Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.

Editing Samus (SSBU)/Neutral special

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 5: Line 5:


==Overview==
==Overview==
{{competitive expertise}}


==Update History==
==Update History==
Line 12: Line 11:


==Hitboxes==
==Hitboxes==
The ID 0 and 1 hitboxes are used for no charge and full charge, respectively. For every charge frame, Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the ID 0 hitbox to the ID 1 hitbox. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge. The effective values can be calculated by the following formulas:
Charge Shot's damage, shield damage, base knockback, knockback scaling, and radius are linearly scaled from the minimum charge hitbox to the maximum charge hitbox for every charge frame. The sound effect's level also changes to M (Medium) when reaching at least half of the move's charge, then to L (Large) at full charge.
*'''Damage''': <code>5 + 23 * charge frames / 112</code>
*'''Shield damage''': <code>-2.5 - 4.5 * charge frames / 112</code>
*'''Base knockback''': <code>14 + 32 * charge frames / 112</code>
*'''Knockback scaling''': <code>42 + 8 * charge frames / 112</code>
*'''Radius''': <code>1.9 + 6.1 * charge frames / 112</code>
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Minimum charge|50}}
{{HitboxTableTitle|Minimum Charge|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 45: Line 39:
{{HitboxTableTitle|Maximum charge|50}}
{{HitboxTableTitle|Maximum charge|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=0
|damage=28.0%
|damage=28.0%
|sd=-7.0
|sd=-7.0
Line 80: Line 74:
|16-75 (3-62)
|16-75 (3-62)
|-
|-
!Interruptible (grounded; from release)
!Interruptible (from release)
|45 (32)
|45 (32)
|-
!Interruptible (aerial; from release)
|46 (33)
|-
|-
!Animation length (from release)
!Animation length (from release)
Line 91: Line 82:


{{FrameStripStart}}
{{FrameStripStart}}
!Shot&nbsp;{{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}}
{{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}}
|-
!Grounded&nbsp;{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=29|s=LagPropE}}{{FrameStrip|t=Interruptible|c=23}}{{FrameStrip|t=Blank|c=8}}
|-
|-
!Aerial&nbsp;{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}{{FrameStrip|t=Interruptible|c=22}}{{FrameStrip|t=Blank|c=8}}
{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=29|s=LagPropE}}{{FrameStrip|t=Interruptible|c=23}}{{FrameStrip|t=Blank|c=8}}
{{FrameStripEnd}}
{{FrameStripEnd}}


Line 103: Line 92:
|16-75
|16-75
|-
|-
!Interruptible (grounded)
!Interruptible
|61
|61
|-
!Interruptible (aerial)
|46
|-
|-
!Animation length
!Animation length
|66
|74
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
!Shot&nbsp;{{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}}
{{FrameStrip|t=Blank|c=15}}{{FrameStrip|t=Hitbox|c=60}}
|-
|-
!Grounded&nbsp;{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=6}}{{FrameStrip|t=Blank|c=9}}
{{FrameStrip|t=Lag|c=15|e=LagPropS}}{{FrameStrip|t=Lag|c=45|s=LagPropE}}{{FrameStrip|t=Interruptible|c=14}}{{FrameStrip|t=Blank|c=1}}
|-
!Aerial&nbsp;{{FrameStrip|t=Lag|c=13|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}{{FrameStrip|t=Interruptible|c=21}}{{FrameStrip|t=Blank|c=9}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}}
===Differences for {{SSBU|Kirby}}'s [[Copy Ability]]===
*{{nerf|The fully charged version has a slightly longer animation (66 frames → 70), increasing the time before he can [[fast fall]], grab ledges, or activate a held [[Assist Trophy]] after using it.}}


==Parameters==
==Parameters==
Line 132: Line 113:
|-
|-
!Minimum recoil speed after shot
!Minimum recoil speed after shot
| -0.1
|<nowiki>-</nowiki>0.1
|-
|-
!Maximum recoil speed after shot
!Maximum recoil speed after shot
| -0.8
|<nowiki>-</nowiki>0.8
|}
|}


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: