Paradigm
Smash Ace
Samus dtilt KO list
NOTE: This is not 100% completed. Stuff came up interrupting me, I'll get back to this and finish it within one week.
Hive and I found the minimum damage need to KO a character with Samus' dtilt fresh on FD. We both did so independently, and those that overlapped matched exactly, so you can consider much of this double checked. We were both missing chunks that consequently were not double checked and it's quite possible I typo'd some numbers, so if you see a problem let me know and I'll fix this accordingly.
Those without DI were done with the computer on training mode set to "control," with no one controlling the character. Those with DI I did with one hand on each controller, and were done from one extreme side of FD while DIing towards the other. I did not test what happens if an opponent uses a move that effects their movement, such as ZSS's dair.
All I ask in return from the community is to not compare me to M2K for this.
Interesting things I learned:
- Samus' dtilt KOs at the same damage irrelevant of how much it's been used. That's right folks, no need to hold back on it to ensure earlier KOs. I'd appreciate it if someone double-checked this, just to be sure I'm not overlooking something, but it looks like a rather important discovery. Ends up I was in fact over looking something: moves don't degrade in training mode, always fresh.
-The dtilt always does 14 damage (my first tip that it doesn't degrade). Again, training mode.
- The dtilt has the same knock back irrelevant of what part of the hitbox (horizontally) is used. It doesn't matter if you tipper it or are right up next to the opponent. It probably will KO a tad bit earlier if the opponent hits the top of the hitbox but I didn't test it.
- The dtilt doesn't degrade over time (unlike the nair). I found if I do the dtilt too early, just before the opponent's invincibility drops, it stays out and still hits a number of frames later doing the same damage and knock back.
- DIing will help people survive Samus' dtilt roughly 20% longer. I'll get an exact average after completing this.
These are organized from most difficult to KO to least difficult to KO without DI.
Name noDI/DI
King Dedede: 160/foo
Snake: 154/foo
Donkey Kong: 152/foo
Captain Falcon: 148/foo
Bowser: 145/175
Ganondorf: 145/167
Ike: 145/foo
Link: 142/163
Wario: 140/159
Charizard: 140/foo
Wolf: 140/foo
Yoshi: 138/159
R.O.B.: 136/156
Squirtle: 136/foo
Samus: 135/157
Pit: 132/154
Lucario: 132/foo
Sonic: 132/foo
Mario: 131/151
Luigi: 130/150
Marth: 129/foo
Ness: 129/foo
Diddy: 128/148
Lucas: 128/foo
Toon Link: 127/147
Falco: 125/foo
Ice Climbers: 124/144
Olimar: 122/foo
Peach: 121/141
Pikachu: 121/foo
Zero Suit Samus: 120/139
Zelda: 119/137
Shiek: 118/137
Kirby: 117/134
Metaknight: 116/136
Fox: 116/foo
Mr. Game and Watch: 113/foo
Ivysaur: 109/foo
Jigglypuff: 105/foo
Changelog:
6Jun2008
- Created dtilt KO percent list
- Fixed training mode issue
7Jun2008
- Added Hive's numbers, double checked overlap
- Organized list
NOTE: This is not 100% completed. Stuff came up interrupting me, I'll get back to this and finish it within one week.
Hive and I found the minimum damage need to KO a character with Samus' dtilt fresh on FD. We both did so independently, and those that overlapped matched exactly, so you can consider much of this double checked. We were both missing chunks that consequently were not double checked and it's quite possible I typo'd some numbers, so if you see a problem let me know and I'll fix this accordingly.
Those without DI were done with the computer on training mode set to "control," with no one controlling the character. Those with DI I did with one hand on each controller, and were done from one extreme side of FD while DIing towards the other. I did not test what happens if an opponent uses a move that effects their movement, such as ZSS's dair.
All I ask in return from the community is to not compare me to M2K for this.
Interesting things I learned:
-
-
- The dtilt has the same knock back irrelevant of what part of the hitbox (horizontally) is used. It doesn't matter if you tipper it or are right up next to the opponent. It probably will KO a tad bit earlier if the opponent hits the top of the hitbox but I didn't test it.
- The dtilt doesn't degrade over time (unlike the nair). I found if I do the dtilt too early, just before the opponent's invincibility drops, it stays out and still hits a number of frames later doing the same damage and knock back.
- DIing will help people survive Samus' dtilt roughly 20% longer. I'll get an exact average after completing this.
These are organized from most difficult to KO to least difficult to KO without DI.
Name noDI/DI
King Dedede: 160/foo
Snake: 154/foo
Donkey Kong: 152/foo
Captain Falcon: 148/foo
Bowser: 145/175
Ganondorf: 145/167
Ike: 145/foo
Link: 142/163
Wario: 140/159
Charizard: 140/foo
Wolf: 140/foo
Yoshi: 138/159
R.O.B.: 136/156
Squirtle: 136/foo
Samus: 135/157
Pit: 132/154
Lucario: 132/foo
Sonic: 132/foo
Mario: 131/151
Luigi: 130/150
Marth: 129/foo
Ness: 129/foo
Diddy: 128/148
Lucas: 128/foo
Toon Link: 127/147
Falco: 125/foo
Ice Climbers: 124/144
Olimar: 122/foo
Peach: 121/141
Pikachu: 121/foo
Zero Suit Samus: 120/139
Zelda: 119/137
Shiek: 118/137
Kirby: 117/134
Metaknight: 116/136
Fox: 116/foo
Mr. Game and Watch: 113/foo
Ivysaur: 109/foo
Jigglypuff: 105/foo
Changelog:
6Jun2008
- Created dtilt KO percent list
- Fixed training mode issue
7Jun2008
- Added Hive's numbers, double checked overlap
- Organized list