feardragon64
Smash Champion
I was really bored and decided to figure out which moves had how much knock back on shields. This shouldn't matter too much because you have to keep in mind the after lag of the move. For example, if you're recovering from above and try to tipper dair your enemy's shield, it really won't matter how much they get knocked back because the distance will easily be traveled in the time it takes for you to recover from the lag. That said, realize this might be good for things like recovering from the ledge and knocking a shielded opponent away so that you have some distance and safe ground to stand on. Or maybe someone is standing close the edge of a platform and you want to knock them off. That's the kind of stuff this list will be useful for. It's nothing big so don't think I'm implying that. It's just some data nobody bothered to collect.
Anyways, testing was done with Mario at the spawn point on Sample Stage A(so that results can be duplicated if anyone was interested) with marth on the left of Mario and measured with approximations with the eye. The units are measured by the little notches on the blocks used for the outdoor custom map set. Assume an accuracy of 0.3 block segments.
Tipper fsmash: 4.6
Tipper dsmash(front): 4.3
Tipper dsmash(back): 3.8
Untippered dsmash(front): 3.5
Usmash: 3.3
Untippered fsmash: 3.25
Tipper Bair: 3.2
Tipper Dair: 3.15
Tipper Uair: 2.9
Tipper Fair: 2.85
Untippered dsmash(back): 2.7
Untippered dair: 2.6
Tipper Utilt: 2.3
Untippered bair: 2.25
Tipper ftilt: 2.2
Untippered Shield-Breaker: 2.0
Untippered Fair: 1.9
Tipper Get-Up Attack(edge): 1.85
Untippered Get-Up Attack(edge)1.85
Tipper Shield-Breaker: 1.5
Untippered utilt: 1.35
Tipper dtilt: 1.3
Untipper dtilt: 1.25
Untippered ftilt: 1.2
Untippered Get-up Attack(ground): 1.1
Tipper jab: 0.4
Untippered jab: 0.1
Conclusion: The only useful things would be the stuff that yielded a lot of knockback. Namely, I mean the top 9 or so. It's good to know that tipper fsmash and tipper dsmash provide the most knockback if the situation ever requires it(knocking someone off a ledge). Also, bair provides a pretty beastly knockback which helps to justify the bair stall a little more since if it's not perfect shielded they'll be knocked away from the ledge and it'll be harder for them to edgehog you. After that the knockback isn't enough to make a large difference but it's nice to have on your tipper uair(which is hard not to tip imo >>[/b] and fair and makes them a little safer on non-OoS options.
Another nice thing is using dair to recover from the edge while being edge-guarded. Basically, ledgehop to tipper dair on opponents standing between right next to the ledge and just a little closer to the edge than where Marth would roll from the edge seems like a pretty safe option surprisingly. Think about it. Assume they don't shield, and it's obviously safe. Assume they do shield. They get knocked back almost fair enough that, after you factor in human reaction time, you can DS them if they go for a dashed attack/grab(if they dash to cover the distance then they lose the option of shielding it). If you time it to hit most medium sized opponents, you'll land without the landing lag from dair so almost all your options remain available. If they power-shield, you can DI toward the stage and end up a decent distance in and can't be punished by anything that bad, if at all. Just another option, but nothing to be abused.
Anyways, enjoy.
Anyways, testing was done with Mario at the spawn point on Sample Stage A(so that results can be duplicated if anyone was interested) with marth on the left of Mario and measured with approximations with the eye. The units are measured by the little notches on the blocks used for the outdoor custom map set. Assume an accuracy of 0.3 block segments.
Tipper fsmash: 4.6
Tipper dsmash(front): 4.3
Tipper dsmash(back): 3.8
Untippered dsmash(front): 3.5
Usmash: 3.3
Untippered fsmash: 3.25
Tipper Bair: 3.2
Tipper Dair: 3.15
Tipper Uair: 2.9
Tipper Fair: 2.85
Untippered dsmash(back): 2.7
Untippered dair: 2.6
Tipper Utilt: 2.3
Untippered bair: 2.25
Tipper ftilt: 2.2
Untippered Shield-Breaker: 2.0
Untippered Fair: 1.9
Tipper Get-Up Attack(edge): 1.85
Untippered Get-Up Attack(edge)1.85
Tipper Shield-Breaker: 1.5
Untippered utilt: 1.35
Tipper dtilt: 1.3
Untipper dtilt: 1.25
Untippered ftilt: 1.2
Untippered Get-up Attack(ground): 1.1
Tipper jab: 0.4
Untippered jab: 0.1
Conclusion: The only useful things would be the stuff that yielded a lot of knockback. Namely, I mean the top 9 or so. It's good to know that tipper fsmash and tipper dsmash provide the most knockback if the situation ever requires it(knocking someone off a ledge). Also, bair provides a pretty beastly knockback which helps to justify the bair stall a little more since if it's not perfect shielded they'll be knocked away from the ledge and it'll be harder for them to edgehog you. After that the knockback isn't enough to make a large difference but it's nice to have on your tipper uair(which is hard not to tip imo >>[/b] and fair and makes them a little safer on non-OoS options.
Another nice thing is using dair to recover from the edge while being edge-guarded. Basically, ledgehop to tipper dair on opponents standing between right next to the ledge and just a little closer to the edge than where Marth would roll from the edge seems like a pretty safe option surprisingly. Think about it. Assume they don't shield, and it's obviously safe. Assume they do shield. They get knocked back almost fair enough that, after you factor in human reaction time, you can DS them if they go for a dashed attack/grab(if they dash to cover the distance then they lose the option of shielding it). If you time it to hit most medium sized opponents, you'll land without the landing lag from dair so almost all your options remain available. If they power-shield, you can DI toward the stage and end up a decent distance in and can't be punished by anything that bad, if at all. Just another option, but nothing to be abused.
Anyways, enjoy.