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Absol
These percents are pretty rough, to say the least. (haven't tested them in a while, did Corrin and Bayonetta quickly to get a rough idea in the matchups when they came out)
Didn't do the whole cast yet, just the more so important ones.
- The early percents may range by a few percent depending on the HitBox of BF.
- I buffered the BF as quickly as I could.
- The BF was NOT Extended nor Shortened, just normal.
- Stationary CPU on "Control".
- Meta Knight almost completely ignores the first hit of BF and Pikachu is slightly hard to hit with both hits at times as well.
Going to be testing throughout these next 2 weeks very throughly with both hits of Up Tilt as well as the Second Hit.
Eventually, I'll get into buffering a jump and so on and so fourth but I feel like this is a good starting ground for now.
If anyone wants to double check percents or correct me, feel free!
Absol
These percents are pretty rough, to say the least. (haven't tested them in a while, did Corrin and Bayonetta quickly to get a rough idea in the matchups when they came out)
Didn't do the whole cast yet, just the more so important ones.
- The early percents may range by a few percent depending on the HitBox of BF.
- I buffered the BF as quickly as I could.
- The BF was NOT Extended nor Shortened, just normal.
- Stationary CPU on "Control".
- Meta Knight almost completely ignores the first hit of BF and Pikachu is slightly hard to hit with both hits at times as well.
Going to be testing throughout these next 2 weeks very throughly with both hits of Up Tilt as well as the Second Hit.
Eventually, I'll get into buffering a jump and so on and so fourth but I feel like this is a good starting ground for now.
If anyone wants to double check percents or correct me, feel free!
Sorry if i'm late on the reply, I just woke up.
BUT It very well could be, I got a Diddy at 140 near the ledge by buffering the double jump forward with BF the other day.
It needs testing, nonetheless It'll become read/reaction/mix up based.
So yeah it could be something considering Up Tilt is a great tool near the ledge...
Sorry if i'm late on the reply, I just woke up.
BUT It very well could be, I got a Diddy at 140 near the ledge by buffering the double jump forward with BF the other day.
It needs testing, nonetheless It'll become read/reaction/mix up based.
So yeah it could be something considering Up Tilt is a great tool near the ledge...
I was planning on doing so anyways, another good option we have.
From Low/Mid - Mid percents, it "almost" a true combo, it'd say it is as long as you buffer it fast enough but ehh...
I was planning on doing so anyways, another good option we have.
From Low/Mid - Mid percents, it "almost" a true combo, it'd say it is as long as you buffer it fast enough but ehh...
It's definitely not a true combo at low / low-mid percents, there's a range (for most characters at least, probably not Jiggs) where it does true combo for the kill off the side. I can try to fetch some numbers, but this is quite hard to test in training mode due to all the factors that come into play such as DI, the height you hit them from (whether or not they are grounded), whether or not you have to buffer DJ, etc.
It's definitely not a true combo at low / low-mid percents, there's a range (for most characters at least, probably not Jiggs) where it does true combo for the kill off the side. I can try to fetch some numbers, but this is quite hard to test in training mode due to all the factors that come into play such as DI, the height you hit them from (whether or not they are grounded), whether or not you have to buffer DJ, etc.
*most characters done, filling in the less relevant ones soon*
These numbers are with NO DI, "controlled", training mode, FD. (See webm below for reference). This is with both hits connecting. I tried each character 20+ times to make sure the numbers are accurate as possible, but of course there is always human error.
Utilt > BF combos earlier than these percents, so "kill" is determined by the earliest % that lightning appears while registering as a true combo. DI throws off these numbers significantly, so please do not expect to be killing Bowser off the side like this at 96, or you're gonna have a bad time (and possibly eat a Bair for your troubles).
Characters marked by * have been hit below the stage with Utilt 1. This can happen when you edgeguard these characters or if they are too close to the ledge, and it often causes you to miss entirely. Hitting them below stage changes the numbers since their trajectory is much more horizontal (Zelda dies at 76 or even lower when hit below, but not until 77 otherwise (webm below)
Lastly, some of these windows are very lenient, and waiting makes the difference between a KO or not. Especially characters like Diddy, inputting bouncing fish immediately at 80 will not result in a KO, but waiting ~20 frames (extremely rough estimate) will result in a KO since he was further off stage when BF connected. In fact, most of these numbers came down to how long I waited before inputting BF, that's how lenient most of these windows are.
If you check my first post and spoiler I put, that is the "range" where it can be sort of true.
Did the more so important characters.
As for higher percents, it needs more testing.
*to be updated with full roster, later today hopefully*
These numbers are with NO DI, "controlled", training mode, FD. (See webm below for reference). This is with both hits connecting. I tried each character 20+ times to make sure the numbers are accurate as possible, but of course there is always human error.
