Super Smash Bros. Ultimate

Pit (SSBU)/Down tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Pit's down tilt. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableHead...)
 
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Down tilt is a fast attack with few cooldown frames. Due to Pit crouching during the attack and its short endlag, it can be hard to counter, especially if followed with a buffered spotdodge, making it a good tool for poking.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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|trip=20
|trip=20
|damage=6.0%
|damage=6.0%
|angle=75
|angle=83
|bk=70
|bk=70
|ks=50
|ks=46
|fkv=0
|fkv=0
|r=2.5
|r=2.5
Line 19: Line 24:
|zpos=16.0 to 7.0
|zpos=16.0 to 7.0
|ff=1.0
|ff=1.0
|type=Bow
|type=Sacred
|effect=Slash
|effect=Slash
|sfx=Slash
|sfx=Slash
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{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
==Trivia==
*The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.


{{MvSubNavPit|g=SSBU}}
{{MvSubNavPit|g=SSBU}}
[[Category:Pit (SSBU)]]
[[Category:Pit (SSBU)]]
[[Category:Down tilts (SSBU)]]
[[Category:Down tilts (SSBU)]]

Latest revision as of 21:17, July 14, 2022

Hitbox visualization showing Pit's down tilt.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Down tilt is a fast attack with few cooldown frames. Due to Pit crouching during the attack and its short endlag, it can be hard to counter, especially if followed with a buffered spotdodge, making it a good tool for poking.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Down tilt launches at a higher angle (75° → 83°) and has less knockback scaling (50 → 46), improving its combo potential.

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 6.0% 0 AngleIcon83.png Standard 70 46 0 HitboxTableIcon(False).png 2.5 top 0.0 3.0 to 5.0 16.0 to 7.0 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sacred (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 6-7
Interruptible 26
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible

Trivia[edit]

  • The move has a 20% trip chance that can never actually happen, due to its largely vertical launch angle.