Introduction:
I have played Super Smash Bros. Melee a lot and in doing so I’ve got a fairly good intuitive feel for the games physics, like many players. I generaly know where a character will fly and bounce when hit. However, I’ve always been curious what the actual mechanics are of the physics in Melee, what math determines who far each character flies from each move and can these values be quantified and compared? With this in mind I started this project nearly two years ago and I have found the answers I was looking for.
Information about this project:
What I have put down here is only a small portion of what I have worked on. I have also done some testing on several other things like inertia of characters, fall speed and stage heights. Most of this is incomplete or still unconfirmed so it’s not included. Hopefully I’ll add it later, if I get around to it.
A source of data:
Before I can start with any math I need to find a way to quantify what is happening in the game or more specifically, quantify the knock back of an attack. To do that I first had to ask myself what knock back exactly was. The most obvious definition would be: “The force with which a character is knocked away”. But I quickly realized that to find this I’d have to look at the speed at which a character is knocked away.
So, how do you find this speed? Luckily the game itself provided the answer. On the post game screen many statistics are displayed, one of which is a characters top speed. If a character is only knocked back once in an entire match then that statistic will be accurate for that single situation. I had found my source of data. It wasn’t clear in what unit this is shown so I will call it “Kn” for the rest of this text. Now it was time to start testing.
The formula:
I had my source of data, now it was time to try and figure out what variables have an effect on knock back. From experience I knew that the variables that have an effect on the knock back of a character are the characters weight, the move used, the percentage of the character hit, input from the player being hit (crouch canceling, possibly DI) and possibly the fall speed of the character being hit. By doing several tests in which all but one of the variables remain constant I could see the impact of the single changing variable. So I decided to focus on the impact of the percentages first.
I started by using the same move on the same character without any other input at different percentages. I chose Roy’s Flare Blade because it is a very powerful move which means that the effects of any rounding off the game might do would be minimal. It deals 50% damage. As the target I chose Dr. Mario as a benchmark character (I would have chosen Mario but since his weight is different in different versions of the game I chose to go with his clone instead). I hit Dr. Mario at 0%, at 300% in Super Sudden Death mode and at 34% and 59% to give me a range of values to work with, here are the results:
0%: 125Kn
34%: 185Kn
59%: 230Kn
300%: 660Kn
These values suggested that the move has a base knock back regardless of the percentages and then an increment for each point of percentage the target had. I divided the difference between the value for 0% and the value for 300% by the difference in percentage and found the amount this move increases by for each point of percentage the target has: 1.783333Kn. I checked it against one of the intermediate values and it checked out (125+59x1.78333 = 230.2). I would later find out that the knock back isn’t calculated till after the damage the move causes is added so that gave me the following formula:
K = B + I x P
K = The resulting knock back
B = The base knock back of a move without any damage
I = The amount the knock back increases for each percent of damage on Dr. Mario
P = The percentage the character had after being hit.
Using my earlier values I could work out that Roy’s Flare Blade has the following values:
B = 35.83333
I = 1.78333
Adding a bit more weight:
Right, so I now have the formula for calculating the knock back of a move. So it’s time to start adding some of the other variables back in. Starting with weight. After testing Roy’s Flare Blade on many different characters at many different percentages I came to the conclusion that only the incremental part of knock back is affected by weight. The base knock back of a move is identical for all characters. So, when you add this knowledge to our earlier formula it becomes like this:
K = B + I x W x P
W = The weight index of the character being hit compared to Dr’ Mario.
To find this weight index I had to compare the amount the Flare Blade increased per point of percentage. For example, Flare Blade hits DK at 300% for 619Kn. So by calculating the increase per point of damage compared to the unchanged base knock back this produces the following number: 1.66666. By dividing this by the incremental number for Dr. Mario you get a weight index number of 0.93457 for DK. This basically means that DK will receive 93.457% less knock back per point of damage then Dr. Mario.
Using this knowledge I made a list of weight index numbers for each character and compared it to know weight lists, it matched up perfectly. The only difference is that some characters that where even on the scales turn out to be very slightly different but this difference was simply too small to show up on the scales. This also confirms that fall speed doesn’t effect the initial knock back of a move, only how the moment is reduced along the trajectory.
