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Super Smash Bros. Ultimate

Ness (SSBU)/Down tilt: Difference between revisions

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m (Protected "Ness (SSBU)/Down tilt": Bot: Protecting a list of files. ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite)))
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:NessDTiltSSBU.gif|thumb|320px|Hitbox visualization showing Ness's down tilt.]]
[[File:NessDTiltSSBU.gif|thumb|450px|Hitbox visualization showing Ness's down tilt.]]


==Overview==
==Overview==
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|}
|}
==Timing==
==Timing==
Earliest continuable is for another down tilt only.
The move can loop into itself by pressing the attack button repeatedly. Upon hitting three times with the move, any subsequent hits push Ness back slightly until it is interrupted.
 
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|3-4
|3-4
|-
|-
!Earliest continuable
!Earliest loop frame
|6
|6
|-
!Repeat window
|6-11
|-
|-
!Interruptible
!Interruptible
Line 59: Line 63:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=6|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagLoopS}}{{FrameStrip|t=Lag|c=6|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=15}}
|-
{{FrameStrip|t=Blank|c=5|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=6|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=15}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|interruptible=y}}


{{MvSubNavNess|g=SSBU}}
{{MvSubNavNess|g=SSBU}}
[[Category:Ness (SSBU)]]
[[Category:Ness (SSBU)]]
[[Category:Down tils (SSBU)]]
[[Category:Down tilts (SSBU)]]

Latest revision as of 08:05, May 18, 2022

Hitbox visualization showing Ness's down tilt.

Overview[edit]

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
0 0 0 4.5% 0 Sakurai angle Standard 20 3 0 HitboxTableIcon(False).png 2.5 kneel 1.8 to -3.0 0.0 0.0 0.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 3.0% 0 Sakurai angle Standard 20 3 0 HitboxTableIcon(False).png 2.5 kneel 5.0 to -3.0 0.0 0.0 0.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 move can loop into itself by pressing the attack button repeatedly. Upon hitting three times with the move, any subsequent hits push Ness back slightly until it is interrupted.

Hitboxes 3-4
Earliest loop frame 6
Repeat window 6-11
Interruptible 12
Animation length 26
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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 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(BlankLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).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
FrameIcon(Continuable).png
Continuable
Interruptibility
Interruptible