EverAlert
Smash Master
Late as balls, thanks to a combination of my computer breaking, my laptop hdd usb adapter thing taking forever to ship, and laziness, but it's finally here. The Solo DThrow Chaingrab Percentage List.
The laptop's in the shop, I can access my old files again; things are looking up! For now it's just an initial list of percentages and ways to escape, but over time I'll evolve this into something special, starting with the walking chaingrab percentages (<3 Hylian). Maybe even a general chaingrabbing guide, but I don't want to get too ambitious at the moment. xP
CHAINGRABBING
These figures assume you start the Chaingrab at 0% with DThrow fresh (not in the stale move queue at all). Obviously enough, the higher damage the character has when you start the Chaingrab fresh, the less you can Chaingrab them (higher start + fresh throw = more knockback = escaping lower).
The percentages look all out of whack, but it makes sense when you consider each character has a different weight, fall speed, size, shape and animation, among other attributes.
Bowser - 95% [30T]
Captain Falcon - 98% [31T]
Charizard - 92% [29T]
Diddy Kong - 62% [18T]
Donkey Kong - 65% [19T]
Falco - 87% [27T]
Fox - 87% [27T]
Ganondorf - 81% [25T]
Ice Climbers - 65% [19T]
Ike - 65% [19T]
Ivysaur - 62% [18T]
Jigglypuff - 16% [3T]
King Dedede - 103% [33T]
Kirby - 34% [8T]
Link - 70% [21T]
Lucario - 31% [7T]
Lucas - 76% [23T]
Luigi - 59% [17T]
Mario - 65% [19T]
Marth - 31% [7T]
Meta Knight - 65% [19T]
Mr. Game & Watch - 57% [16T]
Ness - 54% [15T]
Olimar - 37% [9T]
Peach - 24% [5T]
Pikachu - 70% [21T]
Pit - 59% [17T]
R.O.B. - 48% [13T]
Samus - 31% [7T]
Sheik - 90% [28T]
Snake - 84% [26T]
Sonic - 57% [16T]
Squirtle - 68% [20T]
Toon Link - 48% [13T]
Wario - 73% [22T]
Wolf - 98% [31T]
Yoshi - 81% [25T]
Zelda - 40% [10T]
Zero Suit Samus - 59% [17T]
I'm not sure about Mr. Game & Watch, not because he's tricky or anything, but because while compiling this list I didn't have my original document on hand. All I know is that he was one throw less than either Ice Climbers or Zero Suit Samus. Of course, I'll update with the correct value when I've had a chance to look over the old document.
ESCAPING
As a general rule, characters should DI Up-Away to escape the DThrow Chaingrab faster (though a few exceptions exist; can't remember who they are, don't have it on hand etc, but DIing as above is still good). The moves listed here also help escape MUCH earlier than simply jumping out, usually because of invincibility.
Some moves aren't as useful to escape as you'd think. Generally a move has to either have invincibility starting at frame 1 (preferably with a hitbox at the end, ala Fox's or Wolf's Shines), or move you completely out of the way really fast (within a few frames).
Fox - Shine (DSpecial)
Jigglypuff - Rest (DSpecial) or Double Jump, DJ preferred
Lucas - Double Jump DAir
Marth - Dolphin Slash (USpecial) or Double Jump, DJ preferred
Ness - Double Jump DAir
Peach - Float (Hold Jump)
Snake - Grenade (NSpecial), won't get you out immediately though.
Wolf - Shine (DSpecial)
Yoshi - Reverse Double Jump (Hold Away)
Zero Suit Samus - Flip Jump (DSpecial)
If a character is not listed here, all they can do to escape is DI well and jump out.
TODO
1a. Walking chaingrab percentages.
1b. Regrab knockback ranges.
1c. Complete frame data.
2a. Video supplement.
2b. In-depth data for each character.
TL;DR
- Yes, these are correct.
- Yes, I double-checked them.
- Yes, I accounted for DI.
