Super Smash Bros. Ultimate

Kirby (SSBU)/Side special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Hammer Flip.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Hitbox visualization showing Kirby's uncharged side special, Hammer Flip, when grounded.
Hitbox visualization showing Kirby's fully charged side special, Hammer Flip, when grounded.
Hitbox visualization showing Kirby's uncharged side special, Hammer Flip, when aerial.
Hitbox visualization showing Kirby's fully charged side special, Hammer Flip, when aerial.

HitboxesEdit

The move can be charged for up to 120 frames, with each charge frame adding 0.085% damage to the hitboxes, for a maximum of 29.115% on the ground and 26.115% in the air (per hit) if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.

For both versions, landing a fully charged hit produces a Special Zoom.

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
No charge
0 0 0 19.0% 0   Standard 60 78 0   5.4 0 0.0 4.5 11.5 1.2× 1.0× 0%               Kick   All All            
1 0 0 19.0% 0   Standard 60 78 0   3.5 0 0.0 4.5 5.5 1.2× 1.0× 0%               Kick   All All            
Partial charge
0 0 0 19.0% 0   Standard 60 78 0   5.4 0 0.0 4.5 11.5 1.2× 1.0× 0%               Kick   All All            
1 0 0 19.0% 0   Standard 60 78 0   3.5 0 0.0 4.5 5.5 1.2× 1.0× 0%               Kick   All All            
Max charge
0 0 0 35.0% 0   Standard 60 78 0   5.8 0 0.0 4.2 11.5 1.5× 1.0× 0%               Burn   All All            
1 0 0 35.0% 0   Standard 60 78 0   3.9 0 0.0 4.2 5.5 1.5× 1.0× 0%               Burn   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
No charge (both hits)
0 0 0 16.0% 0   Standard 60 78 0   5.4 0 0.0 4.3 11.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 16.0% 0   Standard 60 78 0   3.2 0 0.0 4.3 5.5 1.0× 1.0× 0%               Kick   All All            
Partial charge (both hits)
0 0 0 16.0% 0   Standard 60 78 0   5.4 0 0.0 4.3 11.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 16.0% 0   Standard 60 78 0   3.2 0 0.0 4.3 5.5 1.0× 1.0× 0%               Kick   All All            
Max charge
0 0 0 28.0% 0   Standard 60 78 0   5.6 0 0.0 4.0 11.5 1.0× 1.0× 0%               Burn   All All            
1 0 0 28.0% 0   Standard 60 78 0   3.7 0 0.0 4.0 5.5 1.0× 1.0× 0%               Burn   All All            

TimingEdit

No chargeEdit

The move becomes partially charged with at least 30 charge frames, adding a flame effect to the hitboxes.

Charges between 15-16
Hitboxes (grounded) 26-27 (11-12)
Hits 1-2 (aerial) 26-27, 40-41 (11-12, 25-26)
Interruptible 70 (55)
Animation length 85 (70)
Grounded                                                                                                                                                                           
Aerial                                                                                                                                                                           

Full chargeEdit

The frame strips are displayed from release.

Intangibility (grounded) 2-10
Hitboxes 11-12
Super armor (grounded) 11-17
Interruptible 60
Animation length 72
Hitboxes                                                                                                                                                 
Grounded                                                                                                                                                 
Aerial                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible

ParametersEdit

MoveEdit

Total charge time 120 frames
Damage added per charge frame 0.085%
Walk speed while charging 0.4
Jump speed multiplier while charging 0.5
Interval for recoil damage at full charge 26 frames
Maximum percent for full charge recoil damage 100%

Special Zoom (fully charged)Edit

Duration 30 frames
Slowdown magnitude 2
Zoom rate 4
Time before zoom 3 frames
Background duration (non-1v1) 21 frames