Conclusions:
For those that didn’t feel like strugling through a jumbeled pile of badly formatted math here is a simple conslusion of what I have found out:
An attack consists of two parts. There is a base damage part that is not affected by weight or percentage and there is an increment for each point of damage which is effected by weight. How these 2 portions compare to each other differs from move to move. For instance, Marth’s forward Smash has a very high base knockback (52.26667Kn) but a relatively low increment per damage (0.63667Kn) resulting in a move that is very strong at low percent compared to other moves but doesn’t increase in streangth as much as most other moves as the percentages go up. There are also some moves that don’t have an increment at all such as Fox’ reflector. It only has a base damage so it does the same knockback regardless of percentage or weight.
Compiled data:
Knockback formula:
K = B + I x W x P
K = The resulting knock back
B = The base knock back of a move without any damage
I = The amount the knock back increases for each percent of damage on Dr. Mario
P = The percentage the character had after being hit
W = The weight index number of the character being hit compared to Dr’ Mario
Using the weight index list below and the I and B values from moves below it’s possible to calculate the knock back of any of these moves on any character at any percentage.
Weight index list:
Bowser: 0.92149 - 0.91668
DK: 0.93457
Samus: 0.95353
Ganondorf: 0.95674
Yoshi: 0.96154 – 0.94713
C. Falcon: 0.97917
Link: 0.98077
Dr. Mario: 1
Luigi: 1
Mario: 1 – 1.00961
Ness: 1.03044
Peach: 1.05287
Zelda: 1.05287
Sheik: 1.05287
Ice Climber*: 1.06409
Marth: 1.07049 – 1.08171
Young Link: 1.08011
Roy: 1.08011
Mewtwo: 1.08171
Falco: 1.10895
Pikachu: 1.11055
Fox: 1.13939 – 1.15381
Kirby: 1.17624 – 1.15060
Mr. Game & Watch: 1.24993
Jigglypuff: 1.25154
Pichu: 1.28999
*This value is for the player controlled Ice Climber.
Characters with 2 values had their weight changed in the PAL version. The first value is their NTSC weight and the second is their PAL weight
Move list:
All these moves where tested on Dr. Mario in the US version of the game.
Dr. Mario
Normal C-stick forward Smash:
0%: 41
300%: 294
Damage: 19%
I: 0.8433333333
B: 24.97666667
Upward C-stick forward Smash:
0%: 43
300%: 308
Damage: 20%
I: 0.8833333333
B: 25.33333333
Downward C-stick forward Smash:
0%: 40
300%: 280
Damage: 18%
I: 0.8
B: 25.6
Fully Charged forward Smash:
0%: 53
300%: 378
Damage: 25%
I: 1.083333333
B: 25.91666668
-
C-stick Down Smash Frontside:
0%: 43
300%: 229
Damage: 18%
I: 0.62
B: 31.84
C-stick Down Smash Backside:
0%: 37
300%: 195
Damage: 15%
I: 0.5266666667
B: 29.1
Fully charged Down Smash Frontside:
0%: 52
300%: 293
Damage: 24%
I: 0.8033333333
B: 31.91666667
Fully charged Down Smash Backside:
0%: 43
300%: 247
Damage: 20%
I: 0.68
B: 29.4
-
C-stick Up Smash non-sweetspot:
42%: 55
300%: 202
Damage: 16%
I: 0.569764419
B: 21.95348837
C-stick Up Smash sweetspot:
0%: 39
300%: 251
Damage: 16%
I: 0.7066666667
B: 27.69333333
Fully Charged Up Smash non-sweetspot:
0%: 39
300%: 256
Damage: 21%
I: 0.7233333333
B: 23.81
Fully Charged Up Smash Sweetspot:
0%: 47
300%: 318
Damage: 21%
I: 0.9033333333
B: 28.03
-
Forward Arial:
0%: 50
300%: 286
Damage: 17%
I: 0.7866666667
B: 36.62666667
Fox
C-stick Forward Smash:
0%: 25
300%: 247
Damage: 15%
I: 0.74
B: 13.9
Fully Charged Forward Smash:
0%: 34
300%: 320
Damage: 20%
I: 0.9533333333
B: 14.933333333
-
C-stick Down Smash:
0%: 23
300%: 160
Damage: 15%
I: 0.4566666667
B: 16.15
Fully Charged Forward Smash:
0%: 29
300%: 206
Damage: 20%
I: 0.59
B: 17.2
-
C-stick Up Smash:
0%: 43
300%: 321
Damage: 18%
I: 0.9266666667
B: 26.32
Fully Charged Up Smash:
0%: 56
300%: 417
Damage: 24%
I: 1.203333333
B: 27.12000001
-
Up Tilt:
0%: 32
300%: 275
Damage: 12%
I: 0.81
B: 22.28
-
Up Arial (second hit only):
0%: 42
300%: 258
Damage: 13%
I: 0.72
B: 32.64
Back Arial:
0%: 18
47%: 51
300%: 229
Damage: 15%
I: 0.7033333333
B: 7.450000001
-
Reflector:
0%: 43
300%: 43
Damage: 5%
I: 0
B: 43
Ganondorf
C-stick Forward Smash:
0%: 66
300%: 294
Damage: 22%
I: 0.76
B: 49.28
Fully Charged Forward Smash:
0%: 68
300%: 427
Damage: 32%
I: 1.19666667
B: 29.706666666
-
C-stick Down Smash Frontside:
0%: 63
300%: 63
Damage: 8%
I: 0
B: 63
C-stick Down Smash Backside:
0%: 54
300%: 272
Damage: 14%
I: 0.7266666667
B: 43.826666667
Fully Charged Down Smash Frontside:
0%: 63
300%: 63
Damage: 10%
I: 0
B: 63
Fully Charged Down Smash Backside:
0%: 62
300%: 349
Damage: 19%
I: 0.95666666667
B: 43.8233333333
-
C-stick Up Smash First Hit:
0%: 52
300%: 290
Damage: 22%
I: 0.793333333
B: 34.5466666667
C-stick Up Smash Second Hit:
0%: 42
300%: 250
Damage: 19%
I: 0.69333333333
B: 28.8266666667
Fully Charged Up Smash First Hit:
0%: 66
300%: 384
Damage: 30%
I: 1.06
B: 34.2
Fully Charged Up Smash Second Hit:
0%: 52
300%: 320
Damage: 25%
I: 0.893333333
B: 29.66666667
-
Up Tilt:
0%: 97
300%: 384
Damage: 27%
I: 0.9566666667
B: 71.17
Forward Tilt:
0%: 28
300%: 214
Damage: 13%
I: 0.62
B: 19.94
-
Jab:
0%: 28
300%: 140
Damage: 7%
I: 0.3733333333
B: 25.386666667
-
Forward Air:
0%: 52
300%: 240
Damage: 17%
I: 0.6266666667
B: 41.346666667
Back Air:
0%: 37
300%: 261
Damage: 16%
I: 0.7466666667
B: 25.05333333
Down Air (on grounded opponent):
0%: 46
300%: 284
Damage: 22%
I: 0.7933333333
B: 28.546666667
Down Air (on airborne opponent):
0%: 66
300%: 360
Damage: 22%
I: 0.98
B: 44.44
Up Air:
0%: 37
300%: 223
Damage: 13%
I: 0.62
B: 28.94
-
Warlock Punch:
0%: 95
300%: 523
Damage: 34%
I: 1.42666666667
B: 46.493333333
Reverse Warlock Punch:
0%: 76
300%: 520
Damage: 34%
B: 25.74
I: 1.48
Wizards Foot (On the ground):
0%: 51
300%: 230
Damage: 15%
I: 0.5966666667
B: 42.05
Wizards Foot (In the air, on airborne opponent):
0%: 49
300%: 205
Damage: 14
I: 0.52
B: 41.72
Marth
C-stick Forward Smash (tip):
0%: 65
300%: 256
Damage: 20%
I: 0.6366666667
B: 52.26666667
Fully Charged Forward Smash (tip):
0%: 75
300%: 327
Damage: 27%
I: 0.84
B: 52.32
C-stick Forward Smash (center):
0%: 47
300%: 185
Damage: 14%
I: 0.46
B: 40.56
Fully Charged Forward Smash (center):
0%: 52
300%: 234
Damage: 19%
I: 0.6066666667
B: 40.47333333
-
C-stick Down Smash (both sides, tip):
0%: 61
300%: 284
Damage: 16%
I: 0.7433333333
B: 49.10666667
Fully Charged Down Smash (both sides, tip):
0%: 69
300%: 355
Damage: 21%
I: 0.9533333333
B: 48.98
-
C-stick Up Smash (tip):
0%: 52
300%: 251
Damage: 18%
I: 0.6633333333
B: 40.06
Fully Charged Up Smash (tip):
0%: 62
300%: 320
Damage: 24%
I: 0.86
B: 41.36
-
Forward Tilt (tip):
0%: 46
300%: 176
Damage: 13%
I: 0.4333333333
B: 40.36666667
Up Tilt (tip):
0%: 44
300%: 217
Damage: 12%
I: 0.5766666667
B: 37.08
-
Neutral Air (second hit only):
0%: 39
300%: 158
Damage: 10%
I: 0.3966666667
B: 35.03333333
Down Air (on airborne opponent, tip):
0%: 43
300%: 168
Damage: 13%
I: 0.4166666667
B: 37.58333333
-
Fully Charged Shield Breaker:
0%: 60
300%: 432
Damage: 28%
I: 1.24
B: 25.28
Dolphine Slash:
0%: 58
300%: 188
Damage: 13%
I: 0.4333333333
B: 52.36666667
.
