Super Smash Bros. Ultimate

Villager (SSBU)/Neutral attack/Hit 2: Difference between revisions

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m (Added update history and hitstun)
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Neutral attack has received several changes to connect more reliably:}}
**{{buff|Both hits have higher [[hitstun modifier]]s (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).}}
**{{buff|The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.}}
**{{buff|The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.}}
**{{buff|The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 24: Line 32:
|slvl=S
|slvl=S
}}
}}
|'''+2''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|bk=15
|bk=10
|ks=10
|ks=20
|fkv=0
|fkv=0
|r=2.5
|r=2.5
Line 35: Line 44:
|xpos=1.0
|xpos=1.0
|ypos=5.5 to 4.0
|ypos=5.5 to 4.0
|zpos=11.5
|zpos=11.0
|ff=1.2
|ff=1.2
|sdi=0.8
|sdi=0.8
Line 43: Line 52:
|slvl=S
|slvl=S
}}
}}
|'''+11''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|bk=15
|bk=10
|ks=10
|ks=20
|fkv=0
|fkv=0
|r=2.5
|r=2.5
Line 54: Line 64:
|xpos=-1.0
|xpos=-1.0
|ypos=5.5 to 4.0
|ypos=5.5 to 4.0
|zpos=11.5
|zpos=11.0
|ff=1.2
|ff=1.2
|sdi=0.8
|sdi=0.8
Line 62: Line 72:
|slvl=S
|slvl=S
}}
}}
|'''+11''' frames
|}
|}



Revision as of 07:52, August 1, 2020

Hitbox visualization showing Villager's second jab.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview

Update History

Super Smash Bros. Ultimate 8.0.0

  • Buff Neutral attack has received several changes to connect more reliably:
    • Buff Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
    • Buff The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
    • Buff The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
    • Buff The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).

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 Hitstun
0 0 0 1.0% 0 Sakurai angle Standard 20 25 0 HitboxTableIcon(False).png 2.5 top 0.0 5.5 6.5 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
1 0 0 1.0% 0 Sakurai angle Standard 10 20 0 HitboxTableIcon(False).png 2.5 top 1.0 5.5 to 4.0 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +11 frames
2 0 0 1.0% 0 Sakurai angle Standard 10 20 0 HitboxTableIcon(False).png 2.5 top -1.0 5.5 to 4.0 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +11 frames

Timing

Jab 2 also serves as part of Villager's rapid jab. Its frame data is unclear and thus omitted.

Hitboxes 3-4
Earliest continuable 6
Interruptible 24
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible