cisyphus
Smash Ace
Snake's KO Percents and More in Spreadsheet Form
Alright, so I've posted this link a few times already, but this is the first time I've "completed" the spreadsheet of Snake's KO potential. Completed is in scare quotes because I've only included Snake's best KO moves/combos:
1. Fully charged mine (mostly for rest punishes since it's literally the best option, but could be useful elsewhere maybe!?)
2. Up Throw -> C4 (the b&b KO combo, % before grab with C4 detonation at the apex of up throw).
3. Fair (Heel hitbox, which has a considerably better angle than the thigh hitbox).
4. Vanilla mine (that is, an uncharged down smash, for situations where your opponent finds them in varying ways).
5. C4 (without any launcher).
6. Fair (thigh hitbox, so you'll know whether to fuss about spacing based on percent).
7. Utilt (for those super long-range tranqs and flashy jab resets).
These are also ordered from strongest to weakest based on the average KO% across all characters.
Also included is confirmation of whether or not a character may be chaingrabbed, with those unable marked with an "N/A" in the I column. Moving further, the K column contains a character's average KO percent based on these seven options as a sort of rough guide for when you should start trying for KOs. The L column contains a simple comparison between the C4 and the Mine, where a negative number signifies that a C4 is more effective than a mine on the given character, as well as the percent difference signified by the number itself.
All of these numbers were tested on Final Destination with no DI. The Fairs were tested based from the third CPU spawn point toward the left blastzone for the sake of consistency. It tends to be that the thigh hitbox will KO the first CPU spawn (the farthest left) off the same blastzone at the same percent, as well, to give a frame of reference for how distance affects the KO moves (this is one of the things I intend to elaborate on further by testing from the very edge of FD).
I also have some fragmented information on Bair, Up Throw, and the second and third hits of F Smash KO %s which I can edit in at any time by viewing the revision history of the spreadsheet. I honestly got lazy testing all of these and figured it'd be best to streamline the process so I could share the most pertinent information first, with the subtle hope that this would fire up enough people to want to contribute themselves. Other values I'd like to test include:
- U Air
- Grenade
- third hit of Nair from edge of Final Destination
- Ftilt combo
- Dtilt
- Applying how the stage ceilings compare over a variety of characters (taking note of extreme examples like Captain Falcon and Jigglypuff, who have the highest and lowest upward KO %s respectively.
- Applying how DI affects the KO %s, especially of up throw C4.
- Up Throw to C4 options, including:
1. When Snake needs to Short Hop
2. When Snake Needs to Full Hop
3. When Snake can no longer stick safely
This would cover characters like Wolf, who can be stuck while grounded at low % and characters like Kirby, who need a short hop at all times.
I do recall going through the stages to vaguely figure this out (I believe I used Luigi, assuming him to be neutral—turns out Sheik or ROB are better, but of course, testing multiple characters provides better accuracy overall) and came up with this:
Alright, so I've posted this link a few times already, but this is the first time I've "completed" the spreadsheet of Snake's KO potential. Completed is in scare quotes because I've only included Snake's best KO moves/combos:
1. Fully charged mine (mostly for rest punishes since it's literally the best option, but could be useful elsewhere maybe!?)
2. Up Throw -> C4 (the b&b KO combo, % before grab with C4 detonation at the apex of up throw).
3. Fair (Heel hitbox, which has a considerably better angle than the thigh hitbox).
4. Vanilla mine (that is, an uncharged down smash, for situations where your opponent finds them in varying ways).
5. C4 (without any launcher).
6. Fair (thigh hitbox, so you'll know whether to fuss about spacing based on percent).
7. Utilt (for those super long-range tranqs and flashy jab resets).
These are also ordered from strongest to weakest based on the average KO% across all characters.
Also included is confirmation of whether or not a character may be chaingrabbed, with those unable marked with an "N/A" in the I column. Moving further, the K column contains a character's average KO percent based on these seven options as a sort of rough guide for when you should start trying for KOs. The L column contains a simple comparison between the C4 and the Mine, where a negative number signifies that a C4 is more effective than a mine on the given character, as well as the percent difference signified by the number itself.
All of these numbers were tested on Final Destination with no DI. The Fairs were tested based from the third CPU spawn point toward the left blastzone for the sake of consistency. It tends to be that the thigh hitbox will KO the first CPU spawn (the farthest left) off the same blastzone at the same percent, as well, to give a frame of reference for how distance affects the KO moves (this is one of the things I intend to elaborate on further by testing from the very edge of FD).
I also have some fragmented information on Bair, Up Throw, and the second and third hits of F Smash KO %s which I can edit in at any time by viewing the revision history of the spreadsheet. I honestly got lazy testing all of these and figured it'd be best to streamline the process so I could share the most pertinent information first, with the subtle hope that this would fire up enough people to want to contribute themselves. Other values I'd like to test include:
- U Air
- Grenade
- third hit of Nair from edge of Final Destination
- Ftilt combo
- Dtilt
- Applying how the stage ceilings compare over a variety of characters (taking note of extreme examples like Captain Falcon and Jigglypuff, who have the highest and lowest upward KO %s respectively.
- Applying how DI affects the KO %s, especially of up throw C4.
- Up Throw to C4 options, including:
1. When Snake needs to Short Hop
2. When Snake Needs to Full Hop
3. When Snake can no longer stick safely
This would cover characters like Wolf, who can be stuck while grounded at low % and characters like Kirby, who need a short hop at all times.
I do recall going through the stages to vaguely figure this out (I believe I used Luigi, assuming him to be neutral—turns out Sheik or ROB are better, but of course, testing multiple characters provides better accuracy overall) and came up with this:
I'm open as well to any and all suggestions to streamline this chart/post to increase comprehension!I've been doing a lot of knockback spreadsheets lately, so I'm gonna unload a whole lot of that here right now. I use Final Destination as the basic guideline, just know that most stages are within 5% of its ceiling to bottom platform height, with Dreamland being around 20% higher, Dracula's Castle and Skyworld around 10% higher, and WarioWare and Yoshi's Story being about 10% lower.
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