How to gather data:
If there are people who would like to help expand the list of moves I would very much apreciate it. To gather such data go to normal Melee mode, load up a fight against a human controlled Dr. Mario, walk up to him and hit him once with the move you are testing. Note down the damage it did and then end the match. On the post game screen check the fastest pitch statistic for the character that attacked or the top speed statistic for the character that got hit, they should be the same so write it down. Then go to Super Sudden Death mode and repeat this process and write down the fastest pitch/top speed value as well. Then use the following formula:
(Kn at 300% - Kn at 0%) / 300 = I
Kn at 300 – (300 + damage the move did) x I = B
Then write it down in the same format I did above.
For example for Marth’s C’sticked forward smash tip you’d get these values from testing:
0%: 65
300%: 256
Damage: 20%
Then you’d run this through the formula’s above:
(256 – 65) / 300 = 0.63667
I = 0.63667
256 – (300 + 20) x 0.63667 = 52.26667
B = 52.26667
PS: Can I have my MBR access back?
I have played Super Smash Bros. Melee a lot and in doing so I’ve got a fairly good intuitive feel for the games physics, like many players. I generaly know where a character will fly and bounce when hit. However, I’ve always been curious what the actual mechanics are of the physics in Melee, what math determines who far each character flies from each move and can these values be quantified and compared? With this in mind I started this project nearly two years ago and I have found the answers I was looking for.
Information about this project:
What I have put down here is only a small portion of what I have worked on. I have also done some testing on several other things like inertia of characters, fall speed and stage heights. Most of this is incomplete or still unconfirmed so it’s not included. Hopefully I’ll add it later, if I get around to it.
A source of data:
Before I can start with any math I need to find a way to quantify what is happening in the game or more specifically, quantify the knock back of an attack. To do that I first had to ask myself what knock back exactly was. The most obvious definition would be: “The force with which a character is knocked away”. But I quickly realized that to find this I’d have to look at the speed at which a character is knocked away.
So, how do you find this speed? Luckily the game itself provided the answer. On the post game screen many statistics are displayed, one of which is a characters top speed. If a character is only knocked back once in an entire match then that statistic will be accurate for that single situation. I had found my source of data. It wasn’t clear in what unit this is shown so I will call it “Kn” for the rest of this text. Now it was time to start testing.
The formula:
I had my source of data, now it was time to try and figure out what variables have an effect on knock back. From experience I knew that the variables that have an effect on the knock back of a character are the characters weight, the move used, the percentage of the character hit, input from the player being hit (crouch canceling, possibly DI) and possibly the fall speed of the character being hit. By doing several tests in which all but one of the variables remain constant I could see the impact of the single changing variable. So I decided to focus on the impact of the percentages first.
