Rage | Ink | |||||
---|---|---|---|---|---|---|
NONE | HALF | > | FULL | |||
+0 | -3 | -5 | -6 | |||
0% | +0 | 104 | 101 | 99 | 98 | |
50% | -3 | 101 | 98 | 96 | 95 | |
-4 | 100 | 97 | 95 | 94 | ||
100% | -12 | 92 | 89 | 87 | 86 | |
-15 | 89 | 86 | 84 | 83 | ||
150% | -22 | 82 | 79 | 77 | 76 | |
-25 | 79 | 76 | 74 | 73 |
First hit of Up Smash WILL unbury enemy
Down Smash HITS when enemy stalls ledge
HITS when enemy is standing
HITS when enemy is dashing
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 | 44 - 90 | 42 - 88 | 37 - 81 | 32 - 74 |
46% | 46% | 44% | 42% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour | 61 - 102 | 60 - 100 | 55 - 94 | 50 - 88 |
41% | 40% | 39% | 38% | |
Sweet | 46 - 78 | 45 - 77 | 41 - 72 | 38 - 67 |
32% | 32% | 31% | 29% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour Late | 60 - 111 | 58 - 108 | 52 - 100 | 46 - 93 |
51% | 50% | 48% | 47% | |
Sour Early | 32 - 64 | 30 - 63 | 26 - 57 | 23 - 53 |
32% | 33% | 31% | 30% | |
Sweet | 24 - 52 | 23 - 50 | 20 - 46 | 17 - 42 |
28% | 27% | 26% | 25% |