Ness (SSB)/Dash attack: Difference between revisions
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==Overview== | ==Overview== | ||
Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though | Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at [[edgeguard]]ing, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making [[out of shield]] punishes quite easy. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 10:07, January 19, 2021
Overview
Ness's dash attack in Super Smash Bros. involves Ness extending his hands forward, similar to his forward air, though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at edgeguarding, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making out of shield punishes quite easy.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | |||||||||||||||||
0 | 0 | 12% | 1 | 16 | 100 | 0 | 140 | 0 | 0 | 140 | 120 | Punch | |||||
Late | |||||||||||||||||
0 | 0 | 9% | 1 | 10 | 100 | 0 | 125 | 0 | 0 | 140 | 120 | Punch |
Timing
Clean hit | 8-11 |
---|---|
Late hit | 12-25 |
Animation length | 37 |
Lag time |
Hitbox |
Hitbox change |