Kirby (SSBU)/Down smash: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(New Page: {{ArticleIcons|ssbu=y}} thumb|550px|Hitbox visualization showing Kirby's down smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTab...) |
|||
Line 3: | Line 3: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
A spinning split. It has the fastest startup of Kirby's smash attacks (frame 10), but the highest amount of ending lag (FAF 54, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 5 and lasting until the clean hit ceases at frame 14. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 07:50, January 19, 2020
Overview
A spinning split. It has the fastest startup of Kirby's smash attacks (frame 10), but the highest amount of ending lag (FAF 54, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 5 and lasting until the clean hit ceases at frame 14. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing.
Hitboxes
Timing
Charges between | 4-5 |
---|---|
Feet intangible | 5-14 |
Clean hit | 10-14 |
Late hit | 15-22 |
Interruptible | 54 |
Animation length | 63 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|