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1 | SSBM Yoshi DJ armor, CC, ASDI down percents (NTSC) by dondon151 Introduction: This spreadsheet contains a comprehensive list of percentages at which almost every move in Super Smash Bros. Melee (NTSC) breaks Yoshi's DJ armor and crouch cancel. How to use: There are 4 columns listed to the right of the move data, titled 120 KB %, 200 KB %, 108 WBK, and ASDI ↓ %. 120 KB % and 200 KB % - the value in each cell lists the minimum percent at which a given unstale move deals 120 and 200 knockback. 108 WBK - the value in each cell lists the move's fixed weight-based knockback on Yoshi. ASDI ↓ % - the value in each cell lists the maximum % to which Yoshi can ASDI down a given unstale move into the ground (with no DI). All %s listed are before Yoshi is hit, not after. Thus stale moves will require slightly higher %s. Significance: 120 KB - breaks DJ armor and crouch cancel. A move with >120 KB will stop Yoshi's double jump and knock him down during crouch cancel. 200 KB - breaks DJ armor and also sends Yoshi into tumble, requiring him to untumble before air dodging. Example: Game & Watch's N-air, unstale, has 120 KB when Yoshi is at 51.68%. Therefore, Game & Watch's N-air breaks Yoshi's DJ armor above 51.68%. Note on ASDI ↓ %: 1. Yoshi has to be grounded. It's very hard to ASDI into the ground while airborne. 2. The move must have 9 or fewer frames of hitlag. Moves with more hitlag are very hard to ASDI into the ground. 3. With proper DI, Yoshi can ASDI moves into the ground up to much higher %s than what is listed. You should DI moves to get an angle as close to the ground as possible. 4. ASDIing a move into the ground means that Yoshi either will go into the landing animation immediately (if not knocked down) or can Amsah tech (if knocked down). |