Month: May 2016

Character Weights

Character Weights

The following data was obtained from Kurogane Hammer. Weight is not to be confused with Floaty-ness!

RANK

CHARACTER

WEIGHT

SUPER HEAVYWEIGHT

1

Bowser

130

2

Donkey Kong

122

3

King Dedede

119

4

Charizard

116

5

Ganondorf

113

HEAVYWEIGHT

6-7

Bowser Jr.

108

6-7

Samus

108

8-9

Ike

107

8-9

Wario

107

10

R.O.B.

106

11-13

Captain Falcon

104

11-13

Link

104

11-13

Yoshi

104

14

Ryu

103

15-16

Shulk

102

15-16

Megaman

102

17-20

Mii Swordfighter

100

17-20

Mii Brawler

100

17-20

Mii Gunner

100

17-20

Cloud

100

21

Lucario

99

MIDDLEWEIGHT

22-24

Corrin

98

22-24

Mario

98

22-24

Dr. Mario

98

25-26

Villager

97

25-26

Luigi

97

27-29

Wii Fit Trainer

96

27-29

Pit

96

27-29

Dark Pit

96

30-32

Robin

95

30-32

Roy

95

30-32

Pac-Man

95

33-36

Greninja

94

33-36

Sonic

94

33-36

Ness

94

33-36

Lucas

94

37-38

Toon Link

93

37-38

Diddy Kong

93

39-40

Palutena

91

39-40

Duck Hunt

91

41-42

Marth

90

41-42

Lucina

90

43

Peach

89

FEATHERWEIGHT

44

Zelda

85

45

Bayonetta

84

46-47

Falco

82

46-47

Little Mac

82

48

Sheik

81

49-50

Zero Suit Samus

80

49-50

Meta Knight

80

51-54

Fox

79

51-54

Pikachu

79

51-54

Olimar

79

51-54

Kirby

79

55

Rosalina & Luma

77

56

Mr. Game & Watch

75

BALLOONWEIGHT

57

Mewtwo

74

58

Jigglypuff

68

Hope this helped!
– parson

[1.1.6] Final Patch?

Now that 1.1.6, most likely the final balance patch, has been released, I believe that the Smash 4 metagame will be able to move towards solidifying. It will be interesting to see what characters will make a push to claim the top tier ranks.

What makes me believe this is the last update? The fact that they only modified Bayonetta makes me think that the balance team thought she was the only thing in need of adjustment, and since the game has been out for almost 2 years now, the team is also likely ready to be done with the production of this game.

sakuraidontaskme

In my opinion, I find it amazing that they continued to do balance patches this far into the game’s life, it shows that the team really cares about the overall balance of the game, at not only a casual, but competitive level as well.

The wild ride is most likely finished, but now the fun part begins.

– parson

[1.1.6] BayoNERFa.

[1.1.6] BayoNERFa.

The new 1.1.6 patch is now live! The only thing that was touched in this patch, apart from some small stage changes, was Bayonetta. The following information is extracted directly from the Smashboards 1.1.6 Official Patch Discussion Thread, so some of the abbreviations and acronyms may not make sense, but I’ll do my best to explain them.

  • Dtilt
    • Hitbox sizes 3.5 -> 2.8
  • Fair
    • Hit 1 damage 3.8% -> 3%
    • Hit 2 damage 2.8% -> 2.2%
    • Hit 3 KBG (Knockback Growth) 82 -> 68, x1.2 frame speed multiplier added to frame 29 (presumably means 1frame later autocancel/2frame later FAF, but these don’t always translate to ingame as expected)
  • Dair landing
    • KBG 140 -> 135
  • Afterburner Kick (Side-B)
    • All hitboxes: SDI multiplier 1 -> 2 (Much easier to SDI out!)
    • Early hit KBG: 40 -> 50
    • Middle hit KBG: 30 -> 38
    • Late hit KBG 100 -> 112
  • Afterburner Divekick (Downwards-Side-B)
    • Damage 8 -> 6.5
    • Angle 80° -> 60°
    • Hitbox size 6.5 -> 4.5
    • SDI multiplier 1 -> 2 (Much easier to SDI out!)
  • Afterburner Divekick landing
    • SDI multiplier 1 -> 2
  • Witch Twist:
    • All Hitboxes SDI Multiplier: 1 -> 2 (Much easier to SDI out!)
    • Early Middle Hit:
      • Upper Hitbox:
        • KBG: 100 -> 97
        • WKB: 160 -> 140
        • Hitbox Y Position: 24 -> 21 (Moves the hitbox upwards a little)
      • Both Hitbox Sizes: 8 -> 7
    • Middle Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Both Hitbox Sizes: 8 -> 7
    • Late Middle Hit:
      • Upper Hitbox Y Position: 24 -> 21
      • Lower Hitbox WKB: 160 -> 135
      • Both Hitbox Sizes: 8 -> 7
    • Last Hit (First Use):
      • KBG: 105 -> 80
      • BKB: 50 -> 55
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19
    • Last Hit (Second Use):
      • KBG: 30 -> 50
      • Hitbox Size: 9 -> 8.5
      • Hitbox Y Position: 20 -> 19

