Editing Lucas (SSBU)/Down smash

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:LucasDSmashSSBU.gif|thumb|350px|Hitbox visualization showing Lucas's down smash.]]
[[File:LucasDSmashSSBU.gif|thumb|450px|Hitbox visualization showing Lucas's down smash.]]


==Overview==
==Overview==
{{competitive expertise}}
Lucas does 3 hits of [[PSI]] energy. The move is pretty slow, having a third of a second of [[start-up]] and a long move duration, being [[interruptible]] at frame 60. However, the move is balanced out by being very strong, [[KO]]ing at pretty early percents; additionally, the move is very big, being one of the easiest [[Edge#2_frame_punish|2 frames]] to hit in the game, and despite the high amount of total frames, the move's final hit coming out later than the other hits (at frame 39), combined with the fact that all 3 hits on shield are a [https://glossary.infil.net/?t=Block%20String true blockstring] and the fact that the last hit has plenty of [[shieldstun]], mean that the move is relatively safe on shield (-12, which is pretty good).
With all of those strengths, this move is often considered one of the best [[down smash]]es in the game.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|50}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 18: Line 13:
|sd=-10.0
|sd=-10.0
|angle=361
|angle=361
|af=3
|bk=43
|bk=43
|ks=90
|ks=90
Line 35: Line 29:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2|50}}
|8
{{HitboxTableTitle|Hit 2|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 42: Line 37:
|sd=-8.0
|sd=-8.0
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=90
|ks=90
Line 59: Line 53:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3|50}}
|9
{{HitboxTableTitle|Hit 3|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 66: Line 61:
|sd=-6.0
|sd=-6.0
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=90
|ks=90
Line 83: Line 77:
|rebound=f
|rebound=f
}}
}}
|9
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 111: Line 105:


{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
==Trivia==
*The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented [[Lucas (SSB4)/Down smash|in ''Smash 4'']] to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in ''Ultimate'', however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move.


{{MvSubNavLucas|g=SSBU}}
{{MvSubNavLucas|g=SSBU}}
[[Category:Lucas (SSBU)]]
[[Category:Lucas (SSBU)]]
[[Category:Down smashes (SSBU)]]
[[Category:Down smashes (SSBU)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: