Super Smash Bros. Ultimate

Pit (SSBU)/Down special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Guardian Orbitars.
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Hitbox visualization showing Pit's down special, Guardian Orbitars.

Overview[edit]

Update history[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Guardian Orbitars has less ending lag upon release (FAF 24 → 19), and the minimum amount of time they have to be held for upon activation is shorter (20 frames → 15).

Hitboxes[edit]

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
Clean windboxes
0 0 4 0.0% 0 AngleIcon50.png Standard 0 100 50 HitboxTableIcon(False).png 2.7 bitl 0.0 -2.0 to 3.0 1.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
1 0 4 0.0% 0 AngleIcon50.png Standard 0 100 50 HitboxTableIcon(False).png 2.7 bitr 0.0 -2.0 to 3.0 -1.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
Late windboxes
0 0 4 0.0% 0 AngleIcon50.png Standard 0 100 30 HitboxTableIcon(False).png 2.7 bitl 0.0 -2.0 to 3.0 1.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
1 0 4 0.0% 0 AngleIcon50.png Standard 0 100 30 HitboxTableIcon(False).png 2.7 bitr 0.0 -2.0 to 3.0 -1.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Unblockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png

Timing[edit]

The timings shown are for the move's shortest duration. The orbitars' duration can be extended up to 100 frames (from 15 minimum), in which case the windboxes' late hit comes out after 29 frames, or on frame 36 counting startup.

Orbitar shields and reflectors 7-21
Windboxes 7-21 (rehit rate: 4)
Interruptible (from release) 40 (19)
Animation length (release) 61 (40)
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(ReflectLoopE).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(ReflectLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames just before a loop point. FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Reflection
Reflect
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
Interruptibility
Interruptible

Parameters[edit]

General[edit]

Shield HP is shared between both orbitars, with both of them breaking when it is fully depleted. Pit can still use the move during the cooldown period for broken orbitars, but with no hitboxes coming out.

Minimum active duration 15 frames (8.0.0 onward)
20 frames (before 8.0.0)
Maximum active duration 100 frames
Shield HP 15
Shield HP regeneration per frame 0.07
Orbitar cooldown if HP is fully depleted 600 frames (10 seconds)
Reflector damage threshold 50%
Reflector damage multiplier 1.5
Reflector speed multiplier 1.7
Reflector lifetime multiplier 0.7

Orbitar hitboxes[edit]

The orbitars continuously shrink while active, reaching a size of 0.5× at the maximum duration of 100 frames, which affects the move's windboxes, shields, and reflectors. More specifically, the orbitars' size multiplier can be calculated by the formula 1 - 0.5 * (active frames / 100). All hitboxes' Y and Z offsets are also likewise adjusted to be placed higher and closer to Pit as they shrink.

Size 2u
Bone top
Shield offsets [0, 2 to 11.5, 7] (front)
[0, 2 to 11.5, -7] (back)
Reflector offsets [0, 0 to 14, 7] (front)
[0, 0 to 14, -7] (back)
Size multiplier at maximum duration 0.5
Y offset at minimum size (without size multiplier) 8.5u
Z offset at minimum size (without size multiplier) 6u