I started by using the same move on the same character without any other input at different percentages. I chose Roy’s Flare Blade because it is a very powerful move which means that the effects of any rounding off the game might do would be minimal. It deals 50% damage. As the target I chose Dr. Mario as a benchmark character (I would have chosen Mario but since his weight is different in different versions of the game I chose to go with his clone instead). I hit Dr. Mario at 0%, at 300% in Super Sudden Death mode and at 34% and 59% to give me a range of values to work with, here are the results:
0%: 125Kn
34%: 185Kn
59%: 230Kn
300%: 660Kn
These values suggested that the move has a base knock back regardless of the percentages and then an increment for each point of percentage the target had. I divided the difference between the value for 0% and the value for 300% by the difference in percentage and found the amount this move increases by for each point of percentage the target has: 1.783333Kn. I checked it against one of the intermediate values and it checked out (125+59x1.78333 = 230.2). I would later find out that the knock back isn’t calculated till after the damage the move causes is added so that gave me the following formula:
K = B + I x P
K = The resulting knock back
B = The base knock back of a move without any damage
I = The amount the knock back increases for each percent of damage on Dr. Mario
P = The percentage the character had after being hit.
Using my earlier values I could work out that Roy’s Flare Blade has the following values:
B = 35.83333
I = 1.78333
Adding a bit more weight:
Right, so I now have the formula for calculating the knock back of a move. So it’s time to start adding some of the other variables back in. Starting with weight. After testing Roy’s Flare Blade on many different characters at many different percentages I came to the conclusion that only the incremental part of knock back is affected by weight. The base knock back of a move is identical for all characters. So, when you add this knowledge to our earlier formula it becomes like this:
K = B + I x W x P
W = The weight index of the character being hit compared to Dr’ Mario.
To find this weight index I had to compare the amount the Flare Blade increased per point of percentage. For example, Flare Blade hits DK at 300% for 619Kn. So by calculating the increase per point of damage compared to the unchanged base knock back this produces the following number: 1.66666. By dividing this by the incremental number for Dr. Mario you get a weight index number of 0.93457 for DK. This basically means that DK will receive 93.457% less knock back per point of damage then Dr. Mario.
Using this knowledge I made a list of weight index numbers for each character and compared it to know weight lists, it matched up perfectly. The only difference is that some characters that where even on the scales turn out to be very slightly different but this difference was simply too small to show up on the scales. This also confirms that fall speed doesn’t effect the initial knock back of a move, only how the moment is reduced along the trajectory.
Conclusions:
For those that didn’t feel like strugling through a jumbeled pile of badly formatted math here is a simple conslusion of what I have found out:
An attack consists of two parts. There is a base damage part that is not affected by weight or percentage and there is an increment for each point of damage which is effected by weight. How these 2 portions compare to each other differs from move to move. For instance, Marth’s forward Smash has a very high base knockback (52.26667Kn) but a relatively low increment per damage (0.63667Kn) resulting in a move that is very strong at low percent compared to other moves but doesn’t increase in streangth as much as most other moves as the percentages go up. There are also some moves that don’t have an increment at all such as Fox’ reflector. It only has a base damage so it does the same knockback regardless of percentage or weight.
Compiled data:
Knockback formula:
K = B + I x W x P
K = The resulting knock back
B = The base knock back of a move without any damage
I = The amount the knock back increases for each percent of damage on Dr. Mario
P = The percentage the character had after being hit
W = The weight index number of the character being hit compared to Dr’ Mario
Using the weight index list below and the I and B values from moves below it’s possible to calculate the knock back of any of these moves on any character at any percentage.
Weight index list:
Bowser: 0.92149 - 0.91668
DK: 0.93457
Samus: 0.95353
Ganondorf: 0.95674
Yoshi: 0.96154 – 0.94713
C. Falcon: 0.97917
Link: 0.98077
Dr. Mario: 1
Luigi: 1
Mario: 1 – 1.00961
Ness: 1.03044
Peach: 1.05287
Zelda: 1.05287
Sheik: 1.05287
Ice Climber*: 1.06409
Marth: 1.07049 – 1.08171
Young Link: 1.08011
Roy: 1.08011
Mewtwo: 1.08171
Falco: 1.10895
Pikachu: 1.11055
Fox: 1.13939 – 1.15381
Kirby: 1.17624 – 1.15060
Mr. Game & Watch: 1.24993
Jigglypuff: 1.25154
Pichu: 1.28999
*This value is for the player controlled Ice Climber.
Characters with 2 values had their weight changed in the PAL version. The first value is their NTSC weight and the second is their PAL weight
Move list:
All these moves where tested on Dr. Mario in the US version of the game.
