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Falco's Entire Move Set Degeneration in Damage + Knock Back

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
Hey everyone I had some free time on my hands and thought I'd post Falco's entire move set degeneration in a damage and knock back perspective. The first number is the sum of all damage before that hit, and the second number is the individual damage per hit finally, the third number is the percentage of damage compared to the first hit. The third number is also my hypothesis of the knock back of each move compared to the first attack. I know some of you might disagree with me, but I think damage percent and knock back percent go hand in hand. This all goes up in the air anyway when you factor in directional influence of the opponent. All damage was done on a Snake in Brawl mode on Final Destination. One exception was for Forward Air, when I had to move Snake on a platform on Battlefield before every attack.

Front Smash
1. 15 - 15 - 100%
2. 29 - 14 - 93%
3. 41 - 12 - 80%
4. 52 - 11 - 73%
5. 62 - 10 - 67%
6. 71 - 9 - 60%
7. 79 - 8 - 53%
8. 87 - 8 - 53%
9. 94 - 7 - 46%

Down Smash
1. 15 - 15 - 100%
2. 29 - 14 - 93%
3. 41 - 12 - 80%
4. 52 - 11 - 73%
5. 62 - 10 - 67%
6. 71 - 9 - 60%
7. 79 - 8 - 53%
8. 87 - 8 - 53%
9. 94 - 7 - 46%

Up Smash
1. 14 - 14 - 100%
2. 27 - 13 - 92%
3. 38 - 11 - 78%
4. 48 - 10 - 71%
5. 58 - 10 - 71%
6. 66 - 8 - 57%
7. 74 - 8 - 57%
8. 81 - 7 - 50%
9. 88 - 7 - 50%

Front Tilt
1. 9 - 9 - 100%
2. 17 - 8 - 89%
3. 24 - 7 - 78%
4. 31 - 7 - 78%
5. 37 - 6 - 66%
6. 42 - 5 - 55%
7. 47 - 5 - 55%
8. 52 - 5 - 55%
9. 56 - 4 - 44%

Front Tilt High
1. 9 - 9 - 100%
2. 17 - 8 - 89%
3. 24 - 7 - 78%
4. 31 - 7 - 78%
5. 37 - 6 - 66%
6. 42 - 5 - 55%
7. 47 - 5 - 55%
8. 52 - 5 - 55%
9. 56 - 4 - 44%

Front Tilt Low
1. 9 - 9 - 100%
2. 17 - 8 - 89%
3. 24 - 7 - 78%
4. 31 - 7 - 78%
5. 37 - 6 - 66%
6. 42 - 5 - 55%
7. 47 - 5 - 55%
8. 52 - 5 - 55%
9. 56 - 4 - 44%

Down Tilt
1. 12 - 12 - 100%
2. 23 - 11 - 92%
3. 33 - 10 - 83%
4. 41 - 8 - 67%
5. 49 - 8 - 67%
6. 56 - 7 - 53%
7. 63 - 7 - 53%
8. 69 - 6 - 50%
9. 75 - 6 - 50%

Up Tilt
1. 9 - 9 - 100%
2. 17 - 8 - 89%
3. 24 - 7 - 78%
4. 31 - 7 - 78%
5. 37 - 6 - 66%
6. 42 - 5 - 55%
7. 47 - 5 - 55%
8. 52 - 5 - 55%
9. 56 - 4 - 44%

Neutral Air
1. 12 - 12 - 100%
2. 23 - 11 - 92%
3. 33 - 10 - 83%
4. 41 - 8 - 67%
5. 49 - 8 - 67%
6. 56 - 7 - 53%
7. 63 - 7 - 53%
8. 69 - 6 - 50%
9. 75 - 6 - 50%

Up Air
1. 11 - 11 - 100%
2. 21 - 10 - 91%
3. 30 - 9 - 82%
4. 38 - 8 - 73%
5. 45 - 7 - 64%
6. 52 - 7 - 64%
7. 58 - 6 - 55%
8. 63 - 5 - 46%
9. 69 - 6 - 55%

Down Air
1. 13 - 13 - 100%
2. 25 - 12 - 93%
3. 35 - 10 - 77%
4. 45 - 10 - 77%
5. 53 - 8 - 62%
6. 61 - 8 - 62%
7. 68 - 7 - 54%
8. 75 - 7 - 54%
9. 81 - 6 - 46%

Back Air
1. 13 - 13 - 100%
2. 25 - 12 - 93%
3. 35 - 10 - 77%
4. 45 - 10 - 77%
5. 53 - 8 - 62%
6. 61 - 8 - 62%
7. 68 - 7 - 54%
8. 75 - 7 - 54%
9. 81 - 6 - 46%

Front Air
1. 13 - 13 - 100%
2. 25 - 12 - 93%
3. 35 - 10 - 77%
4. 45 - 10 - 77%
5. 53 - 8 - 62%
6. 61 - 8 - 62%
7. 68 - 7 - 54%
8. 75 - 7 - 54%
9. 81 - 6 - 46%

Shine
1. 6 - 6 - 100%
2. 11 - 5 - 83%
3. 16 - 5 - 83%
4. 20 - 4 - 67%
5. 24 - 4 - 67%
6. 28 - 4 - 67%
7. 31 - 3 - 50%
8. 34 - 3 - 50%
9. 37 - 3 - 50%

