Quetzalcoatl
Smash Ace
It has been 9 years since I submitted my original turnip guide to this forum. It's time to upgrade it so it is ready to help Peach players in the Platinum Age of Smash.
Just a quick explanation on how I plan on making this work. A text based only guide just won't cut it and there will be Youtube videos available for all content new and old. However I want to use Peach players as a resource to fine tune the details before completing a video, so if you are keen to help out in any way, just message me.
Now lets talk about Turnip damage and knockback.
Whenever I search for exactly how much damage a turnip does I get answers that are inconsistent. When I tried testing for myself, the damage seemed to change all the time making it hard to predict. I think I now have it solved:
TURNIP:
Base Knockback: 25
Knockback Growth: 60
Base Damage: 6%
Use this formula if you are interested on calculating Knockback for turnips.
Notes: The Base Knockback and Knockback growth values are the same for all turnips, including Stitchface.
Step 1. Add Bonus damage from face
Wink: +2%
Dot eyes: +10%
Stitchface: +28%
Notes: Not the usual numbers we are used to seeing, this is the first step to truly understanding how this move works.
Step 2. Add Bonus damage from Direction
Forward Grounded Normal: +0%
Forward Grounded Smash: +2%
Forward Grounded Dash: +1%
Forward Aerial Normal/Smash: 0%
Down Grounded Normal: 1.5%
Down Grounded Smash: 3.9%
Down Aerial Normal/Smash: 1%
Up Grounded Normal: +1%*
Up Grounded Smash: +3.4%*
Up Aerial Normal/Smash: +1%*
* Target is directly hit after turnip is thrown, this will explained in more detail shortly.
Notes: Melee includes decimals when it adds up percent but hides the decimal value (no rounding, 70.9% shows as 70% in game).
Interestingly there appears to be no damage difference between the Normal and Smash versions of the Aerial Down and Up throws. In fact the Aerial down throw seems to be exactly the same in all aspects of damage, projectile speed, frames etc
Step 3. Add damage based on distance thrown
Forward Grounded Normal AND Forward Aerial Normal/Smash: +0.25% - 2.7%
Forward Grounded Smash AND Forward Grounded Dash: +0.15 - 2%
Other throws: No distance bonus
Notes: The initial values (0.25% and 0.15%) are at point blank range, maximum range is about 3/4 the length of FD. I have yet to work out how the damage scales with distance. If anyone could solve this one that'd be great.
This also explains the added power that comes with a turnip snipe off stage, with all the damage bonuses it is like being hit by a Wink.
Now with all this you can work out exactly how much a turnip will do and how far the knockback will be.
For example a Dot face dash thrown at max distance: 6%(base) + 10%(dot) + 1%(dash) + 2%(max range) = 19% damage.
And now to tie up some loose ends:
Up thrown turnips:
When a turnip is thrown up, it gains its initial percent bonus, then shortly after loses 1% at a time until it reaches it apex. When the apex is reached it will have lost 6% damage in total.
For example if a regular turnip is thrown Up Normal Grounded it gains 1% bonus damage making it hit point blank at 7%, it drops to 6%,5%,4%.. as it climbs until the apex where it has lost 6% in total and now deals 1%.
As another example a Stitchface thrown in the same manner starts at 35% point blank and goes down to 29% at the apex.
On the descent, the 6% damage that was lost returns at the same rate restoring the turnip's strength. In the example above, the regular turnip and the Stitchface will do 7% and 35% respectively on the descent as it reaches the height it was thrown from.
Z drop turnips:
Z drop turnips still use the same Base Knockback and Knockback Growth but don't receive any other type bonuses. They simply start at 1% damage and gain up to 6% damage as they fall for a max damage of 7%. Special turnip bonus damage is completely ignored.
I guess the next step will be to see if the Beam Sword, Bob-omb and Mr Saturn behave in a similar way, my guess is they do.
Keep an eye out for the next update.
Just a quick explanation on how I plan on making this work. A text based only guide just won't cut it and there will be Youtube videos available for all content new and old. However I want to use Peach players as a resource to fine tune the details before completing a video, so if you are keen to help out in any way, just message me.
Now lets talk about Turnip damage and knockback.
Whenever I search for exactly how much damage a turnip does I get answers that are inconsistent. When I tried testing for myself, the damage seemed to change all the time making it hard to predict. I think I now have it solved:
TURNIP:
Base Knockback: 25
Knockback Growth: 60
Base Damage: 6%
Use this formula if you are interested on calculating Knockback for turnips.
Notes: The Base Knockback and Knockback growth values are the same for all turnips, including Stitchface.
Step 1. Add Bonus damage from face
Wink: +2%
Dot eyes: +10%
Stitchface: +28%
Notes: Not the usual numbers we are used to seeing, this is the first step to truly understanding how this move works.
Step 2. Add Bonus damage from Direction
Forward Grounded Normal: +0%
Forward Grounded Smash: +2%
Forward Grounded Dash: +1%
Forward Aerial Normal/Smash: 0%
Down Grounded Normal: 1.5%
Down Grounded Smash: 3.9%
Down Aerial Normal/Smash: 1%
Up Grounded Normal: +1%*
Up Grounded Smash: +3.4%*
Up Aerial Normal/Smash: +1%*
* Target is directly hit after turnip is thrown, this will explained in more detail shortly.
Notes: Melee includes decimals when it adds up percent but hides the decimal value (no rounding, 70.9% shows as 70% in game).
Interestingly there appears to be no damage difference between the Normal and Smash versions of the Aerial Down and Up throws. In fact the Aerial down throw seems to be exactly the same in all aspects of damage, projectile speed, frames etc
Step 3. Add damage based on distance thrown
Forward Grounded Normal AND Forward Aerial Normal/Smash: +0.25% - 2.7%
Forward Grounded Smash AND Forward Grounded Dash: +0.15 - 2%
Other throws: No distance bonus
Notes: The initial values (0.25% and 0.15%) are at point blank range, maximum range is about 3/4 the length of FD. I have yet to work out how the damage scales with distance. If anyone could solve this one that'd be great.
This also explains the added power that comes with a turnip snipe off stage, with all the damage bonuses it is like being hit by a Wink.
Now with all this you can work out exactly how much a turnip will do and how far the knockback will be.
For example a Dot face dash thrown at max distance: 6%(base) + 10%(dot) + 1%(dash) + 2%(max range) = 19% damage.
And now to tie up some loose ends:
Up thrown turnips:
When a turnip is thrown up, it gains its initial percent bonus, then shortly after loses 1% at a time until it reaches it apex. When the apex is reached it will have lost 6% damage in total.
For example if a regular turnip is thrown Up Normal Grounded it gains 1% bonus damage making it hit point blank at 7%, it drops to 6%,5%,4%.. as it climbs until the apex where it has lost 6% in total and now deals 1%.
As another example a Stitchface thrown in the same manner starts at 35% point blank and goes down to 29% at the apex.
On the descent, the 6% damage that was lost returns at the same rate restoring the turnip's strength. In the example above, the regular turnip and the Stitchface will do 7% and 35% respectively on the descent as it reaches the height it was thrown from.
Z drop turnips:
Z drop turnips still use the same Base Knockback and Knockback Growth but don't receive any other type bonuses. They simply start at 1% damage and gain up to 6% damage as they fall for a max damage of 7%. Special turnip bonus damage is completely ignored.
I guess the next step will be to see if the Beam Sword, Bob-omb and Mr Saturn behave in a similar way, my guess is they do.
Keep an eye out for the next update.
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