percent each character dies from bthrow on Final Destination. The lowest percent was taken by using bthrow all the way on the edge, as close to the blast zone as possible while still being on Final Destination. The middle percent shows what percent bthrow KOs at the center of the stage. The highest KO percent is taken by using bthrow as far away from the blast zone as possible, on the opposite ledge on Final Destination. The fourth row of this table has a mean average of these three KOs, so you can more easily compare characters across the board.
The first column has each character ranked by their weight. Clicking on the column at the top will arrange the characters in order from lightest to heaviest, or heaviest to lightest. The second column has all of their names, and you can arrange them all alphabetically. The following columns have all of the different KO percents. Clicking on any of these columns will arrange the characters in order of KO percent for that specific column.
The testing for this table was done in training mode. Ness was used by Player 1 and the opposing character was controlled using another controller. There is no rage factored into these KO percents. These KO percents were calculated on Final Destination on the Wii U. DI is being used by the character being killed. For the closest KO and middle KO percents, the control stick was held in the opposite direction of bthrow. So if Ness is facing to the right and grabs the opponent, the control stick would be held in this direction: . The correct way to DI Ness's bthrow at these percents is to hold directly opposite to the direction that the character is being thrown. On the farthest KO however, this is not the most optimal way to DI. If the control stick is just held opposite to bthrow, the character will die off the top. The correct way to hold the control stick is downward, and diagonally in the opposite direction of bthrow. If Ness is facing to the right and grabs his opponent to bthrow him across the whole stage, the control stick should be held in this direction: . All of the characters were tested using this DI. The control stick was held in that direction before being thrown, and until the character was already visible on screen and outside of the bubble camera near the blast zone.
This DI did not use the c-stick, nor was there any attempt to cancel momentum by jumping, air dodging, or fastfalling an aerial. It is possible that doing any of these actions in tandem with the control stick DI would prolong survival. For this test, only DI with the control stick was used. The difference in KO percent that this DIing brings can range anywhere from 10% to 20%. I'm confident in the data of this table up to + or - 1%.
Here is the table:
0.|Jiggs|79|108|131|106
1.|Mewtwo|81|112|137|110
2.|GW|82|115|137|111.33333
3.|Kirby|82|115|138|113
4.|Rosalina|86|118|142|115.333
5.|Fox|84|117|139|113.3333
5.|Pikachu|84|117|141|114
5.|Olimar|85|118|142|115
8.|MetaKnight|84|118|141|114.3333
9.|ZSS|86|120|144|116.6666
10.|Falco|86|120|142|116
10.|Little Mac|86|120|143|116.33333
12.|Sheik|88|122|146|118.6666
12.|Zelda|89|123|148|120
14.|Peach|92|125|150|122.3333
15.|Smash Shulk|85|119|143|115.666
16.|Marth/Lucina|92|125|151|122.666
17.|Duck Hunt|92|127|152|123.666
17.|Palutena|93|127|152|124.333
19.|Diddy Kong|91|127|153|123.6666
19.|Toon Link|93|128|154|125
21.|Ness|93|129|155|125.66666
21.|Greninja|92|127|152|123.6666
23.|Pacman|94|130|155|126.333
23.|Sonic|93|129|155|125.666
23.|Robin|94|130|156|126.666
26.|Pit/Dark Pit|94|130|157|127
26.|Wii Fit|94|131|157|127.333
28.|Luigi|94|130|156|126.666
28.|Villager|94|131|157|127.333
30.|Mario/Doc|95|131|158|128
31.|Lucario|96|132|159|129
32.|Default Mii|95|132|159|128.666
33.|Megaman|98|136|161|131.666
33.|Shulk|97|134|161|130.666
35.|Yoshi|97|135|163|131.666
35.|Link|98|135|161|131.333
35.|Falcon|99|135|162|132
38.|ROB|97|135|162|131.333
39.|Wario|101|138|166|135
39.|Ike|100|137|165|134
41.|Samus|102|141|167|136.666
42.|Ganondorf|102|140|168|136.666
43.|Bowser Jr.|99|137|165|133.666
43.|Charizard|104|143|172|139.666
45.|Dedede|104|144|175|141
46.|Donkey Kong|105|146|176|142.333
47.|Bowser|109|150|182|147
48.|Shield Shulk|122|186|221|176.333
Closest|93.5102|8.08322
Middle|129.69388|12.3764
Farthest|155.6939|14.7411
Closest|93.08511|6.98383
Middle|128.7234|9.35229
Farthest|154.57447|11.36881
The percentage at which Bthrow KOs is determined by two attributes of the character; their weight and fall speed. Weight has far more of an impact on when a character dies. That's why when you arrange the table in order of weight, it's very similar to the order in which the characters die to bthrow. However, when characters are the same weight, or have a similar weight, fall speed can actually be strong enough to affect when a character dies. Characters with a faster fall speed die at a slightly lower percent, while floatier characters can survive a bit longer. The effect that fall speed has on bthrow KO percents is small, but significant enough to affect the KO by a handful of percents.
