Rage | Ink | |||||
---|---|---|---|---|---|---|
NONE | HALF | > | FULL | |||
+0 | -3 | -5 | -6 | |||
0% | +0 | 114 | 111 | 109 | 108 | |
50% | -3 | 111 | 108 | 106 | 105 | |
-4 | 110 | 107 | 105 | 104 | ||
100% | -12 | 102 | 99 | 97 | 96 | |
-15 | 99 | 96 | 94 | 93 | ||
150% | -22 | 92 | 89 | 87 | 86 | |
-25 | 89 | 86 | 84 | 83 |
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 | 49 - 73 | 47 - 71 | 41 - 64 | 35 - 57 |
24% | 24% | 23% | 22% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour | 68 - 89 | 66 - 87 | 61 - 81 | 56 - 75 |
21% | 21% | 20% | 19% | |
Sweet | 51 - 68 | 50 - 66 | 46 - 61 | 42 - 57 |
17% | 16% | 15% | 15% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour Late | 66 - 92 | 64 - 90 | 57 - 82 | 51 - 75 |
26% | 26% | 25% | 24% | |
Sour Early | 35 - 52 | 34 - 51 | 30 - 46 | 26 - 41 |
17% | 17% | 16% | 15% | |
Sweet | 27 - 42 | 26 - 40 | 23 - 36 | 19 - 32 |
15% | 14% | 13% | 13% |