Super Smash Bros. 4

Duck Hunt (SSB4)/Dash attack: Difference between revisions

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The bird pecks ahead as the dog dives forward, dealing 10% with a clean hit and 7% if the impact is late. Noticeable endlag, but generally useful due to its deceptively large hitbox. Normally, if Duck Hunt uses this attack on his own [[Trick Shot]], the can will be propelled diagonally forward, which has its obvious advantages, but it can also be intentionally sent careening behind the duo if the player times the collision properly by striking the can as close as possible to the pair's body, a technique that can take opponents by surprise.
The bird pecks ahead as the dog dives forward, dealing 10% with a clean hit and 7% if the impact is late. Noticeable endlag, but generally useful due to its deceptively large hitbox. Normally, if Duck Hunt uses this attack on his own [[Trick Shot]], the can will be propelled diagonally forward, which has its obvious advantages, but it can also be intentionally sent careening behind the duo if the player times the collision properly by striking the can as close as possible to the pair's body, a technique that can take opponents by surprise.
==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|42}}
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|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Clean hit
!Clean hit

Latest revision as of 23:00, April 12, 2022

Hitbox visualization showing Duck Hunt's dash attack.

Overview[edit]

The bird pecks ahead as the dog dives forward, dealing 10% with a clean hit and 7% if the impact is late. Noticeable endlag, but generally useful due to its deceptively large hitbox. Normally, if Duck Hunt uses this attack on his own Trick Shot, the can will be propelled diagonally forward, which has its obvious advantages, but it can also be intentionally sent careening behind the duo if the player times the collision properly by striking the can as close as possible to the pair's body, a technique that can take opponents by surprise.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 10% 1 AngleIcon60.png 100 40 0 4.0 0 0.0 7.0 9.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Stab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
Late hit
0 0 7% 1 AngleIcon110.png 100 40 0 3.0 0 0.0 7.0 8.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Head (type) Stab (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png

Timing[edit]

Clean hit 10-13
Late hit 14-19
Interruptible 44
Animation length 49
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible