Super Smash Bros. Ultimate

Pit (SSBU)/Neutral attack/Hit 2: Difference between revisions

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==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=28
|bk=28
|ks=20
|ks=20
Line 23: Line 25:
|slvl=S
|slvl=S
}}
}}
|'''+2''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=28
|bk=28
|ks=20
|ks=20
Line 41: Line 45:
|slvl=S
|slvl=S
}}
}}
|'''+2''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=2.0%
|damage=2.0%
|angle=180
|angle=180
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 52: Line 58:
|xpos=0.0
|xpos=0.0
|ypos=8.0
|ypos=8.0
|zpos=16.799999 to 10.0
|zpos=16.8 to 10.0
|ff=1.2
|ff=1.2
|type=Sacred
|type=Sacred
Line 58: Line 64:
|sfx=Slash
|sfx=Slash
|slvl=S
|slvl=S
|hitbits=Fighter only
}}
}}
|'''+2''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 70: Line 79:
|xpos=0.0
|xpos=0.0
|ypos=8.0
|ypos=8.0
|zpos=16.799999 to 10.0
|zpos=16.8 to 10.0
|ff=1.2
|ff=1.2
|type=Sacred
|type=Sacred
Line 77: Line 86:
|slvl=S
|slvl=S
}}
}}
|'''+2''' frames
|}
|}
==Timing==
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|5-6
|5-6
|-
|-
!Earliest continuable
!rowspan=3|Continuability!!Rapid jab
|8
|7-9
|-
!Jab 3 (held on hit or tapped)
|8-27
|-
!Jab 3 (held without hitting)
|17
|-
|-
!Interruptible
!colspan=2|Interruptible
|30
|30
|-
|-
!Animation length
!colspan=2|Animation length
|39
|39
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=22|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=10}}
!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2|e=HitboxContinuableS}}{{FrameStrip|t=Lag|c=1|e=LagContinuableM}}{{FrameStrip|t=Lag|c=9|s=LagContinuableE|e=LagContinuableS}}{{FrameStrip|t=Lag|c=13|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=10}}
|-
!Rapid jab {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=3}}{{FrameStrip|t=Blank|c=30}}
|-
!Jab 3 {{FrameStrip|t=Blank|c=7}}{{FrameStrip|t=Continuable|c=20}}{{FrameStrip|t=Blank|c=12}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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


{{MvSubNavPit|g=SSBU}}
{{MvSubNavPit|g=SSBU}}
[[Category:Pit (SSBU)]]
[[Category:Pit (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 20:10, July 14, 2022

Hitbox visualization showing Pit's second jab.
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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 Hitstun
0 0 0 2.0% 0 Sakurai angle Forward 28 20 0 HitboxTableIcon(False).png 2.5 top 0.0 8.0 10.5 to 10.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sacred (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
1 0 0 2.0% 0 Sakurai angle Forward 28 20 0 HitboxTableIcon(False).png 3.2 top 0.0 8.0 13.6 to 10.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sacred (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
2 0 0 2.0% 0 AngleIcon180.png Forward 20 15 0 HitboxTableIcon(False).png 3.2 top 0.0 8.0 16.8 to 10.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sacred (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
3 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.2 top 0.0 8.0 16.8 to 10.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sacred (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames

Timing[edit]

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.

Hitboxes 5-6
Continuability Rapid jab 7-9
Jab 3 (held on hit or tapped) 8-27
Jab 3 (held without hitting) 17
Interruptible 30
Animation length 39
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxContinuableS).png FrameIcon(LagContinuableM).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Rapid jab  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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 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
Jab 3  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible