• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Killing Potentail. A complete list of List of Link's strengths

pulse131

Smash Ace
Joined
Nov 4, 2009
Messages
735
Location
NorCal
Well, I was board one night so I decided to find out what moves kill and when. Since I was not always sure about what percentages my opponent would have to be to lose a stock from Link’s attacks, I figured that some people here on the Link boards would want to know as well. So, through a couple hours and a lot of Reeses pieces, I finished with some interesting results.
Here is what I did—me, link, against a c.p.u. Mario in training mode, exactly in the center of the stage. Keep in mind that it is a cpu so DI is not included. I decided 2 go with Mario since I’m pretty sure he is about average weight.
Anyway, here it is! A complete list, in order, of what percentages Link can kill are.
ALL moves are fresh, because its training mode.
ALL percentages are BEFORE the initial hit.
Bold symbolizes that the move was fully charged.

In order of percentage-
1. DownSmash (back hit only)—78%
2. Forwardsmash (first hit only) -- 83%
3. Forwardsmash (second hit only) -- 83%
4. Spin Attack (grounded, strong hit) -- 85%

5. Dair (fast falled strong hit) -- 85%
6. Dair (strong hit) -- 85%
7. UpSmash (all hits) -- 87%
8. DownSmash (front only) -- 88%

9. Dair (fastfalled, weak hit) -- 100%
10. Dair (weak hit) -- 100%
11. Downsmash (back only) -- 112%
12. ForwardSmash (first hit only) -- 125%
13. ForwardSmash (second hit only) -- 127%
14. Uair (strong hit) -- 128%
15. UpSmash (all hits) -- 131%
16. Utilt (When opponent is behind link) -- 132%
17. DownSmash (front hit only) -- 133%
18. UTilt (when opponent is in front of link) -- 134%
19. Ftilt-- 140%
20. Spin Attack (strong hit) -- 145%
21. Nair (strong hit) -- 160%
22. UpThrow-- 164%
23. DTilt -- 169%
24. Dash Attack-- 171%
25. Bomb-- 201% (about)
26. Spin Attack (weak hit) -- 218%
27. Bair (second hit) -- 240%
28. ForwardThrow-- 262%
29. Nair (weak hit) -- 276%
30. BackThrow-- 290%
31. DownThrow-- 302%
32. Arrow-- 345%
33. Spin Attack (weak hit) -- 336%
34. Jab (3rd hit only) -- 424%
35. Zair (strong hit only) -- 817%
36. Arrow-- 829%
37. Jab (first hit only) -- never
38. Jab (second hit only) -- never
39. Bair (first hit only) -- never
40. Zair (weak hit only) -- never (really close at 999)
41. Gale Boomerang) -- never

In order by move-

Throws:
UThrow--164%
FThrow--262%
BThrow--290%
DThrow-- 302%

Aerials:
Dair--85% startup, 100%
Uair--128%
Nair--160% startup, 276%
Bair--240%

Tilts:
UTilt--132-134%
FTilt--140%
DTilt--169%

Specials:
Spin Attack--85% startup, 145%
Bomb--201%
Spin Attack--218% startup, 336%
Arrow--345%
Arrow--829%
Gale Boomerang--never

Smashes:
Fsmash--83% first hit, 83% second hit

Fsmash--125% first hit, 127% second hit
DSmash--88% front, 78% back
Dsmash--133% front, 112% back
USmash--87%, all hits
USmash--131% all hits


Misc.:
Dash Attack--171%
Jab3--424%
Jab2--never
Jab1--never
Zair --817% strong hit
Zair --never

Fun Facts:
-Down Tilt kills as far away as possible, to the point where it would crit if it was Marth, at the same % when Link is hugging his opponent. This does not apply to bowser and DeDeDe because they get sent straight down.
-Link’s strongest move is the second hit of his fully charged downsmash(at least in the middle of final destination
-the first strike from link’s fsmash has greater knockback the the second
-link’s dair kills at the same rate regardless if it is fastfalled or not
-bombs kill around 201%, because the bomb doesn’t always do the same amount of damage
-the gale boomerang always has the same knockback, but against a cpu the lag time they have after falling off the stage is longer when at higher percentages. For example, if Mario is on the ledge at 0% and hit with the gale, he will fall off and jump back up within a second. However, when at 999%, the Mario will take a couple extra seconds before he jumps back up.
-zair is ‘’technically’’ a kill move :p
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Have to say it's pretty accurate as far as I see.
I kinda want to see them with human DI now. Screw that, I do want to see it with DI.

Pretty basic list of kill moves at the moment, but it's still cool. Good job man, I hope you somehow find a way to implement DI into an updated list or something, because that could be useful IMO.

AND what Pk said about knockback+damage.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Training mode removes a x1.05 damage and knockback multplier that exists in actual VS mode, though.

Keep that in mind.


Also, I don't see any bold text.
 

pulse131

Smash Ace
Joined
Nov 4, 2009
Messages
735
Location
NorCal
ya, ther r a few niks in ther and i am aware tht training mode kinda messes with the dmg and kb slightly. sum day wen i have a frend over who nose about DI and alot of time, ill try that out. as for the hole bold hting, is was bold wen i made it dont no y it didnt come out.
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Psh, its fine.

Hell, all of us here can try to figure it out w/ DI, split it into parts; you know. Because really, all of that would be so much work for one guy.

I'll bring it up in the LBR.
 

pulse131

Smash Ace
Joined
Nov 4, 2009
Messages
735
Location
NorCal
dont no wat all that stage actually means but if hes that g0od then i am 2 cuz its not that hard to remember
 
Top Bottom