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Down smash/Knockback chart: Difference between revisions

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m (Popo is the default climber and is the common, easier to implement term for the 'lead character". We don't need technicality bullshit)
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*Ice Climbers
*Ice Climbers
**B = Both Climbers land their down smash
**B = Both Climbers land their down smash
**S = Only Lead climber lands his/her down smash
**S = Only Popo lands his down smash


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*All data is from research carried out by SmashWiki user [[User:Omega Tyrant/Contributions#Down_smash_chart|Omega Tyrant]].
*All data is from research carried out by SmashWiki user [[User:Omega Tyrant/Contributions#Down_smash_chart|Omega Tyrant]].


===Notes===
===Notes===

Revision as of 14:44, January 21, 2013

This is a chart showing the KO percentages of every down smash as well as the base knockback and knockback scaling values of the strongest hitbox (or in the case of multi-hit smashes, the values of the final hit when all hits connect) for every character in Super Smash Bros. Brawl. The down smashes are given a general rank in power in comparison to other down smashes based on the knockback produced by their strongest hitbox at critical percentage.

Chart

The uncharged other hitboxes section shows the KO percentages of the other hitboxes of the down smash while uncharged. Note that if a down smash contains only one hitbox, this section will read NA. Uncharged strongest hitbox shows the KO percentage of the strongest hitbox of the down smash while uncharged. The fully charged other hitboxes section shows the KO percentages of the other hitboxes of the down smash while fully charged. The fully charged strongest hitboxes section shows the KO percentage of the strongest hitbox of the down smash while fully charged. Uncharged base knockback shows the base knockback value for the strongest hitbox of the down smash while uncharged, and fully charged base knockback shows this value for when the down smash is fully charged. Uncharged knockback scaling shows the knockback scaling value of the strongest hitbox of the down smash while uncharged, and fully charged knockback scaling shows this value for when the down smash is fully charged.

Note that base knockback is the knockback produce by the hitbox at 0%, while knockback scaling is the knockback increase per percentage for the hitbox.

Legend
  • General
    • bold = Indicates the strongest hitbox in the down smash.
    • / = Indicates a different hitbox of the down smash.
    • MH = Indicates that the character's down smash consists of two or more consecutive hits.
    • w = sourspot
    • s = sweet spot
    • a = all hits of a multi-hit smash land.
  • Lucario
    • 0% = Lucario's damage at 0%
    • 91% = Lucario's damage at 91%
    • 182% = Lucario's damage at 182% (max power)
  • Olimar:
    • W = White Pikmin
    • Y = Yellow Pikmin
    • B = Blue Pikmin
    • R = Red Pikmin
    • P = Purple Pikmin
  • Ice Climbers
    • B = Both Climbers land their down smash
    • S = Only Popo lands his down smash
Rank Character Uncharged other hitboxes Uncharged strongest hitbox Fully charged other hitboxes Fully charged strongest hitbox Uncharged base knockback Fully charged base knockback Uncharged knockback scaling Fully charged knockback scaling
1. Lucario 182% NA 97% NA 58% 2328 3224 47.83 65.27
2. Mr. Game & Watch 146% 89% s 100% 56% s 3124 3684 39.62 53.68
3. Donkey Kong 118% w 103% 78% w 65% 2514 3243 45.12 61.47
4. Lucas 196% w / 143% 106% s 139% w / 97% 67% s 2481 3138 40.69 55.32
5. Ike 144% 115% s 99% 75% s 2265 2913 42.82 58.12
6. Captain Falcon 134% w 116% 88% w 74% 2223 2917 40.46 55.10
7.(MH) Bowser 127% 113% a 90% 73% a 2905 3599 36.51 48.56
8. Olimar P 160% w 108% 111% w 70% 2182 2753 40.43 54.78
9. Link 148% w / 134% 119% s 100% w / 88% 77% s 2085 2741 40.69 55.33
10. Marth 169% w / 137% / 122% 117% s 117% w / 92% / 79% 75% s 2720 3303 36.17 49.18
11. Kirby 160% w / 157% 125% s 113% w / 107% 84% s 2105 2604 38.04 51.43
12. King Dedede NA 127% NA 84% 2608 3076 33.15 44.92
13. Wolf 140% w 130% 96% w 87% 2313 2762 34.23 46.29
14. Lucario 91% NA 133% NA 89% 1932 2460 37.48 50.77
15. Meta Knight 149% 131% s 105% 89% s 2575 2959 32.27 43.27
16. Luigi * 148% 136% 98% 90% 2327 2845 34.26 46.50
17. Olimar R 186% w 131% 133% w 89% 2000 2420 34.58 46.64
18. Sonic 180% w 137% 130% w 94% 2287 2657 33.25 44.73
19.(MH) Pikachu 144% 129% a 115% 95% a 3652 3913 22.29 27.74
20. Snake NA 131% NA 88% 3559 3849 22.06 29.83
21. Ice Climbers 170% B / 160% S 154% Ss 105% B / 111% S 107% Ss 2015 2403 34.91 46.97
22.(MH) Toon Link 150% 144% a 105% 96% a 2176 2693 33.02 44.28
23. Charizard NA 140% NA 93% 2262 2748 32.12 43.59
24.(MH) Ganondorf 195% aw / 168% 161% a 132% aw / 116% 109% a 2936 3444 28.53 38.57
25. Olimar B 210% w 137% s 152% w 95% s 1965 2335 33.25 44.73
26. Diddy Kong 210% w 151% 149% w 101% 2223 2690 30.83 41.85
27. Pit 214% w / 174% 155% s 154% w / 122% 107% s 1926 2315 32.08 43.27
28. Mario 200% w 159% 141% w 108% 2176 2593 29.51 39.99
29. Olimar Y 232% w 149% 171% w 105% 1847 2160 30.86 41.38
30. Zelda 206% w 152% 148% w 105% 1593 1944 31.59 42.5
31. Squirtle 195% w 157% 138% w 110% 1631 1950 31.48 42.21
32. Ness NA 181% NA 181% 3538 3538 21.39 21.39
33. Samus 273% w 160% 193% w 108% 3507 3792 20.21 27.39
34. Sheik 257% w 177% 187% w 123% 1980 2326 28.52 38.46
35. Wario 389% w / 219% 170% s 298% w / 158% 118% s 1819 2165 28.52 38.46
36.(MH) R.O.B. 176% 165% a 134% 122% a 3744 3935 17.34 22.36
37. Fox NA 163% NA 111% 2350 2675 24.72 33.43
38. Falco NA 178% NA 122% 1495 1895 28.30 38.34
39. Lucario 0% NA 203% NA 146% 1612 4215 26.03 34.75
40. Yoshi 273% w / 254% w / 225% 209% 194% w / 179% w / 158% 146% 1683 1998 23.96 32.40
41. Jigglypuff NA 206% NA 146% 1754 1998 21.95 29.52
42. Ivysaur NA 259% NA 191% 1911 2047 18.95 25.07
43. Olimar W 396% w 255% 310% w 192% 1665 1763 18.9 24.64
44. Zero Suit Samus NA 306% NA 222% 1700 1854 15.28 20.49
45. Peach ** NA 375% NA 288% 1757 1813 13.21 17.04
  • All data is from research carried out by SmashWiki user Omega Tyrant.


Notes

  • * Luigi's down smash produces two different hitboxes, but both produce exactly the same amount of damage and knockback. However, they produce different trajectories, resulting in different KO percentages.
  • ** Peach's down smash produces four separate hitboxes. However, the damage, knockback, and trajectory produced by each is exactly the same, and it's impossible at higher percentages to string multiples consecutive hits with the d-smash. As such, the data shown is for one hit from her d-smash only.

See also