The standard deviations also reveal some interesting information about the KO percents of bthrow. Here is the definition of standard deviation for those that are not familiar with the term.
Essentially, the standard deviation measures how much variation there is in a group of data.standard deviation: a quantity calculated to indicate the extent of deviation for a group as a whole.
Looking at our information here, we can see that the standard deviation for the KO percents closest to the blast zone is smaller than the standard deviation for the KO percents farthest from the blast zone. The farther that a character has to travel with bthrow, the larger an effect their weight has. What this means to you as a player is that when you grab your opponent closer to the blast zone, you can place more significance on their percent rather than their weight when you're determining whether or not bthrow will kill. Conversely, when you have to bthrow your opponent across the stage, it is a lot more difficult to kill heavier opponents. The difference in the variation between the closest and farthest distance is not huge, but quite noticeable. Make sure to take it into account.
Next, we can separate our list of characters into groups of different kill classes. This was done by taking the mean KO percent of all of the characters, and creating a gap between any characters that had a difference greater than 2%.
Always Dies to Bthrow:
Jiggs
Almost as Light as JIggs:
GW
The Lightweights:
Kirby
Fox
Pikachu
MetaKnight
Olimar
Rosalina
Smash Shulk
Falco
Little Mac
ZSS
Only Separated by their Fall Speed:
Sheik
Zelda
A Huge Collection of Middleweights:
Peach
Marth/Lucina
Duck Hunt
Diddy Kong
Greninja
Palutena
Toon Link
Sonic
Ness
Pacman
Robin
Luigi
Pit/Dark Pit
Wii Fit
Villager
Mario/Doc
Default Mii
Lucario
Heavy enough to make a difference:
Shulk
ROB
Link
Yoshi
Megaman
Falcon
The Light Heavyweights:
Bowser Jr.
Ike
Wario
Samus and Ganon (No Name for this One):
Samus
Ganondorf
The Fatties:
Charizard
Dedede
Donkey Kong
The Head Fatty in Charge:
Bowser
Just Wait out the Transformation ;_; :
Shield Shulk
All the characters in each group die at roughly the same percents due to their combination of weight and fall speed. The only exception would be the huge collection of middleweights. Their mean KO percents range from 122% to 129%, which is a range of 7%. The scaling in this group is incremental, and there was no breaking point to separate this group into two. Also, don't try to kill shield Shulk. Seriously.
Rage:
In addition to our KO percents with no rage, we also ran some tests with rage to see its effect on our Bthrow KO percent. Our testing with rage is not as in depth, because it is difficult to test the effects of rage and very time consuming. Here is our data:
Ness with 150% Rage
Jiggs|62|86|105
Greninja|73|103|123
Bowser|90|121|149
Jiggs|79|108|131
Greninja|92|127|152
Bowser|109|150|182
Jiggs|17|22|26
Greninja|19|24|29
Bowser|19|29|33
Looking at these tables, it's easy to see what kind of effect distance has on how impactful rage can be. Whenever characters have to travel farther for bthrow, they die significantly earlier when Ness has rage. Rage caps out at 150%, so this is the biggest effect that rage can have on kill percents.
The table below shows what percents different characters die at with different amounts of rage. All of the data was done on the wii u on final destination, with the same DI described above. All of these percents are from the center of Final Destination. There is a small difference between the data on Jiggs and Bowser from the table above and the table below. This is due to small amounts of human error. The amount of error in this data is at a much higher margin than the data taken earlier for the KO percent of each character.
Jiggs|108|96|93|90|88
Rosalina|118|106|100|98|95
Sheik|122|107|104|102|98
Diddy|127|112|108|104|102
Mario|131|117|115|110|107
Yoshi|135|119|116|111|110
Bowser|150|137|130|126|123
Difference Between KO Percent with No Rage and Rage
Jiggs|0|12|15|18|20
Rosalina|0|12|18|20|23
Sheik|0|15|18|20|24
Diddy|0|15|19|23|25
Mario|0|14|16|21|24
Yoshi|0|16|19|24|25
Bowser|0|13|20|24|27
With the exception of a couple of outliers due to human error, you can see that rage has a greater effect on heavier characters. The difference in KO percents is bigger on the heavier characters, especially when you get to higher amounts of rage.
That marks the end of the data on Bthrow that's been collected so far! Hopefully you have a better idea of how character weight, character fall speed, stage position, DI,
All of the physical testing, analysis, and construction of testing processes were done by Luco and Draconoa44.
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