TL;DR:

  • Dtilt’s hitbox is a little smaller.
  • Fair does less damage, and the last hit has a little less knockback.
  • Dair’s landing had its knockback reduced by a little.
  • Afterburner Kick is easier to SDI out of, also has increased knockback, making it harder to follow-up after hitting with it.
  • Downwards Afterburner Kick is easier to SDI out of, does less damage, the angle was changed slightly, and the hitbox size was decreased a bit.
  • Witch Twist overall is much easier to SDI out of, with the hitbox sizes reduced, position moved, and the knockback growth is reduced on the Last hit for the first use, but it is increased for the second use.

So what does this mean for Bayonetta? It’s hard to say. Bayonetta main Pink Fresh posted the following on Twitter:

This will change some combos (probably Witch Twist to Uair), and therefore negate some of the off-the-top finishes she could pull off before, but I have no doubt that dedicated Bayonetta mains will be able to make her almost as fearsome as before.

That’s all for now!

– parson

[1.1.6] A Step-By-Step Guide to Mod Smash 4

What? Smash 4 mods? If you have not been up to date in the smash community as of late, then you likely are unaware of this actually fairly simple process!

All the information can be found here, but I felt the reformat and explanations will make it easier for everyone to understand.

Let’s jump in.


Requirements:

Process:

Setup:

  1. Install Xampp
  2. Extract “curious file.zip”
  3. Place the two folders “kernel” and “sdcafiine” from the curious file into
    • Windows: C:\xampp\htdocs\
    • Mac: Applications\Xampp\htdocs
  4. Make sure Skype is not running, or other programs that use port 80 (Windows)
  5. Run the Xampp control panel, next to Apache, click “Start” (Mac, click “Manage Servers”)

Choosing Mods:

Custom Music:

  1. On the root of your SD card, make a folder named based on your region:

    US – 0005000010144F00

    EU – 0005000010145000

    JP – 0005000010110E00

  2. Inside this folder, make a folder called “sound”
  3. Inside this “sound” folder, make a folder called “bgm”
    (you should have a path like: “SD:\0005000010144F00\sound\bgm”)
  4. Visit Smash Custom Music and select a song from their variety of game soundtracks!
  5. When you find a song, on the page of the song, click “Download or add to template for”, then “Super Smash Bros. for Wii U”
  6. Choose a stage and music slot you want this new song to replace
    (When you run the game, it will not edit the displayed name of the track, but only the music itself)
  7. Click “Download NUS3BANK”
  8. Place the downloaded NUS3BANK file into the bgm folder on your SD card
  9. You can repeat steps 5 through 8 to replace as many songs as you’d like!

That Ridiculous Mod Pack I see Streamers Playing:

NOTE: As of now this pack has an outdated 1.1.5 Bayonetta (with extra features, of course).

This mod pack features many strange alterations, and since it is fun to discover what things have been changed, I will provide a short list of some of the fun features I found while experimenting further below, to prevent spoilers. Also note: there are definitely more that I haven’t discovered!

  1. Download the appropriate pack from one of these links: [1.1.6] (US – Download  | EU – Download)
  2. Extract the pack from the zip file
  3. Place the numbered folder at the root of your SD card
    (The US directory should look something like: “SD:\0005000010144F00\patch\patchlist”)

Loading Mods (Wii U):