- Yes, I checked for moves to escape with. (I actually did a LOT of impromptu frame data for other characters because of this, gotta love having no immediate access to the internet.)
- Yes, sometimes you have to be dang-near frame perfect to pull off a regrab on some characters at higher percentages.
... I think that's everything. :/
The laptop's in the shop, I can access my old files again; things are looking up! For now it's just an initial list of percentages and ways to escape, but over time I'll evolve this into something special, starting with the walking chaingrab percentages (<3 Hylian). Maybe even a general chaingrabbing guide, but I don't want to get too ambitious at the moment. xP
CHAINGRABBING
These figures assume you start the Chaingrab at 0% with DThrow fresh (not in the stale move queue at all). Obviously enough, the higher damage the character has when you start the Chaingrab fresh, the less you can Chaingrab them (higher start + fresh throw = more knockback = escaping lower).
The percentages look all out of whack, but it makes sense when you consider each character has a different weight, fall speed, size, shape and animation, among other attributes.
Bowser - 95% [30T]
Captain Falcon - 98% [31T]
Charizard - 92% [29T]
Diddy Kong - 62% [18T]
Donkey Kong - 65% [19T]
Falco - 87% [27T]
Fox - 87% [27T]
Ganondorf - 81% [25T]
Ice Climbers - 65% [19T]
Ike - 65% [19T]
Ivysaur - 62% [18T]
Jigglypuff - 16% [3T]
King Dedede - 103% [33T]
Kirby - 34% [8T]
Link - 70% [21T]
Lucario - 31% [7T]
Lucas - 76% [23T]
Luigi - 59% [17T]
Mario - 65% [19T]
Marth - 31% [7T]
Meta Knight - 65% [19T]
Mr. Game & Watch - 57% [16T]
Ness - 54% [15T]
Olimar - 37% [9T]
Peach - 24% [5T]
Pikachu - 70% [21T]
Pit - 59% [17T]
R.O.B. - 48% [13T]
Samus - 31% [7T]
Sheik - 90% [28T]
Snake - 84% [26T]
Sonic - 57% [16T]
Squirtle - 68% [20T]
Toon Link - 48% [13T]
Wario - 73% [22T]
Wolf - 98% [31T]
Yoshi - 81% [25T]
Zelda - 40% [10T]
Zero Suit Samus - 59% [17T]
ESCAPING
As a general rule, characters should DI Up-Away to escape the DThrow Chaingrab faster (though a few exceptions exist; can't remember who they are, don't have it on hand etc, but DIing as above is still good). The moves listed here also help escape MUCH earlier than simply jumping out, usually because of invincibility.
Some moves aren't as useful to escape as you'd think. Generally a move has to either have invincibility starting at frame 1 (preferably with a hitbox at the end, ala Fox's or Wolf's Shines), or move you completely out of the way really fast (within a few frames).
Fox - Shine (DSpecial)
Jigglypuff - Rest (DSpecial) or Double Jump, DJ preferred
Lucas - Double Jump DAir
Marth - Dolphin Slash (USpecial) or Double Jump, DJ preferred
Ness - Double Jump DAir
Peach - Float (Hold Jump)
Snake - Grenade (NSpecial), won't get you out immediately though.
Wolf - Shine (DSpecial)
Yoshi - Reverse Double Jump (Hold Away)
Zero Suit Samus - Flip Jump (DSpecial)
If a character is not listed here, all they can do to escape is DI well and jump out.
TODO
1a. Walking chaingrab percentages.
1b. Regrab knockback ranges.
1c. Complete frame data.
2a. Video supplement.
2b. In-depth data for each character.
TL;DR
- Yes, these are correct.
- Yes, I double-checked them.
- Yes, I accounted for DI.
- Yes, I checked for moves to escape with. (I actually did a LOT of impromptu frame data for other characters because of this, gotta love having no immediate access to the internet.)
- Yes, sometimes you have to be dang-near frame perfect to pull off a regrab on some characters at higher percentages.
... I think that's everything. :/