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Super Smash Bros. Ultimate

Ness (SSBU)/Down special: Difference between revisions

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m (Added rehit rate)
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==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hitbox (grounded)|24}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hitbox (grounded)|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|rehit=10
|rehit=10
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hitbox (aerial)|24}}
|10
{{HitboxTableTitle|Hitbox (aerial)|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|rehit=6
|rehit=6
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Windbox|24}}
|6
{{HitboxTableTitle|Windbox|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=3.1
|ypos=6.5
|zpos=2.0
|zpos=0.0
|ff=0.0
|ff=0.0
|sdi=0.0
|sdi=0.0
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|rebound=f
|rebound=f
}}
}}
|6
|}
|}



Revision as of 07:25, July 23, 2020

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet, after releasing it.


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Overview

Hitboxes

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 Rehit rate
Hitbox (grounded)
0 0 10 4.0% 0 Sakurai angle Standard 0 100 40 HitboxTableIcon(False).png 8.5 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 10
Hitbox (aerial)
0 0 6 4.0% 0 Sakurai angle Standard 0 100 70 HitboxTableIcon(False).png 8.5 top 0.0 4.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 6
Windbox
0 0 6 0.0% 0 Sakurai angle Standard 0 100 11 HitboxTableIcon(False).png 16.0 top 0.0 6.5 0.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 6

Timing

The data is for the respective animations, not overall. It absorbs starting on frame 7

Hitbox 1-6
Windbox 1-9
Animation length (end 26
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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. 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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Absorption
Absorb
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox