Tuesday, May 5, 2015


Hey guys, sorry it's been a while since I've posted anything. I've been playing a *lot* of melee, and especially with my permanent switch to sheik I've had a lot to work on. I'm going to post a more interesting article somewhat soon, but for now I'm going to talk briefly about something not so interesting (but very important!).

So there are actually a million ways ASDI (automatic smash DI) down is useful, but I'm just going to talk about a specific situation. First, I'll just briefly say this can be performed either by holding down on the control stick or the c-stick (though the c-stick takes priority for ASDI, and allows you to DI normally with the control stick). Now, if your opponent ASDIs down while they're in a grounded state (after a missed tech, for example) they can tech your attack sometimes. Whether or not they can tech the attack depends on the attack, the opposing character, and the opposing character's percent damage. On the other hand, if they teched recently (so they can't tech again) then ASDI down will simply ground them.

I might make a future post about how to option select with ASDI down, or some situational uses for it. For now, here are some useful percents to know for the three fastfallers! I'll update this in the future with the statistics for other characters, but since this is most applicable during tech chasing I figured I'd research the fastfallers first.


Up smash - 31
Down smash - 110
Forward tilt - 69
Up tilt - 73
Down tilt (tipper) - 84
Down tilt (non tipper) - 95
Down aerial - 57
Up aerial - 44
Dash attack - 51


Up smash - 31
Down smash - 110
Forward tilt - 68
Up tilt - 74
Down tilt (tipper) - 84
Down tilt (non tipper) - 94
Down aerial - 57
Up aerial - 43
Dash attack - 50


Up smash - 35
Down smash - 124
Forward tilt - 76
Up tilt - 83
Down tilt (tipper) - 93
Down tilt (non tipper) - 105
Down aerial - 64
Up aerial - 49
Dash attack - 57

Marth: I am listing the % where the move knocks him down, as opposed to the % where it breaks ASDI down. This is the relevant information vs. marth, because usually you'll have him on a platform and need to know the % where he can't just hold down on your aerials.

Up aerial - 23
Down aerial - 28

To be clear, these numbers are all *before* the hit. For example, sheik's upsmash does 13% when it isn't stale. So by listing 31% for fox, what this really means is that he will be launched if the upsmash puts him at 44% after it hits. This means that if it's staled to 12%, you need to wait until fox is at 32%; it also means that if you charge it slightly, it will launch him starting at 30% (because it would do 14% after a slight charge).

In case the implications of this aren't totally clear, I'll give an example. If a falco misses a tech and you're waiting to react, then you see him start to roll it's pretty common for the sheik to dash attack. If falco is below 50 and ASDIs down and techs it, the sheik will get punished. Knowing these numbers is pretty important for that reason. Here's an example in a Kirbykaze vs Mango set:

Alright, well that's it for now! Nothing too crazy, but the numbers are pretty useful honestly. I'll make a (hopefully) pretty interesting post about dealing with pressure somewhat soon.


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  2. Hey Sami. What do the %s you've listed here apply to? Sheik's moves? Or can all characters ASDI Fox's Upsmash down at 31%? Or does tipper dtilt mean the moves are exclusive to Marth?

  3. They're all sheik's moves unless I state otherwise. So 31% is sheik's upsmash vs fox. Tipper dtilt also applies to sheik.

    These %s are true for ASDI as far as I know, but SDI'ing into the ground could allow you to tech even at later %s

  4. These are all the %s where you can no longer tech and instead get launched right? do you personally use c stick or analog stick?