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View Full Version : Well, I'll be darned. It does help...


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. ;)

Mothim
01-11-2009, 08:23 PM
It sounds interesting but it probably takes so much time to set up. Either that or the possibility of missing with it is darn high.

Cloud Cleaver
01-11-2009, 08:30 PM
I suppose "fun" and "looks ******" aren't enough to qualify this for competitive play, but hey, we like factoids.

Fox Is Openly Deceptive
01-11-2009, 09:07 PM
I think I know whats going on here.
You said that you did these tests with mario at 111% because he died at 112%. You also said that Mario died when the bomb had fallen further towards the ground but not when it hadn't fallen that far (still high up in the air). Now correct me if I'm wrong but doesn't the damage of the bomb change depending on how (shall I say) fast the bomb is moving. If the bomb is stationary in the air or still gaining speed as it starts falling it won't do as much damage and knock back. Therfore I presume to say the reason this works is not because Mario got knocked into the bombs on the way up resulting in some sort of glitch death. The reason why he died is simply because he was on a high enough percent to get killed by the U-smash. The same thing would happen if Mario had the extra damage from the bombs in the first place.

But if you had the choice of killing like this or a normal U-smash, then it's pretty obvious what you'd chose. Flashy kills are the only way to kill.

But by all means tell me if I'm wrong. I'd like to see this confirmed (the bombs giving extra trajectory to the U-smash.)

Cloud Cleaver
01-11-2009, 09:16 PM
I was under the impression bomb damage/knockback was dictated only by the type of throw. Hm. I'll test this soon. If that's the case, having the bomb falling would be what increased the knockback, and the simulated gravitic acceleration would provide the extra oomph. This wouldn't explain, however, why the double bombs were so much more effective. The second bomb hit would have drastically less motion than the first, so it should actually SLOW the knockback.

DarkPikmin
01-11-2009, 09:21 PM
It's one of the sexier things you can do with Toon Link. It's good to see that it actually helps.

Cloud Cleaver
01-11-2009, 09:36 PM
Score one for Newtonian physics.

DCStyle
01-11-2009, 11:17 PM
Bomb pull, arrow cancel, throw bomb up, bomb pull, invincibomb, up smash.

Jman115
01-12-2009, 01:14 PM
I think this is cool, but not super helpful. The fact you have to throw the bomb makes it way too easy to predict. Although if people start using it more often, it opens up a lot of mind games every time you throw a bomb up.

Questions:
How much earlier can you kill with someone.
Does it depend on how close to the ground the bomb is or how long the bomb has been in the air? Does it change for example, if you hit them into the bomb on its way up close to teh ground compared to on the way down?

Fox Is Openly Deceptive
01-13-2009, 01:49 AM
I was under the impression bomb damage/knockback was dictated only by the type of throw. Hm. I'll test this soon. If that's the case, having the bomb falling would be what increased the knockback, and the simulated gravitic acceleration would provide the extra oomph. This wouldn't explain, however, why the double bombs were so much more effective. The second bomb hit would have drastically less motion than the first, so it should actually SLOW the knockback.
Yeah, the only type of throw that might change as far as the damage to speed thing is concerned (still needs to be tested) would be the up throw and the Z-drop, that may be why we haven't already realised it yet. Anyway let me know what you find out about that. As for the double bombs, the second bomb would do less (if this was the case, still not sure) but the first bomb would add on the extra damage needed for the second bomb to kill them anyway. But yeah as I've already said, it needs to be tested.

Cloud Cleaver
01-13-2009, 10:15 AM
I just tested the vertical bomb throw's damage at each part of the arc. It only does about 3% if hit while going up, around 4% if hit while it stalls, and it can do 7% if you smack someone into it as it falls. I imagine the knockback would be affected similarly, but don't know how to test that.

Fox Is Openly Deceptive
01-14-2009, 03:58 AM
Good job Cloud. So does this mean we know how the U-smash to bomb kill thing works? Or is there something else we're missing.

Cloud Cleaver
01-14-2009, 10:20 AM
I think just knowing where bombs have the greatest punch during their flight is pretty important. The actual double-bomb vertical KO is fairly useless, just interesting trivia.