Once Xampp is running and the Apache has been started…

  1. Open the internet browser on the Wii U
  2. Open your bookmarks
  3. Edit one of the bookmarks, or add a new one to look like this:
    Name:     Kernel
    Address:  http://<your internal ip from earlier>/kernel/blarg.php
    (Example: http://192.168.1.64/kernel/blarg.php)
  4. Add another to look like this:
    Name:     SDCafiine
    Address:  http://<your internal ip from earlier>/sdcafiine/blarg.php
    (Example: http://192.168.1.64/sdcafiine/blarg.php)
  5. Open the bookmark named “Kernel”
  6. DO NOT PANIC! The screen will go green and an illuminati symbol will appear, simply wait for the console to return to the home menu
  7. Open the internet browser again and click bookmark called “SDCafiine”
  8. A coffee cup will appear, press A and wait for the console to return to the home menu again
  9. Press home to return to the Wii U menu
  10. Boot Super Smash Bros. for Wii U
    Note: This process is for the initial startup. After this has been done, to run the same mods in the future, all you need to run is the “Kernel” bookmark, then boot Smash. So unless you have altered the SD card directory, there is no need to run SDCafiine.

Discovered Features:

stock_90_falco_01

Falco has been shifted to more resemble his Melee incarnation, boasting his Shine once again. Many of his moves have reduced endlag, namely his aerials and his laser. Very fun to experiment around with. It also seems as if his hitstun is more resemblant of Melee as well, with different angles.

stock_90_ganon_01

Ganondorf has inherited his own Witch Time, activated by taunting. The opponent is left helpless in extremely slow hitstun, allowing you to chain a bunch of fun moves together. Most of his moves have decreased endlag as well, making Ganon simply a monster.

stock_90_wario_01

Wario has been transformed into a full-time Wario Man. Boasting powerful, extremely fast moves with little to no endlag, while his aerials also give him a little upwards vertical movement. His Jab combo can allow him to travel across the stage.

stock_90_mario_01

Mario’s Utilt is unchanged. His Usmash has been given even less endlag, while his F.L.U.D.D. gimps extremely easily. His fireballs also have strange altered knockback. He can jump almost forever as well.

stock_90_palutena_01

Many of Palutena’s startup lag on her moves were decreased, making her much faster.

stock_90_lizardon_01

Charizard’s jump height was increased, and he now has a third jump, which puts him in a strange standing position.

stock_90_pacman_01

Pac-Man is green.

stock_90_ryu_01

Ryu has massively reduced endlag on a lot of his moves as well, making him a crazy character, that’s very fun to play.

stock_90_mewtwo_01

Mewtwo can use his Up-B indefinitely, and it has very little endlag.

stock_90_zelda_01

Zelda’s Side-B has vastly increased knockback.

stock_90_gamewatch_01

Mr. Game and Watch now has a 100% chance of pulling a 9 out of his hammer. It also hits you no matter where you are on stage.

stock_90_lucas_01

Lucas is now a slippery Ness, like Luigi compared to Mario. He can spew PK Fire as well.

stock_90_marth_01

Marth’s Dancing Blade now has a diagonal recovering angle. His Uthrow also kills.

stock_90_ness_01

Ness’s Bthrow remains unchanged (joke), and he can really dish out PK Fires.

stock_90_koopa_01

Doing Bowser’s Up Taunt will briefly transform you into Giga Bowser. Fire breath is also a R.O.B. laser-esque projectile.

stock_90_purin_01

Jigglypuff’s Rest launches sideways instead of upwards, reminiscent of her Melee form.

stock_90_luigi_01

Performing a Side-B Missle will always result in a misfire.

stock_90_ike_01

Ike’s Uair will act as a helicopter, letting him rise in the air a little.


Happy Modding 🙂

– parson

8 Intermeditate Techniques to Improve Your Sm4sh Game

Trying to improve your smash game and aren’t sure how to take your game to the next level?

These techniques should be practiced only once you know and can apply the basics of Shields, Attacks, Grabs, Dodges, and can recover proficiently. If that is the case, read on!

Here are a few techniques that you should keep in mind when trying to improve your smash game. Listed in order of how you should introduce yourself and practice these techniques.

At first, it may be difficult to change any muscle-memory that you have learned from playing the game, but it doesn’t take too long to overwrite that! Eventually, try to implement them into your gameplay. It may be slow starting off, but as you practice, you will definitely notice the payoff.

If you are unsure of any of the terminology used, reference this post!

Short Hop: Tapping your jump button lightly will perform a short hop.  This is useful to use attacks on standing characters. It is less punishable than a Full Hop, since you are in the air for a shorter amount of time.

Shieldgrab: Pressing Attack while in shield initiates a grab. This is very useful if your opponent incorrectly spaces their attack, and hits your shield too closely.