Phantasm
1. 7 - 7 - 100%
2. 13 - 6 - 86%
3. 19 - 6 - 86%
4. 24 - 5 - 71%
5. 29 - 5 - 71%
6. 33 - 4 - 57%
7. 37 - 4 - 57%
8. 40 - 3 - 43%
9. 44 - 4 - 57%

Fire bird
1. 14 - 14 - 100%
2. 27 - 13 - 93%
3. 41 - 14 - 100%
4. 51 - 10 - 71%
5. 60 - 9 - 64%
6. 68 - 8 - 57%
7. 78 - 10 - 71%
8. 85 - 7 - 50%
9. 91 - 6 - 42%

Laser
1. 3 - 3 - 100%
2. 5 - 2 - 67%
3. 8 - 3 - 100%
4. 8 - 3 - 100%
5. 10 - 2 - 67%
6. 12 - 2 - 67%
7. 14 - 2 - 67%
8. 15 - 1 - 33%
9. 17 - 2 - 67%
 

ftl

Smash Journeyman
Joined
Jun 4, 2008
Messages
498
Location
Champaign, IL
Cool, interesting to see. The firebird's probably a bit inconsistent because different amounts of it hit... but I'm confused why something like the laser or phantasm would go up at the end.
 

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
Cool, interesting to see. The firebird's probably a bit inconsistent because different amounts of it hit... but I'm confused why something like the laser or phantasm would go up at the end.
I originally thought that as well, but I tried it numerous times and it always came out the same.
 

zamz

Smash Journeyman
Joined
Apr 30, 2008
Messages
291
It's possible that laser/phantasm have a decimal to their degeneration, and when you use the same move constantly in a row, this decimal finally makes it's appearance (+1%) by the 9th hit....

Not likely in the least, but it's one explination...
 

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
Wow, good thinking Zamz. I wish I could dissect the source code of brawl and see what causes it.
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
It's possible that laser/phantasm have a decimal to their degeneration, and when you use the same move constantly in a row, this decimal finally makes it's appearance (+1%) by the 9th hit....

Not likely in the least, but it's one explination...
this was my guess as well and it seems reasonable
if it does 3.2 (showing a 3 total) then 2.5 (5.7 showing a 5 total) then 2.3 (8.0 showing a 8 total)
then it would appear to go from 3 to 2 to 3 even though it may not be the case
the best moves because of this decimal problem would be to attack then have the opponent jump off, then attack them again that way they start from 0.0 every time.
imo the difference won't help much so don't feel pressured to repeat the test.
 

Hype

Smash Lord
Joined
Apr 17, 2008
Messages
1,688
Location
Mississauga, Ontario
there is infact decimals on mast attacks.

one way you can get the decimal is do the attack 10 times (you might have to attack a third person to get the degeneration to the right hit) then divide by 10. or 100 if the attack does less than 10% if your up for it. you would probebly have to make some sort of "Box like" custom stage to not kill them.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Can I see this with knockback because its a major part of the moves, I personally think its more important than the damage. I heard you just do inches on a screen or something. I dunno.
 

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
Updated my first post, I'm making an educated guess that damage ratio goes hand in hand with knock back. This all goes up in the air anyway when you factor in directional influence of the opponent.
 

illinialex24

Smash Hero
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Messages
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Discovered: Sending Napalm
Updated my first post, I'm making an educated guess that damage ratio goes hand in hand with knock back. This all goes up in the air anyway when you factor in directional influence of the opponent.
Yeah, it does so thats a great idea. I'm gonna see if this does the same with fair for Jigglypuff because that could be so useful for kills.
 

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
More like we need an emulator for the Wii for PC/Mac that can run Smash. I'd take screen shots after every damage and do measurements in Photoshop.
 

Blad01

Smash Lord
Joined
Mar 2, 2008
Messages
1,476
Location
Paris, France
That's a very interesting thread, i've added it to my links thread, good job Genesis ;)

About the knockback, the best way to mesure it is maybe in VS mode, but yeah that would be approximative and lonnng. :/
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
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Location
NS, Canada
If you want to take the time to measure the knockback at every decay level it's not very hard. It's kinda long though. Go to a normal brawl on luigi's mansion and hit the bottom pillar until you are at the desired decay level, and then hit mario. Exit the game and record the "max launcher speed"

This will give you concrete numbers to base your %knockback on.
 

GenesisJLS

Smash Journeyman
Joined
Nov 17, 2004
Messages
365
Thanks for the info Adapt, but doesn't the launcher speed depend on the weight of the character? I'm about to try it and find out.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
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Location
NS, Canada
yes it does, but the percentage of decayed to fresh shouldn't change between character.

if you look in Mr. Silver's thread in the tactical discussion you can convert knockback of mario to all other characters. People use Mario because he is considered the median character.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
Do you want me to take screenshots for the knockback?

Here's one for the Fsmash! (I lied, I think it might actually be the Dsmash)
 

illinialex24

Smash Hero
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May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
If you want to take the time to measure the knockback at every decay level it's not very hard. It's kinda long though. Go to a normal brawl on luigi's mansion and hit the bottom pillar until you are at the desired decay level, and then hit mario. Exit the game and record the "max launcher speed"

This will give you concrete numbers to base your %knockback on.
Oh wow thats a great idea. Nice idea.
 

WaterTails

Smash Lord
Joined
Dec 2, 2005
Messages
1,363
Location
Minot, ND
Illin, I used sandbags, instead. That way, you don't have to worry about Luigi's Mansion getting in the way.
 
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