Talk:Villager (SSB4)/Down special/Custom 2

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Title[edit]

I'm fine with the titles of these kinds of pages as they are, but I do think they could be more concise while being just as descriptive. That is, however, just a thought. I don't think this is too much of an issue right now, considering this is only the first page in a long series. D4Gäん (talk) 05:42, 30 July 2015 (EDT)

Intention[edit]

There does not seem to be a precedent firmly set about how custom move pages should be structured, or what kind of information is allowed. I intended to go over every known detail and expose it for the reader. That means that I think explicitly stating the damage percentages should be left in. As for the King Dedede and Jigglypuff calculations, those were inspired by the vague (and perhaps erroneous) claims about "reliable KOs" made by the Timber page. I also think it helps to know how a move does against the hardest to KO and easiest to KO fighters, so that a player can estimate their advantages against everyone in between. But for the most part, I'm open to suggestions for change to the page. It's really just to get something started, rather than the definitive product. D4Gäん (talk) 05:42, 30 July 2015 (EDT)

This page should probably still have technical information in the form of charts, like Mario's down smash. Nyargleblargle (Talk) 09:27, 30 July 2015 (EDT)
I agree. I just don't have access to any special tools to verify a lot of the more technical stuff, such as what kind of damage the rising tree is classified as. But if anyone does, bring it on.D4Gäん (talk) 16:36, 30 July 2015 (EDT)

Method[edit]

The percentages used in the article are taken directly from gameplay, using the latest version of Super Smash Bros. Wii U (1.0.9.) as of July 30th, 2015. I played on Training Mode, on the non-omega Smashville stage. In order to replicate my results, you will need to know a few things. First, Super Timber's watering can has really great pushback, which makes it difficult to test the rising tree of the Watering move stage. What you need to do is plant your sapling wherever you want along the main stage; I planted it further left of the midway point. The CPU should be set to walking. When the CPU reaches the other end of the stage, its going to turn back and attempt to walk back to the end it started at. You should position yourself a good distance away from the sapling, with your front facing the end that your character started at. When your opponent has reached the point directly in front of you, use the watering can, which should push them back right into the hitbox of the rising tree, while it simultaneously grows. You may have to play around with this in order to get used to the distances and such so that you can make it work. When testing the falling tree, you can plant the sapling very close to the opponent, but Villager must be a good distance away from the sapling so that they only water it, and not the opponent, too. When the tree is fully grown, you will be ready to chop it down, nail the opponent, and see the percentages for yourself. Finally, when testing knockback, just use a best guess, like 100% for Dedede, then add/take awat 2% or 1% or whatever until you find the number that's just enough to cause a KO. If you have any questions about any other ways I used to find these numbers, let me know. D4Gäん (talk) 05:42, 30 July 2015 (EDT)