Fast Fall: Tapping the control stick downwards while airborne will cause your character to fall faster, a good technique to get back to the stage quicker, close gaps on your opponent quicker, and essentially speed up your entire gameplay.

Tech: Whenever you are in a tumble animation, if you press Shield as you hit the stage, you can speed up the time it takes you to stand back up (or roll!), while also granting you invulnerability frames. This is called a Tech. This technique is also used offstage, when a character is hit into the stage, the character can Tech off of the wall to prevent them from being spiked into infinity.

bowser-tech.png
Bowser: On-Stage Tech

B-Reverse: Right after using any Special Move, if you input the opposite direction your character was facing quick enough, it will flip your character around. Good for mixups, and adds momentum to your character, which is situationally useful.

Jump-Cancelled Usmash: While running, if you press jump right before you input an Up Smash, you will cancel your run and your jump and slide a little during your Usmash. Length of the slide varies by character. Also a great Out of Shield option (depending on the character’s Usmash), because jumping out of a shield and canceling it with an Usmash requires quite a few less frames than dropping your shield, and Usmashing (this will be further explained in another post, perhaps with a video).

Pivoting: Turning around before using a move. Useful for grabbing, and other quick moves.

Perfect Shielding: Shielding exactly as you get hit will cause you to perform a Perfect Shield, and your shield will take no damage, and you will be able to react faster our of shield. The timing is difficult to get the hang of, but crucial at higher levels of play.


 

That’s all for now!

– parson

KO Throws

KO Throws

Characters are listed in alphabetical order! If there is a specific character you are looking for, use CTRL (Command on mac) + F and type their name. Each character’s weight is listed as well.

Throw percents were tested on Mario on Final Destination, so some heavier characters will survive later, as well as Uthrows may kill slightly later on maps with higher ceilings, such as Battlefield.

As always, will update with more information as I gather it!

stock_90_bayonetta_08

Bayonetta: (84)

  • Fthrow
    • 120% from the edge of the stage.
    • 200% from the middle.

stock_90_koopa_01

Bowser: (130)

  • Bthrow
    • 110% from the edge.
    • 170% from the middle.
  • Fthrow
    • 110% from the edge.
    • 170% from the middle.

stock_90_koopajr_01

Bowser Jr: (115)

  • Bthrow
    • 130% from the edge.
    • 195% from the middle.

stock_90_captain_01

Captain Falcon: (104)

  • Bthrow
    • 115% from the edge.
    • 190% from the middle.
  • Fthrow
    • 140% from the edge.
    •  225% from the middle.
  • Uthrow – 190%

stock_90_lizardon_01

Charizard: (116)

  • Uthrow
    • This throw kills earlier if you use it below or on a platform.
    • 100% on the middle platform on Battlefield.
    • 120% for either of the side platforms.
    • 125% without any platforms on FD and 130% on BF.
  • Fthrow
    • 120% from the edge.
  • Bthrow
    • 130% from the edge.

stock_90_cloud_07

Cloud: (100)

  • Uthrow – 200%  (If you get a throw kill with Cloud you aren’t trying hard enough.)

stock_90_kamui_01

Corrin: (98)

  • Uthrow – 150%
  • Dthrow – around the same as Uthrow, but few %’s later.

stock_90_pitb_01

Dark Pit: (96)

  • Fthrow
    • 115% from the edge.
    •  180% from the middle.

stock_90_diddy_01

Diddy Kong: (93)

  • Bthrow
    • 130% from the edge.
    • 200% from the middle.
  • Fthrow
    • 145% from the edge.
    • 215% from the middle.

stock_90_donkey_01

Donkey Kong: (122)

  • Fthrow
    • If DK does a forward throw, jumps offstage, followed by a down throw, this can kill you in the early 100s depending on weight and how far they go out so try to mash out as fast as you can and DI towards the stage if you don’t get out in time. Not to mention the Ding Dong combo, which can KO you at various late to high percents.
  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

stock_90_drmario_01

Dr. Mario: (98)

  • Bthrow
    • 120% from the edge.
    • 180% from the middle.

stock_90_duckhunt_01

Duck Hunt: (91)

  • Fthrow – 185% from the edge
  • Uthrow – 205%

stock_90_falco_01

Falco: (82)

  • Bthrow
    • 125% from the edge (if laser hits).
    • Doesn’t kill from the middle of the stage until around 270% since Falco throws them too far for the laser to hit at which point up throw kills even without the laser hitting.
  • Uthrow –  175% (if laser hits).

