Wii Fit Trainer (SSBU)/Neutral special: Difference between revisions
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Raul Retana (talk | contribs) No edit summary |
(Updated update history and hitbox tables, added hitbox images and timing section) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:WFT Sun Charged.png|thumb|400px|Hitbox visualization showing Wii Fit Trainer's neutral special, Sun Salutation, at maximum charge.]] | |||
[[File:WFT Sun Uncharged.png|thumb|400px|Hitbox visualization showing Wii Fit Trainer's neutral special, Sun Salutation, at minimum charge.]] | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
*{{nerf|Sun Salutation deals less shield damage (-2.5).}} | *{{nerf|Sun Salutation deals less shield damage both when uncharged (-2.5) and charged (-5.3).}} | ||
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | ||
*{{buff|Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).}} | *{{buff|Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).}} | ||
Line 9: | Line 11: | ||
==Hitboxes== | ==Hitboxes== | ||
===Charging Windbox=== | ===Charging Windbox=== | ||
{{UltimateHitboxTableHeader| | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | !{{rollover|Rehit rate|if not 0, hits again every X frames|y}} | ||
{{ | {{HitboxTableTitle|Minimum Charge|25}} | ||
{{UltimateHitboxTableRow | |||
|id=0 | |id=0 | ||
|part=0 | |part=0 | ||
| | |sd=0 | ||
|damage=0.0% | |damage=0.0% | ||
|angle=50 | |angle=50 | ||
|bk=10 | |bk=10 | ||
Line 28: | Line 30: | ||
|sdi=0.8 | |sdi=0.8 | ||
|ff=0.0 | |ff=0.0 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
|absorbable=1 | |absorbable=1 | ||
|reflectable=0 | |||
|flinchless=1 | |flinchless=1 | ||
|direct=f | |||
}} | }} | ||
{{HitboxTableTitle| | |7 | ||
{{ | {{HitboxTableTitle|Maximum Charge|25}} | ||
|id= | {{UltimateHitboxTableRow | ||
|id=1 | |||
|part=0 | |part=0 | ||
| | |sd=0 | ||
|damage=0.0% | |damage=0.0% | ||
|angle=50 | |angle=50 | ||
|bk=10 | |bk=10 | ||
Line 57: | Line 57: | ||
|sdi=0.8 | |sdi=0.8 | ||
|ff=0.0 | |ff=0.0 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
|absorbable=1 | |absorbable=1 | ||
|reflectable=0 | |||
|flinchless=1 | |flinchless=1 | ||
|direct=f | |||
}} | }} | ||
|7 | |||
|} | |} | ||
===Projectile=== | ===Projectile=== | ||
{{UltimateHitboxTableHeader | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Minimum Charge|24}} | ||
{{ | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|part=1 | |part=1 | ||
|sd=-2.5 | |||
|damage=5.0% | |damage=5.0% | ||
|angle=50 | |angle=50 | ||
|bk=30 | |bk=30 | ||
Line 86: | Line 85: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|sdi=1.0 | |||
|ff=1.0 | |||
|type=Energy | |type=Energy | ||
|effect=Solar | |effect=Solar | ||
|clang=0 | |clang=0 | ||
|rebound=1 | |||
|sfx=Fire | |sfx=Fire | ||
|slvl=S | |slvl=S | ||
| | |absorbable=1 | ||
|reflectable=1 | |reflectable=1 | ||
| | |flinchless=0 | ||
|direct=f | |||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Maximum Charge|24}} | ||
{{ | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|part=1 | |part=1 | ||
|sd=-5.3 | |||
|damage=21.0% | |damage=21.0% | ||
|angle=50 | |angle=50 | ||
|bk=38 | |bk=38 | ||
Line 113: | Line 113: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|sdi=1.0 | |||
|ff=1.0 | |||
|type=Energy | |type=Energy | ||
|effect=Solar | |effect=Solar | ||
|clang=0 | |clang=0 | ||
|rebound=1 | |||
|sfx=Fire | |sfx=Fire | ||
|slvl=L | |slvl=L | ||
| | |absorbable=1 | ||
|reflectable=1 | |reflectable=1 | ||
| | |flinchless=0 | ||
|direct=f | |||
}} | }} | ||
|} | |} | ||
==Timing== | |||
Frame data for Sun Salutation is not affected by the level of charge the move has. From the charging animation, the projectile's hitbox becomes active on frame 4. | |||
{|class="wikitable" | |||
!Hitbox | |||
|21-91 | |||
|- | |||
!Interruptible | |||
|57 | |||
|- | |||
!Animation length | |||
|59 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Hitbox|c=71}} | |||
|- | |||
{{FrameStrip|t=Lag|c=17|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=35|s=LagPropE}}{{FrameStrip|t=Interruptible|c=3}}{{FrameStrip|t=Blank|c=33}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|charge=y|prop=y}} | |||
{{MvSubNavWiiFitTrainer|g=SSBU}} | {{MvSubNavWiiFitTrainer|g=SSBU}} | ||
[[Category:Wii Fit Trainer (SSBU)]] | [[Category:Wii Fit Trainer (SSBU)]] | ||
[[Category:Special moves (SSBU)]] | [[Category:Special moves (SSBU)]] | ||
[[Category:Neutral special moves (SSBU)]] | [[Category:Neutral special moves (SSBU)]] |
Revision as of 17:21, July 6, 2020
Update History
- Sun Salutation deals less shield damage both when uncharged (-2.5) and charged (-5.3).
- Fully charged Sun Salutation deals more knockback (30 base/63 scaling → 38/64).
Hitboxes
Charging Windbox
Projectile
Timing
Frame data for Sun Salutation is not affected by the level of charge the move has. From the charging animation, the projectile's hitbox becomes active on frame 4.
Hitbox | 21-91 |
---|---|
Interruptible | 57 |
Animation length | 59 |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
|