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I think we should continue with throws since we already started with a throw. It would seem a little off to do a different set of moves and then end up back to ranking throws later.
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Diddy Uthrow->double Bair is true from 10-40% (depending on fall speed) and deals like 25%.Because Diddy's Uthrow lacks the kill setups that even A tier throws like Ike and Sonic possess. And while it is consistent, the damage we're talking about that isn't some kind of mixup is typically 11 total, which is especially underwhelming next to Bowser's 15-30. Or if we're considering specific matchup possibilities, 15-49. And Bowser naturally has Diddy beat in kill potential.
That's more because most Specials have different purposes. Uspecial is the clearest (largely recovery and sometimes killing off the top), but it's harder to decide the effectiveness of the others.I don't really care, but we did go from uspecial>tilts a few weeks ago
Sure? I'll be too busy over the weekend to properly lab all this like I did with Uthrow KO %s against Mario on FD in Training Mode.How bout a kill power tier list from the edge of FD? And a damage ranking as well
You're about one patch too late there, buddy.Why is no one mentioning Sheik's fhtrow? One of if not the only combo fthrows. Easily A or S tier.
It still combos at low percents and I don't think it can be DIed then.You're about one patch too late there, buddy.
Although it does have some combo use if your opponent doesn't DI it correctly. So I guess it could be A tier.
Fthrow bouncing fish works for a long time, regardless of DI.You're about one patch too late there, buddy.
Although it does have some combo use if your opponent doesn't DI it correctly. So I guess it could be A tier.
Just use FD, as long as it's consistent (obviously).Well, like future posts I'll see here that may or may not have actual research behind it in terms of kill power or combo ability, I'll just go ahead & test kill percentage with Mario using optimal DI against said Fthrow. Do we wanna use FD, or should there be a different stage for testing? What do you think everyone?
While this is cool that you have the kill percent for the CPU set to Stop, I briefly tested just Bayonetta so far by having her dash grab or standing grab when teetering (almost falling over animation at the very end of ledge) & Fthrow Mario when he uses optimal DI when launched to the right blastzone. Mario dies at 161% with or without doublejumping. Just something to note for when I do this with every notable kill throw's percentage, or maybe I'll do every Fthrow like I did with Uthrow.F-throws that kill before 180 (Tested on Mario at the right edge of the stage of FD, CPU set to stop, no Rage, no Staling). Table below is ordered by lowest to highest.
172
Falcon's and Luigi's didn't manage it?F-throws that kill before 180 (Tested on Mario at the right edge of the stage of FD, CPU set to stop, no Rage, no Staling). Table below is ordered by lowest to highest.
135
137 (Smash art only)
141
142
147
152 (With 152% Aura)
160 (Deep Breathing only)
172
175 (Blue, others didn't kill, also note that Olimar's grab has a deadspot directly in front of him so he can't get right up to the ledge)
176
177
180 (Red lightning showed at 179 but it didn't kill)