• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Guide VBM Modified/Practical Chaingrab Tables

Vestboy_Myst

NJ TO & Peach knitwit
Joined
Jan 10, 2014
Messages
601
Location
NJ
These are simplified / more practical versions of Sycorax's master chaingrab tables listed here (as of 7/12/2016):
http://smashboards.com/threads/royal-academy-finishing-school-peach-frame-data-application-thread.431376/

I made these for my own use about a year ago, with the goal of simplifying and consolidating the two port configurations so they matched up better. This results in a mostly-optimized single cg table to memorize for each fastfaller, with just a few 'rules of thumb' to remember when switching port configuration.

Some of the ranges are shorter than they really are on the master tables to limit the amount of extraneous information you need to memorize. In addition to being simpler for memorization/practical usage, any rounding was done in such a way so that the window of execution for that option became slightly easier. They all start from the Port 4 perspective. Against CF this is a straight buff and there is no reason not to use it in my opinion (as long as you remember to ask for neutral start!). Against spacies it is up to your personal preference, as there are some other nuances that make it debatable.

Notes:
-dont assume the numbers here are exact frame data or correspond to the 'TRUE' list of options, make sure to check @Sycorax 's thread for the actual data. again, this is rounded/simplified for practical use, not as accurate as possible.
-P4 Peach chaingrabs are longer by roughly ~10% on all three fastfallers for all DIs.
-Tables don't take staling into account. Pummel should do ~3% unstale but dont forget it can get weird with rounding.
-Tables don't account for slight DI
-Uthrow>Usmash kills around ~124% for both spacies, taking good DI into account
-Ftilt trap on fox sort of works unless they randomly get perfect DI which is not consistent and very lucky
-Suggested percents to pummel at will get you into a better option range or skip over 'holes' in coverage
-When I say P1 i mean 'leftmost port / lowest number port', and P4 means 'rightmost port / highest number port'
-Being P3 if your opponent is P1 is the same as being P4, and being P3 against a P4 is the same as being P1.
-Comments directly below each table apply to both P1 and P4 configurations unless otherwise stated

RG=Regrab, RTC=Reaction Tech Chase (wd to their landing then go), dashA = dash attack, wlkds = walk dsmash
(x) = 'holes' in coverage that only apply to P1's uthrow>dsmashes because of how i constructed these tables. remembering to pummel at these numbers helps avoid any issues

1) FOX (AS P4) :: (true cg 20%-105%) [finish @ 105 noDI 125 sides]


Code:
%        Away      NoDI     Behind
---------------------------------
0-2      RTC^(x)    RG     dsmash
6-12      RTC**     RG     dsmash
13-19     RTC**     RG     dashA
20-104     RG       RG       RG
105-124    RG     finish     RG
125      finish   finish   finish

-BOTH: Peach should pummel around 17,18,19 to get to full CG earlier
- P4 only: Ftilt trap 'works' 16-21 both sides

P1 CHANGES VS FOX :: (true cg 20%-95%) [finish @ 95 noDI, 115 sides]

  • P1 only: Subtract ~10 from CG ends
  • P1 only: Peach should also pummel at 0, 1, 2, 13
  • P1 only: ^ = becomes 'dsmash'
  • P1 only: ** = becomes 'walk dsmash'
  • P1 only: Ftilt trap now 'works' at 16-30 but behind only
  • P1 only: (x) = HOLE! at exactly 1-2% on away DI no uthrow>dsmash exists. Have to RTC. Can pummel once at 0 to avoid this.


2) FALCO (AS P4) :: (true cg 16%-115%) [finish @ 115 noDI, 135 sides]

Code:
%         Away      NoDI     Behind
---------------------------------
0-3     dsmash       RG      dsmash
4-7      wlkds^      RG      dsmash(x)
8-11     wlkds^(x)   RG      dashA
12-15    RG/wlkds    RG      dashA
16-114      RG       RG        RG
115-134     RG      finish      RG
135      finish     finish    finish
-BOTH: Peach should pummel around 13,14,15 to get to full CG earlier
-P4 only: Peach should NOT pummel at 0% if she wants to get uthrow>dsmash

P1 CHANGES VS FALCO: (true cg 16%-105%) [finish @ 105 noDI, 125 sides]

  • P1 only: Subtract ~10 from CG ends
  • P1 only: Peach should also pummel at 6, 7, 11
  • P1 only: ^ = becomes just 'dsmash' (no walk)
  • P1 only: (x) = HOLE! at exactly 11% for away DI no uthrow>dsmash exists, can walk>dsmash / RTC instead, or pummel and change options
  • P1 only: (x) = HOLE! at exactly 6-7 on behind DI there is no uthrow>dsmash, can ftilt / RTC / jab instead, or pummel and use dashA for behind DI


3) C.FALCON (AS P4) :: (true cg 5%-82%) [finish @ 82 noDI, 100 sides]
Code:
%      Away      NoDI      Behind
---------------------------------
0-4      RTC       RG       dashA
5-81     RG        RG        RG
82-99    RG       finish     RG
100     finish    finish    finish
-BOTH: Peach should pummel at 2,3,4 for near-immediate full CG

P1 CHANGES VS C.FALCON :: (true cg 5%-72%) [finish @ 72 noDI, 90 sides]


  • P1 only: Subtract ~10% from CG ends
 
Top Bottom