stock_90_fox_01

Fox: (79)

  • Fthrow
    • 185% from the edge.
    • 265% from the middle.

stock_90_ganon_01

Ganondorf: (113)

  • Bthrow
    • 135% from the edge.
    • 195% from the middle.

stock_90_gekkouga_01

Greninja: (94)

  • Uthrow – 165%

stock_90_ike_01

Ike: (107)

  • Dthrow – 180%

stock_90_purin_01

Jigglypuff: (68)

  • Jigglypuff’s throws are the terrible for killing. They won’t kill even when the opponent is at 300%, best is up throw but it is still very bad.

stock_90_dedede_01

King Dedede: (119)

  • Fthrow
    • 150% from the edge.
    • 230% from the middle.
  • Bthrow
    • 150% from the edge.
    • 190% from the middle.

stock_90_kirby_01

Kirby: (79)

  • Bthrow
    • 125% from the edge.
    • 175% from the middle.
  • Uthrow
    • Like Charizard, Kirby kills earlier if this throw is used under or on a platform.
    • 125% on the middle platform on Battlefield
    • 140% for either of the side platforms.
    • 145% without any platforms on FD and 160% on BF.

stock_90_link_01

Link: (104)

  • Uthrow – 165%

stock_90_littlemac_01

Little Mac: (82)

  • Bthrow
    • 135% from the edge.
    • 190% from the middle.

stock_90_lucario_01

Lucario: (99)

  • At 0% Lucario has practically nothing since this pokémon relies on aura so much, so no kill throws really work that well. Forward and back throws might kill, but while I was testing even at 220% throws didn’t kill so it might be a while before Lucario is killing anyone with a throw when he is at 0% damage. With 100% damage on Lucario, a back throw killed Mario at 175ish% from the edge of the stage which still isn’t anything to be proud of. Also Lucario’s pummel is so fast that when he is at 0% some of the hits do no damage.

stock_90_lucas_01

Lucas: (94)

  • Bthrow
    • 100% from the edge.
    • 165% from the middle.
  • Uthrow – 145%
  • Fthrow – 115% from the edge.

stock_90_lucina_01

Lucina: (90)

  • Uthrow – 170%

stock_90_luigi_01

Luigi: (97)

  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

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Mario: (98)

  • Bthrow
    • 115% from the edge.
    • 175% from the middle.

stock_90_marth_01

Marth: (90)

  • Uthrow – 170%

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Mega Man: (102)

  • Bthrow
    • 125% from the edge.
    • 190% from the middle.
  • Uthrow – 205%

stock_90_metaknight_01

Meta Knight: (80)

  • Bthrow
    • 140% from the edge.
    • 210% from the middle.
  • Uthrow
    • Like Charizard and Kirby, it kills earlier if you use it below or on a platform
    • 150% on the middle platform on Battlefield
    • 170% for either of the side platforms.
    • 170% without any platforms on FD and 185% on BF.

stock_90_mewtwo_01

Mewtwo: (74)

  • Bthrow – 105% from the edge.
  • Uthrow – 135%

All following data on Miis was taken with mid weight and mid height Miis.

  • Mii Brawler (100)
    • Fthrow
      • 155% from the edge of the stage.
  • Mii Gunner (100)
    • Uthrow
      • If the laser hits it kills at about 190%
    • Bthrow
      • 170% from the edge.
  • Mii Swordfighter (100)
    • Bthrow
      • 160% from the edge.
      • 245% from the middle.

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Mr. Game & Watch: (75)

  • Dthrow – 266%
  • Uthrow – 260%

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Ness: (94)

  • Bthrow a.k.a. the holy grail of all kill throws
    • 85% from the edge.
    • 120% from the middle.
    • 150% from opposite side of stage.

stock_90_pikmin_01

Olimar: (79)

  • Blue Pikmin kill earliest, while other Pikmin kill around 230%.
  • Bthrow – 140% from the edge (Blue Pikmin).
  • Uthrow – 150% (Blue Pikmin).
  • Fthrow – 155% from the edge (Blue Pikmin).

stock_90_pacman_01

Pac-Man: (95)

  • Bthrow
    • 125% from the edge.
    • 195% from the middle.
  • Uthrow – 200%

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Palutena: (91)

  • Bthrow
    • 130% from the edge.
    • 200% from the middle.
  • Uthrow  – 180%

stock_90_peach_01

Peach: (89)

  • Bthrow
    • 120% from the edge.
    • 175% from the middle.
  • Fthrow
    • 150% from the edge.
    • 215% from the middle.
  • Uthrow – 200%

stock_90_pikachu_01

Pikachu: (79)

  • Uthrow – 195%
  • Bthrow – 170% from the edge.