Utilt > BF combos earlier than these percents, so "kill" is determined by the earliest % that lightning appears while registering as a true combo. DI throws off these numbers significantly, so please do not expect to be killing Bowser off the side like this at 96, or you're gonna have a bad time (and possibly eat a Bair for your troubles).
Numbers are before utilt is initiated.
Characters marked by * have been hit below the stage with Uair 1. This can happen when you edgeguard these characters or if they are too close to the ledge, and it often causes you to miss entirely. Hitting them below stage changes the numbers since their trajectory is much more horizontal (Zelda dies at 76 or even lower when hit below, but not until 77 otherwise (webm below)
Lastly, some of these windows are very lenient, and waiting makes the difference between a KO or not. Especially characters like Diddy, inputting bouncing fish immediately at 80 will not result in a KO, but waiting ~20 frames (extremely rough estimate) will result in a KO since he was further off stage when BF connected. In fact, most of these numbers came down to how long I waited before inputting BF, that's how lenient most of these windows are.
Interesting, didn't consider the angle of the second hit can miss at times, gonna try to put together a range of percents with a buffered jump and finish off the normal UTilt > BF
Interesting, didn't consider the angle of the second hit can miss at times, gonna try to put together a range of percents with a buffered jump and finish off the normal UTilt > BF
Sounds good.
Mind if I double check the kill percents?
Was going to make a large thread about UpTilt > BF with different varieties as well as a video.
Also going to try to do buffered jump as well.
Sounds good.
Mind if I double check the kill percents?
Was going to make a large thread about UpTilt > BF with different varieties as well as a video.
Also going to try to do buffered jump as well.
I don't mind you double checking, I fully expect some of these to be off by a %. But if you're just gonna take over then I don't mind just handing it over to you lol.
I don't mind you double checking, I fully expect some of these to be off by a %. But if you're just gonna take over then I don't mind just handing it over to you lol.
lmao, that's a ton of work, I don't mind at all if you do the kill %'s (that'd be a life saver)
Just saying eventually i'm going to do a video about all of it and such lol
lol, unsure if I came off wrong, wasn't my intension.
Is there more info on Full Hop Fair > BF on tall characters?
I seen ArikadoSD
post something about it but forgot where
Works on characters like rosaluma and (falcon?) Height. True combos at really low percents, regardless of DI, however it quickly stops working by like 70, so it would be an early stock steal near ledge at best.
Works on characters like rosaluma and (falcon?) Height. True combos at really low percents, regardless of DI, however it quickly stops working by like 70, so it would be an early stock steal near ledge at best.
Hey Zorasknight@fyazko and Absol
. Do we have confirmed #'s for Nair to bf? If so I can fetch numbers if need be. I've been itching to learn new stuff and I want to help out the sheik community. As soon as I get out of class I will start. At least it's a true combo ( I do believe)
Hey Zorasknight@fyazko and Absol
. Do we have confirmed #'s for Nair to bf? If so I can fetch numbers if need be. I've been itching to learn new stuff and I want to help out the sheik community. As soon as I get out of class I will start. At least it's a true combo ( I do believe)
lol, unsure if I came off wrong, wasn't my intension.
Is there more info on Full Hop Fair > BF on tall characters?
I seen ArikadoSD
post something about it but forgot where
Absol
Is there any possible notes/percents for Tipper DTilt > UAir?
Or are we starting from scratch, might take a shot at it after I finish UTilt > BF.
Absol
Is there any possible notes/percents for Tipper DTilt > UAir?
Or are we starting from scratch, might take a shot at it after I finish UTilt > BF.
Me being a long time greninja main involved in the process of collecting character specific data, I would be happy to be of assistance. Sheik is my secondary, which is why I care. All I need to know is what I need to research and the preferred spreadsheet layout.
Me being a long time greninja main involved in the process of collecting character specific data, I would be happy to be of assistance. Sheik is my secondary, which is why I care. All I need to know is what I need to research and the preferred spreadsheet layout.
Hmm..there isn't much of a way to formulate this one, when its something I still didn't lab on how it works.
Soft Nair into tipper usmash is something I've seen zero do occasionally. Clearly knowing how it works first is a first priority before crunching numbers. Would mean a lot if you labbed it out. As a gredninja main I'm sure you've labbed your fair share of situational set ups.
Hmm..there isn't much of a way to formulate this one, when its something I still didn't lab on how it works.
Soft Nair into tipper usmash is something I've seen zero do occasionally. Clearly knowing how it works first is a first priority before crunching numbers. Would mean a lot if you labbed it out. As a gredninja main I'm sure you've labbed your fair share of situational set ups.