Duck Hunt (SSBU)/Down smash
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Overview[edit]
Hitboxes[edit]
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 5.0% | 0 | Standard | 0 | 100 | 0 | 4.5 | top | 0.0 | 4.0 | 10.0 | 1.0× | 1.0× | 0% | Punch | All | All | ||||||||||||||||||||||||||||||
The hitbox uses a position vector with offsets [-9, 2] for 8 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 2 | |||||||||||||||||||||||||||||||||||||||||||||||||
1 | 0 | 0 | 5.0% | 0 | Standard | 0 | 100 | 0 | 6.1 | top | 0.0 | 5.0 | -10.0 | 1.0× | 1.0× | 0% | Punch | All | All | ||||||||||||||||||||||||||||||
The hitbox uses a position vector with offsets [12, 3] for 8 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 3 | |||||||||||||||||||||||||||||||||||||||||||||||||
2 | 0 | 0 | 6.0% | 0 | Forward | 37 | 155 | 0 | 7.8 | top | 0.0 | 7.0 | 14.0 | 1.0× | 1.0× | 0% | Punch | All | All |
Timing[edit]
The reticles appear and have their hitboxes set 5 frames before each hit.
Charges between | 2-3 |
---|---|
Reticle generation | 7, 15, 23 |
Hit 1 | 12-13 |
Hit 2 | 20-21 |
Hit 3 | 28-29 |
Interruptible | 58 |
Animation length | 73 |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Trivia[edit]
- Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.
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