Pyra neutral special hitbox visualizations. | ||||
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One rotation | ||||
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Two rotations | ||||
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Three rotations | ||||
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OverviewEdit
HitboxesEdit
All hits before the last use three different types of scripts depending on Pyra's vertical speed at the time the hitboxes come out. The scripts below show the hitboxes used for a vertical speed higher than -0.1, with changes for other cases being displayed in headers below.
One rotationEdit
Changes to aerial-only hitboxes based on vertical speedEdit
- ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
- Between -0.1 and -0.4:
- Angles:
- Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/340°/100°/130°/110°/180°
- Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/250°/230°/270°/210°/150°
- Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
- Fixed knockback:
- Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/40/40
- Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
- Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30
- Angles:
- Lower than or equal to -0.4:
- Angles:
- Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/40°/100°/130°/135°/170°
- Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/40°/230°/130°/210°/170°
- Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
- Fixed knockback:
- Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/60/50
- Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
- Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30
- Angles:
Two rotationsEdit
Changes to aerial-only hitboxes based on vertical speedEdit
- ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
- Between -0.1 and -0.4:
- Angles:
- Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/200°/200°/130°/180°/140°
- Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/270°/200°/250°/190°/220°
- Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/230°/220°/220°/190°/220°
- Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
- Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
- Fixed knockback:
- Front hit 1: 30/10/40/40/40/50 → 60/10/10/40/50/50
- Back hit 1: 20/40/30/40/30/50 → 70/40/10/40/50/50
- Front hit 2: 20/40/30/40/30/50 → 60/30/10/40/50/50
- Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
- Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50
- Angles:
- Lower than or equal to -0.4:
- Angles:
- Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/40°/200°/130°/180°/170°
- Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/40°/200°/130°/190°/170°
- Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
- Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
- Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
- Fixed knockback:
- Front hit 1: 30/10/40/40/40/50 → 60/10/10/20/50/25
- Back hit 1: 20/40/30/40/30/50 → 70/10/10/20/50/25
- Front hit 2: 20/40/30/40/30/50 → 60/10/10/20/50/25
- Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
- Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50
- Angles:
Three rotationsEdit
Changes to aerial-only hitboxes based on vertical speedEdit
- ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
- Between -0.1 and -0.4:
- Angles:
- Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/340°/200°/210°/180°/190°
- Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/250°/200°/210°/190°/220°
- Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/240°/220°/220°/190°/220°
- Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
- Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
- Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
- Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
- Fixed knockback:
- Front hit 1: 40/10/50/40/50/130 → 60/10/10/30/50/50
- Back hit 1: 30/40/40/40/40/50 → 70/30/10/30/10/10
- Front hit 2: 30/40/40/40/40/50 → 60/30/10/30/50/50
- Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
- Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
- Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
- Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50
- Angles:
- Lower than or equal to -0.4:
- Angles:
- Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/40°/200°/130°/180°/170°
- Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/40°/200°/130°/190°/170°
- Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
- Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
- Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
- Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
- Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
- Fixed knockback:
- Front hit 1: 40/10/50/40/50/130 → 60/10/10/20/50/25
- Back hit 1: 30/40/40/40/40/50 → 70/10/10/20/50/25
- Front hit 2: 30/40/40/40/40/50 → 60/10/10/20/50/25
- Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
- Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
- Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
- Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50
- Angles:
Differences for Kirby's Copy AbilityEdit
- With the exception of the final hit, all hitboxes are placed lower (Y offset: 8.5u-10.3u/11u/7.8u → 4.5u-6.3u/7u/3.8u), better matching Kirby's dimensions.
TimingEdit
The move needs to be charged for at least 12 frames for two rotations, and at least 27 frames for three rotations, with a maximum hold time of 40 frames. The frame strips for two and three rotations take this minimum charge time into account.
One rotationEdit
Charges between | 9-10 |
---|---|
Front hits (from release) | 13-15, 27-29 (4-6, 18-20) |
Back hit (from release) | 21-23 (12-14) |
Final hit (from release) | 35-41 (26-32) |
Interruptible (from release) | 59 (50) |
Animation length (from release) | 109 (100) |
Two rotationsEdit
Charges between | 9-10, 21-22 |
---|---|
Front hits (from release) | 28-30, 41-43, 51-52 (7-9, 20-22, 30-31) |
Back hits (from release) | 35-37, 46-48 (14-16, 25-27) |
Final hit (from release) | 58-64 (37-43) |
Interruptible (from release) | 82 (61) |
Animation length (from release) | 132 (111) |
Three rotationsEdit
Charges between | 9-10, 36-37 |
---|---|
Front hits (from release) | 43-45, 55-57, 65-67, 74-75 (7-9, 19-21, 29-31, 38-39) |
Back hits (from release) | 49-51, 60-62, 70-72 (13-15, 24-26, 34-36) |
Final hit (from release) | 81-87 (45-51) |
Interruptible (from release) | 105 (69) |
Animation length (from release) | 155 (119) |
Lag time |
Charge interval |
Hitbox |
Interruptible |
ParametersEdit
Horizontal speed multiplier on startup | 0.5 (grounded) 0.6 (aerial) |
---|---|
Vertical speed on startup (upward) | 0 |
Friction on startup | 0.1 (grounded) 0.008 (aerial) |
Air acceleration multiplier while charging | 0.2 |
Air speed multiplier while charging | 0.6 |
Gravity multiplier while charging | 0.7 |
Falling speed multiplier while charging | 0.55 |
Duration of one rotation | 19 frames |
Minimum charge for two rotations | 12 frames |
Minimum charge for three rotations | 27 frames |
Maximum hold period | 40 frames |
Vertical speed multiplier when unleashed | 0.02 |
Friction when unleashed | 0.05 |
Falling speed when unleashed | 0.8 |
Gravity speed when unleashed | 0.55 |
Horizontal speed while rotating | 0.25 |
Horizontal acceleration while rotating | 0.125 |
Speed multiplier upon ending | 0.02 (horizontal) 0.8 (vertical) |
Gravity multiplier upon ending | 0.8 |
Falling speed multiplier upon ending | 1.2 |
TriviaEdit
- Flame Nova contains 3 unique hitbox scripts for its multi-hits, all possessing 6 variations (3 based on vertical speed, then duplicates with different Y offsets for Kirby), each with 9 hitboxes per hit. In total, this gives it 810 different hitboxes (813 counting the final hits), making it the move with the longest hitbox scripts in the game by a wide margin.