Do we have all of our moves' KO potentials stored somewhere? It'd be nice to avoid placebo effects tomorrow.
Not sure if that's what you wanted, but I tested every move to see at what percent they KO.
Everything was done on a CPU Mario on Final Destination, near the ledge where the CPU spawns.
Cherry: 448%
Strawberry: 333%
Orange: 188%
Apple: 145%
Melon: 140%
Galaxian: 228%
Bell: 177%
Key: 125%
Dropped hydrant: 234%
Launched hydrant: 134%
SideB: 107%
UpB: 233%
Jab (landing the three hits): 250%
Dtilt: 264%
Ftilt: 192%
Utilt: 191%
Dash Attack (landing the three hits): Around 298%
Uthrow: Around 208%
Dthrow: Around 379%
Fthrow: Around 403%
Bthrow: Around 158%
Nair: 157%
Bair: 147%
Fair: 331%
Uair: 191%
Dair (landing the four hits): Around 202%
Dsmash (uncharged): 123%
Dsmash (fully charged): 85%
Fsmash (uncharged): 95%
Fsmash (fully charged): 60% (Who said Pac's smash was weak?)
Usmash (uncharged): 115%
Usmash (fully charged): 74%
I wrote ''around'' for throws, dash attack, and Dair, because they are multi hit moves. It's hard to land the first hit and still connect the last without moving Mario a little bit, so they might be 1/2% wrong.
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The moves that can kill reliably (<130%) are:
- Key
- SideB
- All smashes, charged or not
The smashes can all kill before 100% (charged), so it's your best option if you have the opportunity for an early punish. SideB at a little higher percent, for when the smashes can't reach or you make a good read. The key comes a little later, but it's super safe and harder to dodge, so I feel like it becomes our primary kill option at some point.
The moves that can kill semi-reliably (<160%) are:
- Apple
- Melon
- Launched hydrant
- Bthrow
- Nair
- Bair
Apple and Melon become available soon, especially if you catch people offstage, so letting you charge becomes more dangerous. Launched hydrant is a solid projectile overall, and coupled with key it's devastating. If you happen to grab near the ledge, a Bthrow can kill at higher percents. It's not Ness', but it's something. Nair and Bair will be your primary gimping tools (they will kill earlier than the percents listed, because you usually do them offstage). Because of Pac's gameplay's nature, it's not rare to get the opponent to these percents. You're not a Diddy killing at 80 every stock. We just have to accept the fact that Pac is more defensive and will kill later; these moves will come in handy then. Pac doesn't have trouble killing, he just has to reach a certain point to do it.
The moves that can kill at really high percent (<200%) are:
- Orange
- Bell
- Ftilt
- Utilt
- Uair
If you fight a Bowser or if the opponent is super safe, might have to use these. The orange offers more flexibility than the Key because you can throw it again faster. Tilts become a quick option up close. Don't count on them to kill in a normal situation, but if the rest didn't work, it's always good to know they can.
The moves you won't be killing with (>200%) are:
- Cherry
- Strawberry
- Galaxian
- Dropped hydrant
- UpB
- Jab
- Dtilt
- Dash attack
- Uthrow
- Dthrow
- Fthrow
- Fair
- Dair
Keep in mind this is with no rage on Pacman, no DI from the opponent, and it's with Mario's weight. Some moves I said won't be killing CAN kill earlier, but you need to set them up, and either gimp or combo into them (Fair is the perfect example).
Edited for a cleaner, more precise final version.