Daisy (SSBU)/Up smash: Difference between revisions
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!Head and arms intangible | !Head and lower arms intangible | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=9|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=15}} | !Hitboxes {{FrameStrip|t=Lag|c=9|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=24}}{{FrameStrip|t=Interruptible|c=15}} | ||
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{{FrameStrip|t=Vulnerable|c=13}}{{FrameStrip|t=Intangible|c=7}}{{FrameStrip|t=Vulnerable|c=39}} | !Head and lower arms {{FrameStrip|t=Vulnerable|c=13}}{{FrameStrip|t=Intangible|c=7}}{{FrameStrip|t=Vulnerable|c=39}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|vulnerable=y|intangible=y|interruptible=y}} |
Revision as of 01:09, June 16, 2022
Overview
Daisy's up smash has no given name unlike Peach's up smash. Similar to Peach's up smash, Daisy raises her arm and twirls an orange ribbon. A flower appears at the tip of the ribbon, which is where the sweetspot is located. The ribbon hitbox deals 12.0% while the fully-charged ribbon hitbox 16.8% damage. The flower hitbox deals 17.0% while the fully-charged heart hitbox 23.8% damage. Her head and arm become intangible for the duration of the move (frames 14-20). Compared to forward smash, they have the same animation length and is faster than down smash. However, up smash's hitbox comes out 1 frame faster than forward smash. Compared to up tilt, up smash's hitbox comes out 5 frames later than up tilt. However, up smash deals more knockback than up tilt. Up smash is an anti-air that can hit opponents above her. When ledgetrapping, Daisy can cover the regular get-up or ledge attack with a vertically thrown turnip, then cover the ledge roll with the charging up smash. Up smash can be used to anticipate the opponent's option.
Hitboxes
Timing
Charges between | 9-10 |
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Clean hit | 14-16 |
Late hit | 17-20 |
Head and lower arms intangible | 14-20 |
Interruptible | 45 |
Animation length | 59 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Head and lower arms |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|