Rage | Ink | |||||
---|---|---|---|---|---|---|
NONE | HALF | > | FULL | |||
+0 | -3 | -5 | -6 | |||
0% | +0 | 120 | 117 | 115 | 114 | |
50% | -3 | 117 | 114 | 112 | 111 | |
-4 | 116 | 113 | 111 | 110 | ||
100% | -12 | 108 | 105 | 103 | 102 | |
-15 | 105 | 102 | 100 | 99 | ||
150% | -22 | 98 | 95 | 93 | 92 | |
-25 | 95 | 92 | 90 | 89 |
First hit of Up Smash WILL NOT unbury enemy, use Forward Smash or wait until bury is almost over
Down Smash HITS when enemy stalls ledge (While Pulling-up)
HITS when enemy is standing (Can't Be Point Blank)
HITS when enemy is dashing
Splattershot (Explode) Effect— Object explodes on contact
Tech-chasing is following or predicting an opponent's tech or floor recovery in order to attack them before they can respond. Because a character's tech animations have small windows of vulnerability before ending and allowing action, it is possible to read (or, sometimes, react to) the direction of a player's tech and punish them.
Tested with Stale Moves on, no DI, short hops, any stage, no ink, and opponent facing Inkling.
When you hit a character that puts them into 100% or more, there is a 30% chance for them to go into a spinning animation. This lets them escape a few percents earlier.
Tables below display the min - max percentages, as well as the difference between the two below them.
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Any | 51 - 105 | 49 - 102 | 43 - 93 | 37 - 86 |
54% | 53% | 50% | 49% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour | 71 - 118 | 69 - 116 | 63 - 108 | 58 - 101 |
47% | 47% | 45% | 43% | |
Sweet | 54 - 91 | 52 - 89 | 48 - 83 | 44 - 78 |
37% | 37% | 35% | 34% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour Late | 69 - 128 | 67 - 125 | 60 - 115 | 54 - 107 |
59% | 58% | 55% | 53% | |
Sour Early | 37 - 75 | 36 - 73 | 31 - 67 | 27 - 62 |
38% | 37% | 36% | 35% | |
Sweet | 29 - 61 | 28 - 59 | 24 - 54 | 20 - 50 |
32% | 31% | 30% | 30% |