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Who Spiked The Punch? (More Interesting Stuff About DK's neutral B)

Dude

Smash Rookie
Joined
Mar 25, 2012
Messages
3
Location
New Mexico
This is really just bringing an old discussion back onto the table. For Big O's original thread, please go here: http://www.smashboards.com/showthread.php?t=176033

After reading this thread, I noticed that while it outlined the interesting properties of DK's punch, it didn't have much data concerning when DK's punch should be attempted for a KO. So, I decided to test it.

In training mode, I went to Final Destination against a CPU set to "Stop". This means that the CPU was using basic IDI (as if holding the left thumb stick towards the stage). First, the CPU was KO'ed so that it would respawn, ending up in the middle of the stage. As DK, I lined up right behind the CPU and delivered the punch to their back, making sure that the punch wasn't whiffed (whiff meaning hitting with the hitbox that delivers low knockback).
Starting with a fully charged punch (10 winds), also called a steamer, I found the lowest % that resulted in a blastline KO. I then repeated with a 9-wind punch, all the way down to a 0-wind punch. Below, you will find a summary of the data,organized from highest % required for a KO to lowest % required for a KO.

Wind Bowser DK Snake D3 Wario Samus Charizard Ganondorf Yoshi Ike Rob C.Falcon Link Wolf Lucario Ivysaur Mario Luigi Ness Lucas
10 81 80 79 78 77 77 77 76 76 75 75 74 74 73 73 72 72 71 70 69
9 55 54 53 52 52 52 52 51 51 50 50 50 50 49 48 48 48 47 46 46
8 63 62 61 60 60 59 59 59 59 58 58 57 57 56 56 56 55 54 54 53
7 71 70 70 69 68 68 68 67 67 66 66 66 65 65 64 64 63 63 62 61
6 81 80 80 78 78 78 77 77 77 76 75 75 75 74 73 73 72 72 71 71
5 93 92 91 89 89 89 88 88 88 87 86 86 86 85 84 84 83 82 81 81
4 106 105 104 102 102 101 101 101 100 99 99 99 98 97 96 96 95 94 93 93
3 122 120 119 117 117 117 116 116 116 114 114 114 113 112 111 111 110 109 108 107
2 141 139 138 136 136 135 135 134 134 132 132 132 131 130 129 129 127 126 125 125
1 165 163 162 159 159 158 158 157 157 155 155 154 154 152 151 151 150 148 147 146
0 196 194 193 190 190 189 188 187 187 185 184 184 183 181 180 180 178 177 175 175

Wind Pit Sonic Tink Peach Ice Climbers Diddy Kong Marth Zelda Sheik Olimar Zamus Falco Kirby Pikachu Metaknight Fox G&W Squirtle Jiggs
10 69 69 69 68 68 68 66 65 64 64 63 63 62 62 61 61 60 60 57
9 46 46 45 45 45 45 44 43 42 42 41 41 40 40 40 39 39 39 37
8 53 53 53 52 52 52 51 50 49 49 48 48 47 47 47 46 46 46 44
7 61 61 61 60 60 60 58 58 56 56 56 56 55 55 54 54 53 53 51
6 70 70 70 69 69 69 67 67 65 65 64 64 63 63 63 62 62 61 59
5 81 80 80 79 79 79 77 77 75 75 74 74 73 73 72 72 71 71 68
4 93 92 92 91 91 91 89 88 86 86 86 85 84 84 84 83 82 82 79
3 107 106 106 105 105 105 103 102 100 100 99 99 98 98 97 96 95 95 92
2 124 124 123 122 122 122 120 119 116 116 115 115 114 114 113 112 111 111 107
1 146 145 145 144 144 143 141 139 137 137 136 136 135 134 133 132 131 131 127
0 174 173 173 171 171 171 168 167 163 163 162 162 160 160 159 158 157 156 152

For those who don't like to look at a bunch of numbers, I also turned the data into 4 bar charts. Each bar chart covers 10 characters (the first goes from Bowser to Ike), except for the last which only has 9 characters (Zamus to Jiggs).
Some things to note about the charts: Because the testing was done starting with the 10-wind punch, and going down to the 0-wind punch, the charts are pretty much backwards. This means that a 1 on the x-axis is really a 10-wind, 2=9-wind, 3=8-wind, etc..., and 11=0-wind punch.








I hope some of you find these %'s to be useful in future matches. In general, the data matches the weight lists and knockback charts I've found on SmashBoards, but not exactly. There were some differences in the order of which characters are easier to kill. Overall, the data really just backs up Big O's statements, and these are the highlights:
-A 10-wind punch (steamer) has less knockback than the 7 to 9-wind punches. HOWEVER, the 10-WIND IS THE ONLY ONE THAT GIVES YOU SUPER ARMOR, so it easier to land the hit than a lower wind.
-WINDS 7-9 HAVE GREATER KNOCKBACK THAN A 10-WIND, and will result in surprisingly low % KO's.
-A 6-wind punch has approximately the same knockback as a 10-wind punch (usually requires 1% to 2% more damage).
 