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Pit: (96)

  • Fthrow
    • 115% from the edge.
    • 180% from the middle.

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R.O.B.: (106)

  • Uthrow
    • Like Charizard, Meta Knight, and Kirby, R.O.B. comes back down with this throw, causeing it to kill earlier on or under platforms.
    • 155% on FD.
    • Battlefield side platforms at 145%
    • Smashville’s platform at 135%
    • Town & City’s sideways moving platforms at 130%
    • Dreamland’s side platforms at 140%
    • Lylat’s side platforms at 140%, and Lylat’s middle platform at 135%.
  • Bthrow – 140% from the edge.

stock_90_reflet_01

Robin: (95)

  • Bthrow
    • 125% from the edge.
    • 185% from the middle.

stock_90_rosetta_01

Rosalina & Luma: (77)

  • Bthrow – 140% from the edge.
  • Fthrow  – 150% from the edge.
  • Uthrow – 200%

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Roy: (95)

  • Uthrow – 175%

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Ryu: (103)

  • Dthrow – 190%
  • Uthrow – 195%
  • Bthrow  – 160% from the edge.

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Samus: (108)

  • Fthrow – 180% from the edge.
  • Bthrow – 190% from the edge.
  • Uthrow – 250%

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Sheik: (81)

  • Dthrow
    • Since this move got nerfed, it is no longer a 50/50 read that allows this move to kill you at high percents. It can still be done, but is harder to preform.
  • KO Throws for Sheik are very bad, and don’t kill until extremely late. Kill them some other way instead.

stock_90_shulk_01

Shulk: (102)

  • When Shulk is in Buster Mode, his throws don’t send you as far so you can be the victim of a combo even in your late percents – although you won’t be killed as easily.
  • When he is in Speed Mode he can follow up better off of F/Dthrow
  • When in Jump Mode can follow up more easily off of Uthrow.
  • Dthrow
    • 95% from the edge of the stage with Smash Monado.
    • 150% from the edge of the stage without Smash Monado.
    • 165% from the middle of the stage with Smash Monado.
  • Fthrow
    • 115% from the edge of the stage with Smash Monado.
    • 155% from the edge of the stage without Smash Monado.
    • 185% from the middle of the stage with Smash Monado.
  • Bthrow
    • 105% from the edge of the stage with Smash Monado.
    • 150% from the edge of the stage without Smash Monado.
    • 170% from the middle of the stage with Smash Monado.
  • Uthrow
    • 225% with Smash Monado.

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Sonic: (94)

  • Bthrow
    • 135% from the edge of the stage.
    • 185% from the middle.
  • Fthrow – 175% form the edge.
  • Uthrow – 190%

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Toon Link: (93)

  • Bthrow
    • 110% from the edge.
    • 170% from the middle.
  • Uthrow – 180%

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Villager: (97)

  • Bthrow
    • 110% from the edge.
    • 150% from the middle.

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Wario: (107)

  • Fthrow
    • 115% from the edge.
    • 180% from the middle.
  • Uthrow – 210%

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Wii Fit Trainer: (96)

  • Bthrow
    • 120% with deep breathing from the edge.
    • 140% without deep breathing from the edge.
  • Fthrow
    • 130% with deep breathing from the edge.
    • 150% without deep breathing from the edge.
  • Uthrow
    • 155% with deep breathing.
    • 185% without deep breathing.

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Yoshi: (104)

  • Bthrow – 205% from the edge.
  • Fthrow – 210% from the edge.

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Zelda: (85)

  • Bthrow
    • 115% from the edge.
    • 185% from the middle.
  • Uthrow – 210%

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Zero Suit Samus: (80)

  • Dthrow – At specific percents (data coming later) ZSS can Dthrow into Uair, Uair, UpB to net the kill.
  • Fthrow – 200% from the edge.
  • Uthrow – 225%

 

That’s all for now!

– parson

Mewtwo Resources

Mewtwo Resources

Although I’d like to write my own guide on Mewtwo (and I will someday!), I feel as if I would be reiterating things that have already been done well.  Here is a good list of resources on Mewtwo. As always, I’ll be updating as I come across them!