Dr. Mario
Normal C-stick forward Smash:
0%: 41
300%: 294
Damage: 19%
I: 0.8433333333
B: 24.97666667
Upward C-stick forward Smash:
0%: 43
300%: 308
Damage: 20%
I: 0.8833333333
B: 25.33333333
Downward C-stick forward Smash:
0%: 40
300%: 280
Damage: 18%
I: 0.8
B: 25.6
Fully Charged forward Smash:
0%: 53
300%: 378
Damage: 25%
I: 1.083333333
B: 25.91666668
-
C-stick Down Smash Frontside:
0%: 43
300%: 229
Damage: 18%
I: 0.62
B: 31.84
C-stick Down Smash Backside:
0%: 37
300%: 195
Damage: 15%
I: 0.5266666667
B: 29.1
Fully charged Down Smash Frontside:
0%: 52
300%: 293
Damage: 24%
I: 0.8033333333
B: 31.91666667
Fully charged Down Smash Backside:
0%: 43
300%: 247
Damage: 20%
I: 0.68
B: 29.4
-
C-stick Up Smash non-sweetspot:
42%: 55
300%: 202
Damage: 16%
I: 0.569764419
B: 21.95348837
C-stick Up Smash sweetspot:
0%: 39
300%: 251
Damage: 16%
I: 0.7066666667
B: 27.69333333
Fully Charged Up Smash non-sweetspot:
0%: 39
300%: 256
Damage: 21%
I: 0.7233333333
B: 23.81
Fully Charged Up Smash Sweetspot:
0%: 47
300%: 318
Damage: 21%
I: 0.9033333333
B: 28.03
-
Forward Arial:
0%: 50
300%: 286
Damage: 17%
I: 0.7866666667
B: 36.62666667
Fox
C-stick Forward Smash:
0%: 25
300%: 247
Damage: 15%
I: 0.74
B: 13.9
Fully Charged Forward Smash:
0%: 34
300%: 320
Damage: 20%
I: 0.9533333333
B: 14.933333333
-
C-stick Down Smash:
0%: 23
300%: 160
Damage: 15%
I: 0.4566666667
B: 16.15
Fully Charged Forward Smash:
0%: 29
300%: 206
Damage: 20%
I: 0.59
B: 17.2
-
C-stick Up Smash:
0%: 43
300%: 321
Damage: 18%
I: 0.9266666667
B: 26.32
Fully Charged Up Smash:
0%: 56
300%: 417
Damage: 24%
I: 1.203333333
B: 27.12000001
-
Up Tilt:
0%: 32
300%: 275
Damage: 12%
I: 0.81
B: 22.28
-
Up Arial (second hit only):
0%: 42
300%: 258
Damage: 13%
I: 0.72
B: 32.64
Back Arial:
0%: 18
47%: 51
300%: 229
Damage: 15%
I: 0.7033333333
B: 7.450000001
-
Reflector:
0%: 43
300%: 43
Damage: 5%
I: 0
B: 43
Ganondorf
C-stick Forward Smash:
0%: 66
300%: 294
Damage: 22%
I: 0.76
B: 49.28
Fully Charged Forward Smash:
0%: 68
300%: 427
Damage: 32%
I: 1.19666667
B: 29.706666666
-
C-stick Down Smash Frontside:
0%: 63
300%: 63
Damage: 8%
I: 0
B: 63
C-stick Down Smash Backside:
0%: 54
300%: 272
Damage: 14%
I: 0.7266666667
B: 43.826666667
Fully Charged Down Smash Frontside:
0%: 63
300%: 63
Damage: 10%
I: 0
B: 63
Fully Charged Down Smash Backside:
0%: 62
300%: 349
Damage: 19%
I: 0.95666666667
B: 43.8233333333
-
C-stick Up Smash First Hit:
0%: 52
300%: 290
Damage: 22%
I: 0.793333333
B: 34.5466666667
C-stick Up Smash Second Hit:
0%: 42
300%: 250
Damage: 19%
I: 0.69333333333
B: 28.8266666667
Fully Charged Up Smash First Hit:
0%: 66
300%: 384
Damage: 30%
I: 1.06
B: 34.2
Fully Charged Up Smash Second Hit:
0%: 52
300%: 320
Damage: 25%
I: 0.893333333
B: 29.66666667
-
Up Tilt:
0%: 97
300%: 384
Damage: 27%
I: 0.9566666667
B: 71.17
Forward Tilt:
0%: 28
300%: 214
Damage: 13%
I: 0.62
B: 19.94
-
Jab:
0%: 28
300%: 140
Damage: 7%
I: 0.3733333333
B: 25.386666667
-
Forward Air:
0%: 52
300%: 240
Damage: 17%