1PokeMastr

Smash Champion
Joined
Dec 10, 2009
Messages
2,251
Thanks for doing this. I had done it myself, but, never posted it.

Though, you should add in..

- Uses different winds as mix ups, as, they will all kill.
- At 40 - 50%, if you can get the read, going for a 9 wind is fine. Anything higher, don't bother with it.
- A 10 Wind has the knockback which is .4 higher than a 6 wind. So, just a 6.5 Wind if you may.

You haven't tested the sweet spot of the punch either, all winds EXCEPT the 10 wind have the sweet spot.

It's at his shoulder, and is from behind.
 

DtJ S2n

Stardog Champion
BRoomer
Joined
Nov 4, 2009
Messages
1,687
Location
INKY
Very nice compilation of data. It should also be noted based on Big O's original thread that an Aerial Giant punch will be as strong as a grounded punch with 2 less winds (except for 10, which would go all the way down to 4-wind strength, I suppose.)

I'm a little curious how much stronger a sweet spotted <10 punch is.
 

Dude

Smash Rookie
Joined
Mar 25, 2012
Messages
3
Location
New Mexico
Thanks for doing this. I had done it myself, but, never posted it.

Though, you should add in..

- Uses different winds as mix ups, as, they will all kill.
- At 40 - 50%, if you can get the read, going for a 9 wind is fine. Anything higher, don't bother with it.
- A 10 Wind has the knockback which is .4 higher than a 6 wind. So, just a 6.5 Wind if you may.

You haven't tested the sweet spot of the punch either, all winds EXCEPT the 10 wind have the sweet spot.

It's at his shoulder, and is from behind.
I agree. At 40 - 50%, there is a general window of opportunity, where if you can land that 9-wind, it's an earlier kill than expected. Above that damage, there's no need for the 9-wind specifically, and it's better to just have a 10-wind for the super armor to land the hit easier. Another thing to note is that if you're trying to kill them with a 5-wind or below, I'd venture to say that they're well within kill potential for a smash attack, so don't bother with the punch.

Can you have a partially charged punch, like the 6.5 wind you mention? The way I read that, you're saying a 6.5 wind has the same knockback as 10 wind?

I have hit a couple times with that sweet spot in matches. I didn't know that the sweet spot is all winds except the 10. Thank you for the info. That's actually very important to know because it changes your strategy on how to deliver the DK punch! You know, I'll start testing that.
 

Dude

Smash Rookie
Joined
Mar 25, 2012
Messages
3
Location
New Mexico
Very nice compilation of data. It should also be noted based on Big O's original thread that an Aerial Giant punch will be as strong as a grounded punch with 2 less winds (except for 10, which would go all the way down to 4-wind strength, I suppose.)

I'm a little curious how much stronger a sweet spotted <10 punch is.
I'm curious about that sweet spot, too. When I was testing for this data, I started messing around with that Aerial Giant Punch, but found it pretty difficult to land on grounded opponents. I went to back to Big O's thread to reread, and found that there is a sweet spot for the aerial punch as well that "has more vertical knockback than luigi's up b". I wonder what kind of kill %'s we would get on that one?
So my question to you is this: If I were to test the Aerial Giant Punch, should I set the CPU to jump, and land the punch while both characters are in the air?
 

DtJ S2n

Stardog Champion
BRoomer
Joined
Nov 4, 2009
Messages
1,687
Location
INKY
"has more vertical knockback than luigi's up b".
I've actually been witness to this on twice and believe I may have a replay saved somewhere. Oddly they were both on Lucario and one of them was at very low percents on Jungle Japes, Lucario just kept on flying straight upwards, it didn't even make sense. I think that may be what he's talking about? Of course I've never been able to replicate it and I can't tell you what to go for. Giant punch does a ton of goofy things.
 

1PokeMastr

Smash Champion
Joined
Dec 10, 2009
Messages
2,251
I've actually been witness to this on twice and believe I may have a replay saved somewhere. Oddly they were both on Lucario and one of them was at very low percents on Jungle Japes, Lucario just kept on flying straight upwards, it didn't even make sense. I think that may be what he's talking about? Of course I've never been able to replicate it and I can't tell you what to go for. Giant punch does a ton of goofy things.
At the top of Dk's shoulder, he has vertical knockback, on any other ends, he has regular knockback, and and aerial punch is weaker than a normal punch, so, an Aerial Sweet Spot would have almost that of a grounded regular hit wind.

Grounded sweet spot has more. When I use it, it does hit often. It is easier to hit aerial opponents too.

And, the "6.5 Wind" is just a term I made up. As, the 10 wind has more knockback than a 6 wind, but less than a 7 wind. And, my talk about punch mix ups, is, it gives us more options to kill other than reserving a smash. And, you can space it on your way down and give them a little surprise.

Also, count the winds you have at all times, I don't know how to explain it, but, it's helpful.
 
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