conTAgi0n
Smash Journeyman
- Joined
- Jul 9, 2015
- Messages
- 416
- Switch FC
- SW 1668 7817 3192
All percentages (finally) are up to date as of patch 1.1.5.
These percentages were tested in training mode on Final Destination. Training mode registers all of these as true combos. At the percentages listed, they are inescapable by means of jumping, air dodging, or attacking. Since it is training mode, all these percentages assume no DI, rage, or move staling.
The percentage listed is the percentage the character was at when grabbed.
In alphabetical order:
Grouped by percentage bracket, and in order of lowest to highest:
3DS (OBSOLETE, SOON TO BE DELETED)
A good rule of thumb is that the combo kills approximately 5% later on 3DS.
I tested these back in 1.1.3 and am not planning to update them. They will be deleted soon.
In alphabetical order:
- ???
- 109
- 104
- 107
- 101
- 103
- ???
- 119
- 97 **
- 98
- 114
- 97
- 98
- 91
- 88
- 108
- 92
- 106
- 74
- 84 **
- 95
- 103
- 104
- 92
- 96
- 93
- 97
- 96
- 105
- 87
- 83
- 79
- 92
- 85
- 94
- 89
- 88
- 85
- 97 **
- 102
- 96
- 83 **
- 100
- 101
- 100
- 89 **
- 101
- 95 **
- 90
- 94
- 102
- 92
- 96
- 88
- 90
** sometimes kills one percent earlier, sometimes doesn't. I have no idea why.
Grouped by percentage bracket, and in order of lowest to highest:
The timing window for this combo is noticeably narrower against Luigi than against any other character (at least for getting training mode to register it as a true combo). The percentage window at which it works is also significantly narrower for Luigi than for others (no larger than ~10% with no rage or DI). I recommend spending some time in training mode making sure you can perform this consistently if there is any possibility you will be facing a good Luigi in the near future.
Aside from Luigi, Ness and Lucas stand out as more difficult than average, and to a lesser extent Kirby, and maybe Jigglypuff and Toon Link as well. This is a non-exhaustive list, so there may be others you find tricky to hit as well. Since flubbing an uthrow -> uair combo can easily cost you the match, it is worth making sure that you can pull this off on basically anyone with high consistency and little warmup.
I found that uthrow to uair would only kill certain characters at the percentage listed when training mode registers a true combo. Also, for some characters, like Captain Falcon and Roy, this combo kills one or two percent earlier if you land the uair early in the true combo window. For my lower bound I have included the first number at which it kills regardless of when in the true combo window you land the uair, but you should keep in mind that hitting the uair earlier can occasionally kill a tiny bit earlier.
Of course the test conditions used here (no rage, DI, or move staling) will not typically be replicated precisely in a real match, but these percentages should still provide a very useful benchmark for knowing when you can kill confirm off a grab. Rage or a lower ceiling will make it earlier, good DI or a high ceiling will make it later.
WHAT STILL NEEDS TESTING:
I would also like to find some numbers on the effects of rage, maybe testing this at 50%, 100%, and 150%. Hopefully it scales linearly, in which we could come up with a pretty reliable formula for rage effects without actually testing every percentage.
Another useful project would be kill percentages for uthrow -> uair on all tourney legal stages at all platform heights.
I don't know if I will do thorough testing on every character for the above two projects, but I am planning to at least test a few characters at different weights and fallspeeds to find some "rules of thumb" (example: maybe from the bottom of Town and City it kills ~5% earlier or whatever).
Another set of percentages that would be useful to have would be uthrow -> bair. A list of characters, the lowest percent that it true combos at, the lowest percent it kills at from the edge, the highest percent it still work at, etc. However this would be a very time consuming project, so I probably won't get around to collecting much data on it. I encourage anyone interested in this to do some research and post it their own thread. I'd even be willing to help at least a little.
One project I abandoned was determining upper bounds for uthrow -> uair. This would be useful information, but training mode is unreliable for this (as I learned only recently), since it will register true combos at percents where opponents can actually airdodge (but not jump or attack) to avoid the combo.
By the way, a big thanks to
1PokeMastr
for compiling this spreadsheet, which is where I took all of the original Wii U percentages from back during the 1.1.3 patch (and thanks also to
Hitman JT
for linking me to it).
These percentages were tested in training mode on Final Destination. Training mode registers all of these as true combos. At the percentages listed, they are inescapable by means of jumping, air dodging, or attacking. Since it is training mode, all these percentages assume no DI, rage, or move staling.
The percentage listed is the percentage the character was at when grabbed.
Final Destination (on Wii U)
In alphabetical order:
Bayonetta..........
: 84
Bowser..............
: 98
Bowser Jr. .........
: 93 (hit lands on Bowser Jr.), 96 (hit lands on clown car) - 139
Captain Falcon...
: 97
Charizard...........
: 90
Cloud.................
: 92 (normal), 95 (with limit break)
Corrin.................
: 90
Dedede..............
: 109
Dark Pit.............
: 87
Diddy Kong.......
: 88
Donkey Kong...
: 103
Dr. Mario...........
: 87
Duck Hunt.........
: 88
Falco.................
: 81
Fox....................
: 79
Ganondorf.........
: 97
Greninja............
: 82
Ike.....................
: 96
Jigglypuff..........
: 66
Kirby.................
: 74
Little Mac..........
: 86
Link...................
: 92
Lucario..............
: 93
Lucas................
: 82
Lucina...............
: 86
Luigi..................
: 83
Mario................
: 87
Marth ...............
: 86
Mega Man .......
: 95
Meta Knight .....
: 77
Mewtwo ...........
: 75
Mr. G&W ..........
: 70
Ness ................
: 82
Olimar .............
: 76
Pac-Man .........
: 83
Palutena .........
: 80
Peach .............
: 78
Pikachu ..........
: 76
Pit ..................
: 87
R.O.B. ...........
: 93
Robin .............
: 86
Rosalina ........
: 73
Roy ................
: 92
Ryu ................
: 90
Samus ...........
: 90
Sheik .............
: 79
Shulk .............
: 91 (normal, jump), 88 (buster), 145 (shield), 79 (smash)
Sonic .............
: 85
Toon Link .......
: 81
Villager ...........
: 84
Wario ..............
: 92
Wii Fit Trainer .
: 82
Yoshi ..............
: 86
Zelda ..............
: 79
ZSS ................
: 80
Bowser..............
Bowser Jr. .........
Captain Falcon...
Charizard...........
Cloud.................
Corrin.................
Dedede..............
Dark Pit.............
Diddy Kong.......
Donkey Kong...
Dr. Mario...........
Duck Hunt.........
Falco.................
Fox....................
Ganondorf.........
Greninja............
Ike.....................
Jigglypuff..........
Kirby.................
Little Mac..........
Link...................
Lucario..............
Lucas................
Lucina...............
Luigi..................
Mario................
Marth ...............
Mega Man .......
Meta Knight .....
Mewtwo ...........
Mr. G&W ..........
Ness ................
Olimar .............
Pac-Man .........
Palutena .........
Peach .............
Pikachu ..........
Pit ..................
R.O.B. ...........
Robin .............
Rosalina ........
Roy ................
Ryu ................
Samus ...........
Sheik .............
Shulk .............
Sonic .............
Toon Link .......
Villager ...........
Wario ..............
Wii Fit Trainer .
Yoshi ..............
Zelda ..............
ZSS ................
Grouped by percentage bracket, and in order of lowest to highest:
60 - 69
66
70 - 79
70,
73,
74,
75,
76,
77,
78,

