Super Smash Bros. Ultimate

Kirby (SSBU)/Down special: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Stone}}
[[File:KirbyStoneSSBU.png|thumb|600px|Hitbox visualization showing Kirby's down special, Stone.]]
[[File:KirbyStoneSSBU.png|thumb|600px|Hitbox visualization showing Kirby's down special, Stone.]]
[[File:KirbyStoneLandingSSBU.png|thumb|600px|Hitbox visualization showing Kirby's down special, Stone, when landing.]]
[[File:KirbyStoneLandingSSBU.png|thumb|600px|Hitbox visualization showing Kirby's down special, Stone, when landing.]]
{{competitive expertise}}
 
==Overview==
==Overview==
Stone is one of Kirby's most situational moves. It makes him invincible to attacks that deal less that 25%, but he can still be grabbed while he's using it. It deals high damage and knockback, especially in the air, and the aerial version has super armor frames, while the landing hit is a semi-spike, and it can also be useful for mindgames. It can combat juggles at high percents, but only if he is at a certain distance. Kirby also requires a notable period of time to trasform, which makes it punishable when not used carefully, such as when he is not high enough.
Upon usage, Kirby transforms into a rock, which makes him invincible to attacks that deal less that 25%, but he can still be grabbed while he is still using it. It deals high damage and knockback, especially in the air, and the aerial version has super armor frames, while the landing hit is a semi-spike, and it can also be useful for mindgames. It can combat juggles at high percents, but only if he is at a certain distance away from his opponent. Stone can also be used as an occasional landing or edgeguarding tool. However, due to its high startup and endlag, it can be punished for overusing the move. As such, stone is best used situationally.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Stone now has super armor starting on frame 19 when used in the air. This makes the move harder to intercept.}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).}}


==Hitboxes==
==Hitboxes==
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|damage=18.0%
|damage=18.0%
|angle=70
|angle=70
|bk=65
|bk=69
|ks=70
|ks=76
|fkv=0
|fkv=0
|r=6.5
|r=6.5
Line 35: Line 43:
|angle=25
|angle=25
|bk=86
|bk=86
|ks=24
|ks=30
|fkv=0
|fkv=0
|r=6.0
|r=6.0
Line 56: Line 64:
|angle=25
|angle=25
|bk=86
|bk=86
|ks=24
|ks=30
|fkv=0
|fkv=0
|r=6.0
|r=6.0
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}}
}}
|}
|}
==Timing==
The stone transformation (and subsequent protection) lasts a minimum of 18 frames and a maximum of 150 frames, depending on when the special move button is pressed again. The timings below are for the minimum stone duration.
===Grounded===
{|class="wikitable"
!Landing hit
|11
|-
!Stone protection
|11-28
|-
!Interruptible (from cancel)
|60 (32)
|-
!Animation length (from cancel)
|63 (35)
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=17|e=LagLoopS}}{{FrameStrip|t=Lag|c=31|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=4}}
|-
{{FrameStrip|t=Vulnerable|c=10}}{{FrameStrip|t=Defensive|c=18}}{{FrameStrip|t=Vulnerable|c=35}}
{{FrameStripEnd}}
===Aerial===
The move's damage-based armor has a threshold of 25%.
{|class="wikitable"
!Damage-based armor
|19-28
|-
!Falling hit
|29-46
|-
!Stone protection
|29-46
|-
!Interruptible (from cancel)
|78 (32)
|-
!Animation length (from cancel)
|81 (35)
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=28|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=18|s=HitboxLoopE|e=HitboxLoopS}}{{FrameStrip|t=Lag|c=31|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=4}}
|-
{{FrameStrip|t=Vulnerable|c=18}}{{FrameStrip|t=Armour|c=10}}{{FrameStrip|t=Defensive|c=18}}{{FrameStrip|t=Vulnerable|c=35}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|prop=y|vulnerable=y|armour=y|interruptible=y}}
==Parameters==
If the move's HP is fully depleted, Kirby is knocked out of it and takes 0.5× damage from the attack that caused it to break.
{|class="wikitable"
!Maximum stone duration
|150 frames
|-
!Period before the move can be canceled
|18 frames
|-
!Stone HP
|25
|-
!Hitlag multiplier for blocked attacks
|1.2
|-
!Fall speed
|4.5
|-
!Slope angle range to slide down
|{{rollover|10°|0.174533 in radians|y}} to 50°
|-
!Acceleration downhill
|0.1
|-
!Maximum horizontal speed downhill
|2
|}
{{MvSubNavKirby|g=SSBU}}
{{MvSubNavKirby|g=SSBU}}
[[Category:Kirby (SSBU)]]
[[Category:Kirby (SSBU)]]
[[Category:Down special moves (SSBU)]]
[[Category:Down special moves (SSBU)]]
[[Category:Special moves (SSBU)]]

Latest revision as of 16:49, May 15, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Stone.
Hitbox visualization showing Kirby's down special, Stone.
Hitbox visualization showing Kirby's down special, Stone, when landing.

Overview[edit]

Upon usage, Kirby transforms into a rock, which makes him invincible to attacks that deal less that 25%, but he can still be grabbed while he is still using it. It deals high damage and knockback, especially in the air, and the aerial version has super armor frames, while the landing hit is a semi-spike, and it can also be useful for mindgames. It can combat juggles at high percents, but only if he is at a certain distance away from his opponent. Stone can also be used as an occasional landing or edgeguarding tool. However, due to its high startup and endlag, it can be punished for overusing the move. As such, stone is best used situationally.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Stone now has super armor starting on frame 19 when used in the air. This makes the move harder to intercept.

Super Smash Bros. Ultimate 8.0.0

  • Buff Stone deals more knockback (65 base/70 scaling → 69/76 (aerial), 24 scaling → 30 (shockwave)).

Hitboxes[edit]

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
Falling
0 0 0 18.0% 0 AngleIcon70.png Standard 69 76 0 HitboxTableIcon(False).png 6.5 top 0.0 2.0 0.0 0.7× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Landing
0 0 0 14.0% 0 AngleIcon25.png Standard 86 30 0 HitboxTableIcon(False).png 6.0 top 0.0 4.0 6.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 AngleIcon25.png Standard 86 30 0 HitboxTableIcon(False).png 6.0 top 0.0 4.0 -6.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

The stone transformation (and subsequent protection) lasts a minimum of 18 frames and a maximum of 150 frames, depending on when the special move button is pressed again. The timings below are for the minimum stone duration.

Grounded[edit]

Landing hit 11
Stone protection 11-28
Interruptible (from cancel) 60 (32)
Animation length (from cancel) 63 (35)
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 FrameIcon(HitboxLoopE).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(LagLoopS).png FrameIcon(LagLoopE).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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Aerial[edit]

The move's damage-based armor has a threshold of 25%.

Damage-based armor 19-28
Falling hit 29-46
Stone protection 29-46
Interruptible (from cancel) 78 (32)
Animation length (from cancel) 81 (35)
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(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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxLoopS).png FrameIcon(LagLoopE).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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Armour).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Defensive).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Armor
Armour
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
Interruptibility
Interruptible

Parameters[edit]

If the move's HP is fully depleted, Kirby is knocked out of it and takes 0.5× damage from the attack that caused it to break.

Maximum stone duration 150 frames
Period before the move can be canceled 18 frames
Stone HP 25
Hitlag multiplier for blocked attacks 1.2
Fall speed 4.5
Slope angle range to slide down 10° to 50°
Acceleration downhill 0.1
Maximum horizontal speed downhill 2