I: 0.6266666667
B: 41.346666667
Back Air:
0%: 37
300%: 261
Damage: 16%
I: 0.7466666667
B: 25.05333333
Down Air (on grounded opponent):
0%: 46
300%: 284
Damage: 22%
I: 0.7933333333
B: 28.546666667
Down Air (on airborne opponent):
0%: 66
300%: 360
Damage: 22%
I: 0.98
B: 44.44
Up Air:
0%: 37
300%: 223
Damage: 13%
I: 0.62
B: 28.94
-
Warlock Punch:
0%: 95
300%: 523
Damage: 34%
I: 1.42666666667
B: 46.493333333
Reverse Warlock Punch:
0%: 76
300%: 520
Damage: 34%
B: 25.74
I: 1.48
Wizards Foot (On the ground):
0%: 51
300%: 230
Damage: 15%
I: 0.5966666667
B: 42.05
Wizards Foot (In the air, on airborne opponent):
0%: 49
300%: 205
Damage: 14
I: 0.52
B: 41.72
Marth
C-stick Forward Smash (tip):
0%: 65
300%: 256
Damage: 20%
I: 0.6366666667
B: 52.26666667
Fully Charged Forward Smash (tip):
0%: 75
300%: 327
Damage: 27%
I: 0.84
B: 52.32
C-stick Forward Smash (center):
0%: 47
300%: 185
Damage: 14%
I: 0.46
B: 40.56
Fully Charged Forward Smash (center):
0%: 52
300%: 234
Damage: 19%
I: 0.6066666667
B: 40.47333333
-
C-stick Down Smash (both sides, tip):
0%: 61
300%: 284
Damage: 16%
I: 0.7433333333
B: 49.10666667
Fully Charged Down Smash (both sides, tip):
0%: 69
300%: 355
Damage: 21%
I: 0.9533333333
B: 48.98
-
C-stick Up Smash (tip):
0%: 52
300%: 251
Damage: 18%
I: 0.6633333333
B: 40.06
Fully Charged Up Smash (tip):
0%: 62
300%: 320
Damage: 24%
I: 0.86
B: 41.36
-
Forward Tilt (tip):
0%: 46
300%: 176
Damage: 13%
I: 0.4333333333
B: 40.36666667
Up Tilt (tip):
0%: 44
300%: 217
Damage: 12%
I: 0.5766666667
B: 37.08
-
Neutral Air (second hit only):
0%: 39
300%: 158
Damage: 10%
I: 0.3966666667
B: 35.03333333
Down Air (on airborne opponent, tip):
0%: 43
300%: 168
Damage: 13%
I: 0.4166666667
B: 37.58333333
-
Fully Charged Shield Breaker:
0%: 60
300%: 432
Damage: 28%
I: 1.24
B: 25.28
Dolphine Slash:
0%: 58
300%: 188
Damage: 13%
I: 0.4333333333
B: 52.36666667
.
How to gather data:
If there are people who would like to help expand the list of moves I would very much apreciate it. To gather such data go to normal Melee mode, load up a fight against a human controlled Dr. Mario, walk up to him and hit him once with the move you are testing. Note down the damage it did and then end the match. On the post game screen check the fastest pitch statistic for the character that attacked or the top speed statistic for the character that got hit, they should be the same so write it down. Then go to Super Sudden Death mode and repeat this process and write down the fastest pitch/top speed value as well. Then use the following formula:
(Kn at 300% - Kn at 0%) / 300 = I
Kn at 300 – (300 + damage the move did) x I = B
Then write it down in the same format I did above.
For example for Marth’s C’sticked forward smash tip you’d get these values from testing:
0%: 65
300%: 256
Damage: 20%
Then you’d run this through the formula’s above:
(256 – 65) / 300 = 0.63667
I = 0.63667
256 – (300 + 20) x 0.63667 = 52.26667
B = 52.26667
PS: Can I have my MBR access back?