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Editing Duck Hunt (SSBU)/Forward smash

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'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
*{{buff|FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.}}
*{{buff|FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.}}
==Hitboxes==
==Hitboxes==
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|4.0}}
|damage={{ChargedSmashDmgSSBU|4.0}}
|angle=45
|angle=45
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 31: Line 28:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2|42}}
{{HitboxTableTitle|Hit 2|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|4.0}}
|damage={{ChargedSmashDmgSSBU|4.0}}
|angle=30
|angle=30
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 52: Line 48:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3|42}}
{{HitboxTableTitle|Hit 3|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|9.0}}
|damage={{ChargedSmashDmgSSBU|9.0}}
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=125
|ks=125
Line 76: Line 71:


==Timing==
==Timing==
The reticles appear and have their hitboxes set 5 frames before each hit.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|5-6
|5-6
|-
!Reticle generation
|12, 18, 24
|-
|-
!Hit 1
!Hit 1
Line 101: Line 92:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=11|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|prop=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
 
==Reticle parameters==
{|class="wikitable"
!Maximum horizontal distance multiplier with charge
|1.3
|-
!Maximum Y offset randomness per reticle
|4u (10.1.0 onward)<br>5u (before 10.1.0)
|-
!Maximum Y offset randomness per reticle when hitting opponent
|0u
|-
!Maximum Y offset randomness between reticles
|6u
|}
 
==Trivia==
*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 [[Duck Hunt (SSBU)/Up smash|smash]] [[Duck Hunt (SSBU)/Down smash|attacks]].


{{MvSubNavDuckHunt|g=SSBU}}
{{MvSubNavDuckHunt|g=SSBU}}
[[Category:Duck Hunt (SSBU)]]
[[Category:Duck Hunt (SSBU)]]
[[Category:Forward smashes (SSBU)]]
[[Category:Forward smashes (SSBU)]]

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