Rage | Ink | |||||
---|---|---|---|---|---|---|
NONE | HALF | > | FULL | |||
+0 | -3 | -5 | -6 | |||
0% | +0 | 86 | 83 | 81 | 80 | |
50% | -3 | 83 | 80 | 78 | 77 | |
-4 | 82 | 79 | 77 | 76 | ||
100% | -12 | 74 | 71 | 69 | 68 | |
-15 | 71 | 68 | 66 | 65 | ||
150% | -22 | 64 | 61 | 59 | 58 | |
-25 | 61 | 58 | 56 | 55 |
First hit of Up Smash WILL unbury enemy
Down Smash HITS when enemy stalls ledge
MISSES when enemy is standing
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 | 39 - 88 | 37 - 86 | 32 - 79 | 28 - 73 |
49% | 49% | 47% | 45% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour | 54 - 98 | 53 - 96 | 48 - 90 | 45 - 84 |
44% | 43% | 42% | 39% | |
Sweet | 40 - 75 | 39 - 73 | 36 - 68 | 33 - 64 |
35% | 34% | 32% | 31% |
Hitbox | Rage | |||
---|---|---|---|---|
0% | 50% | 100% | 150% | |
Sour Late | 53 - 107 | 51 - 105 | 46 - 97 | 41 - 90 |
54% | 54% | 51% | 49% | |
Sour Early | 27 - 62 | 26 - 61 | 23 - 56 | 20 - 51 |
35% | 35% | 33% | 31% | |
Sweet | 20 - 50 | 20 - 49 | 17 - 45 | 14 - 41 |
30% | 29% | 28% | 27% |