weinner
Smash Apprentice
]Standard Ground Attacks and Tilts
Jab
7.35% (9.45% tipped)
F-Tilt
13.65%
D-Tilt
12.6%
U-Tilt
27.3% (19.95% if it connects at the explosion)
Dash Attack
15.75% (10.5% left-over hitbox)
Smash Attacks
F-Smash
25.2% (35.28% charged)
U-Smash
19.95% (26.25% charged)
Sweetspot
23.1% (32.34% charged)
D-Smash
19.95% (27.93% charged)
First Hit
5.25% (7.35% charged)
Second Hit
14.7% (20.58% charged)
Other Ground Attacks
Ledge Attack (both variations)
10.5%
Trip Attack
6.3%
Floor Attack
6.3%
Aerials
Nair
18.9%
First
11.55%
Second
7.35%
Fair
15.75%
Sweetspot
17.85%
Bair
16.8%
Dair
23.1%
Sourspot (at his chest)
17.85%
Uair
13.65%
Tipman (ending frames)
6.3%
Throws and Pummel
Pummel
2.1%
F-throw
13.65%
B-Throw
10.5%
D-Throw
7.35%
U-Throw
7.35%
Special Attacks
Warlock Punch
33.6%
Reverse Warlock Punch
36.75%
Aerial Warlock Punch
37.8%
Reverse Aerial Warlock Punch
39.9%
Murder Choke
9.45%
Aerial Murder Choke
12.6%
Wizkick
12.6% initial
10.5% rest of the hit box
Aerial Wizkick
15.75% initial
14.7% rest of the hitbox
Quake
8.4%
Dark Dive
11.55%
Dark Uppercut
7.35%
Formula
The formula to get these percentages is
training mode base damage x 1.05
For example, the training mode base for a Dair is 22% that value times 1.05 is 23.1.
The game probably just does this simply because Sakurai wills it.
Amazing Ampharos and ColinJF came up with the formula. I just crunched some numbers to get the percentages. Thanks guys.
Their topic is here in this link.
http://www.smashboards.com/showthread.php?t=210557
Decayed Damage
I did not feel like puting the names of the moves so I just put the damages. Here is what each damage represents.
2%=Pummel
5%=Dsmash (first hit), Nair (sex kick at the end of the second kick)
6%=Uair (ending frames) and Get-up attacks (both variations)
7%=Jab, Dark Uppercut, Uthrow, Dthrow, Nair (second hit) and Dsmash (first hit, fully charged)
8%=Murder Quake
9%=Gerudo and Jab (sweetspoted)
10%=Dash Attack (sourspoted), Ledge attacks (both variations), Bthrow and Wizkick (noninitial hit box, grounded)
11%=Nair (first hit) and Dark Dive
12%=Aerudo, Wizkick (initial hit box, grounded) and Dtilt
13%=Ftilt, Uair (initial) and Fthrow
14%=Dsmash (second hit) and Wizkick (noninitial hitbox, aerial).
15%=Dash Attack, Fair and Wizkick (initial hitbox, aerial)
16%=Bair
17%=Fair (sweetspot), Dair (sourspoted)
19%=Usmash, Utilt (sourspotted)
19.6%=Dsmash (second hit, charged)
22%=Dair, Usmash (sweetspoted)
24%=Fsmash
26.6%=Usmash (charged)
30.8%=Usmash (sweetspoted, charged)
32%=Warlock Punch
33.6%=Fsmash (charged)
35%=Warlock Punch (reverse)
36%=Warlock Punch (aerial)
38%=Warlock Punch (aerial, reverse)
The stale move queue goes by training mode values instead of the VS. mode value.
The formula to get all these percentages is here
Jab
7.35% (9.45% tipped)
F-Tilt
13.65%
D-Tilt
12.6%
U-Tilt
27.3% (19.95% if it connects at the explosion)
Dash Attack
15.75% (10.5% left-over hitbox)
Smash Attacks
F-Smash
25.2% (35.28% charged)
U-Smash
19.95% (26.25% charged)
Sweetspot
23.1% (32.34% charged)
D-Smash
19.95% (27.93% charged)
First Hit
5.25% (7.35% charged)
Second Hit
14.7% (20.58% charged)
Other Ground Attacks
Ledge Attack (both variations)
10.5%
Trip Attack
6.3%
Floor Attack
6.3%
Aerials
Nair
18.9%
First
11.55%
Second
7.35%
Fair
15.75%
Sweetspot
17.85%
Bair
16.8%
Dair
23.1%
Sourspot (at his chest)
17.85%
Uair
13.65%
Tipman (ending frames)
6.3%
Throws and Pummel
Pummel
2.1%
F-throw
13.65%
B-Throw
10.5%
D-Throw
7.35%
U-Throw
7.35%
Special Attacks
Warlock Punch
33.6%
Reverse Warlock Punch
36.75%
Aerial Warlock Punch
37.8%
Reverse Aerial Warlock Punch
39.9%
Murder Choke
9.45%
Aerial Murder Choke
12.6%
Wizkick
12.6% initial
10.5% rest of the hit box
Aerial Wizkick
15.75% initial
14.7% rest of the hitbox
Quake
8.4%
Dark Dive
11.55%
Dark Uppercut
7.35%
Formula
The formula to get these percentages is
training mode base damage x 1.05
For example, the training mode base for a Dair is 22% that value times 1.05 is 23.1.
The game probably just does this simply because Sakurai wills it.
Amazing Ampharos and ColinJF came up with the formula. I just crunched some numbers to get the percentages. Thanks guys.
Their topic is here in this link.
http://www.smashboards.com/showthread.php?t=210557
Decayed Damage
I did not feel like puting the names of the moves so I just put the damages. Here is what each damage represents.
2%=Pummel
5%=Dsmash (first hit), Nair (sex kick at the end of the second kick)
6%=Uair (ending frames) and Get-up attacks (both variations)
7%=Jab, Dark Uppercut, Uthrow, Dthrow, Nair (second hit) and Dsmash (first hit, fully charged)
8%=Murder Quake
9%=Gerudo and Jab (sweetspoted)
10%=Dash Attack (sourspoted), Ledge attacks (both variations), Bthrow and Wizkick (noninitial hit box, grounded)
11%=Nair (first hit) and Dark Dive
12%=Aerudo, Wizkick (initial hit box, grounded) and Dtilt
13%=Ftilt, Uair (initial) and Fthrow
14%=Dsmash (second hit) and Wizkick (noninitial hitbox, aerial).
15%=Dash Attack, Fair and Wizkick (initial hitbox, aerial)
16%=Bair
17%=Fair (sweetspot), Dair (sourspoted)
19%=Usmash, Utilt (sourspotted)
19.6%=Dsmash (second hit, charged)
22%=Dair, Usmash (sweetspoted)
24%=Fsmash
26.6%=Usmash (charged)
30.8%=Usmash (sweetspoted, charged)
32%=Warlock Punch
33.6%=Fsmash (charged)
35%=Warlock Punch (reverse)
36%=Warlock Punch (aerial)
38%=Warlock Punch (aerial, reverse)
The stale move queue goes by training mode values instead of the VS. mode value.
The formula to get all these percentages is here
ColinJF and Amazing Ampharos are just awesome. All I did was crunch some numbers to get the percentages. :-).
The left of the diagram represents the most recent move to be added to the queue, and the far right represents the oldest move to the added to the queue. Then we have
stale multiplier = 1 – s
where s is the sum of the values of the positions in the queue occupied by the move being used. For example, if the move being used occupies the .1 position, the .06 position, and the .03 position, then the stale multiplier is 1 - (0.1 + 0.06 + 0.03) = 0.81.
Colin and Amazing Ampharos