79
70 - 79
80 - 89

80,
81,


82,
83,
84,
85,




86,


87,
88
90 - 99



90,
91,


92,

93,
95,
96,
97,
98
100 - 109
103,
109
3DS (OBSOLETE, SOON TO BE DELETED)
A good rule of thumb is that the combo kills approximately 5% later on 3DS.
I tested these back in 1.1.3 and am not planning to update them. They will be deleted soon.
In alphabetical order:
** sometimes kills one percent earlier, sometimes doesn't. I have no idea why.
Grouped by percentage bracket, and in order of lowest to highest:
70 - 79
74,
79
80 - 89

83,
84,
85,
87,

88,
89
90 - 99

90,
91,


92,
93,
94,
95,


96,



97,
98
100 - 109

100,

101,
102,
103,
104,
105,
106,
107,
108,
109
110 - 119
114,
119
The timing window for this combo is noticeably narrower against Luigi than against any other character (at least for getting training mode to register it as a true combo). The percentage window at which it works is also significantly narrower for Luigi than for others (no larger than ~10% with no rage or DI). I recommend spending some time in training mode making sure you can perform this consistently if there is any possibility you will be facing a good Luigi in the near future.
Aside from Luigi, Ness and Lucas stand out as more difficult than average, and to a lesser extent Kirby, and maybe Jigglypuff and Toon Link as well. This is a non-exhaustive list, so there may be others you find tricky to hit as well. Since flubbing an uthrow -> uair combo can easily cost you the match, it is worth making sure that you can pull this off on basically anyone with high consistency and little warmup.
I found that uthrow to uair would only kill certain characters at the percentage listed when training mode registers a true combo. Also, for some characters, like Captain Falcon and Roy, this combo kills one or two percent earlier if you land the uair early in the true combo window. For my lower bound I have included the first number at which it kills regardless of when in the true combo window you land the uair, but you should keep in mind that hitting the uair earlier can occasionally kill a tiny bit earlier.
Of course the test conditions used here (no rage, DI, or move staling) will not typically be replicated precisely in a real match, but these percentages should still provide a very useful benchmark for knowing when you can kill confirm off a grab. Rage or a lower ceiling will make it earlier, good DI or a high ceiling will make it later.
WHAT STILL NEEDS TESTING:
I would also like to find some numbers on the effects of rage, maybe testing this at 50%, 100%, and 150%. Hopefully it scales linearly, in which we could come up with a pretty reliable formula for rage effects without actually testing every percentage.
Another useful project would be kill percentages for uthrow -> uair on all tourney legal stages at all platform heights.
I don't know if I will do thorough testing on every character for the above two projects, but I am planning to at least test a few characters at different weights and fallspeeds to find some "rules of thumb" (example: maybe from the bottom of Town and City it kills ~5% earlier or whatever).
Another set of percentages that would be useful to have would be uthrow -> bair. A list of characters, the lowest percent that it true combos at, the lowest percent it kills at from the edge, the highest percent it still work at, etc. However this would be a very time consuming project, so I probably won't get around to collecting much data on it. I encourage anyone interested in this to do some research and post it their own thread. I'd even be willing to help at least a little.
One project I abandoned was determining upper bounds for uthrow -> uair. This would be useful information, but training mode is unreliable for this (as I learned only recently), since it will register true combos at percents where opponents can actually airdodge (but not jump or attack) to avoid the combo.
By the way, a big thanks to


Last edited: