Cloud Cleaver
01-11-2009, 08:19 PM
We've all seen this trick used in some combo and exhibition vids (>.> at Santi), where you fling a bomb or two up in the air and then proceed to upsmash your opponent into them, usually as they fly off the top for a KO. I've seen a lot of people claim that the bombs add knockback to the trajectory of the upsmash, but never believed it. I was playing around today and tested it. Here are my results...
I tried this in Final Destination, me as Toon Link, against a CPU Mario. I placed him in the center of the stage.
A non-bombed upsmash, without charging, is sufficient to kill Mario at percentages of 112 and higher off the top of the screen, provided that the move isn't stale and Mario isn't using any directional influence.
Thus, 111 percent is the critical point; this is the highest damage Mario can be without being killed by an uncharged, non-stale Tink upsmash. This was what I used to test.
When one bomb was thrown into the air and Mario satisfactorily smacked into it, the results varied depending on the bomb's position. With the bomb closer to the ground, Mario would actually die off the upper blastline. The higher the bomb was, the longer it took for him to fly off, until occasionally he didn't die from it at all. Thus, one bomb helps, but only if it's close to the ground when it hits the target.
When two bombs were used, however, he ALWAYS died off the top. The two bombs not only added knockback to the upsmash's trajectory, but they helped keep the knockback purely vertical. The more horizontal component there is to the upsmash's knockback, the farther you have to travel in order to hit the blastline, and it also makes it easier to DI. The bomb explosions shoot the recipient STRAIGHT up, regardless, and ensure that he's on a quick, more powerful, more direct, one-way trip to the top of the screen.
Useful? Meh. Cool? You betcha. ;)
I tried this in Final Destination, me as Toon Link, against a CPU Mario. I placed him in the center of the stage.
A non-bombed upsmash, without charging, is sufficient to kill Mario at percentages of 112 and higher off the top of the screen, provided that the move isn't stale and Mario isn't using any directional influence.
Thus, 111 percent is the critical point; this is the highest damage Mario can be without being killed by an uncharged, non-stale Tink upsmash. This was what I used to test.
When one bomb was thrown into the air and Mario satisfactorily smacked into it, the results varied depending on the bomb's position. With the bomb closer to the ground, Mario would actually die off the upper blastline. The higher the bomb was, the longer it took for him to fly off, until occasionally he didn't die from it at all. Thus, one bomb helps, but only if it's close to the ground when it hits the target.
When two bombs were used, however, he ALWAYS died off the top. The two bombs not only added knockback to the upsmash's trajectory, but they helped keep the knockback purely vertical. The more horizontal component there is to the upsmash's knockback, the farther you have to travel in order to hit the blastline, and it also makes it easier to DI. The bomb explosions shoot the recipient STRAIGHT up, regardless, and ensure that he's on a quick, more powerful, more direct, one-way trip to the top of the screen.
Useful? Meh. Cool? You betcha. ;)