Rage | Ink | |||||
---|---|---|---|---|---|---|
NONE | HALF | > | FULL | |||
+0 | -3 | -5 | -6 | |||
0% | +0 | 107 | 104 | 102 | 101 | |
50% | -3 | 104 | 101 | 99 | 98 | |
-4 | 103 | 100 | 98 | 97 | ||
100% | -12 | 95 | 92 | 90 | 89 | |
-15 | 92 | 89 | 87 | 86 | ||
150% | -22 | 85 | 82 | 80 | 79 | |
-25 | 82 | 79 | 77 | 76 |
First hit of Up Smash WILL unbury enemy
Down Smash HITS when enemy stalls ledge
HITS when enemy is standing (Only Strong Hitbox)
MISSES 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 | 46 - 119 | 44 - 116 | 38 - 105 | 33 - 97 |
73% | 72% | 67% | 64% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour | 63 - 128 | 62 - 126 | 57 - 118 | 52 - 111 |
65% | 64% | 61% | 59% | |
Sweet | 48 - 99 | 47 - 97 | 43 - 91 | 39 - 84 |
51% | 50% | 48% | 45% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour Late | 62 - 142 | 60 - 139 | 54 - 129 | 48 - 121 |
80% | 79% | 75% | 73% | |
Sour Early | 33 - 83 | 32 - 81 | 28 - 75 | 24 - 71 |
50% | 49% | 47% | 47% | |
Sweet | 25 - 68 | 24 - 66 | 21 - 61 | 18 - 56 |
43% | 42% | 40% | 38% |