Olimar (SSBU)/Forward tilt: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:OlimarFTiltSSBU.gif|thumb| | [[File:OlimarFTiltSSBU.gif|thumb|320px|Hitbox visualization showing Olimar's forward tilt.]] | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Winds up before leaning forward to punch. Coming out on frame 15, being -10 on shield, as well as being active from frames 15-17, it has little utility compared to his other moves. Other than being used for doing a Solomar challenge (which is his strongest attack without using Pikmin, and his only semi-reliable KO option without using Pikmin), this move is generally outclassed by other moves and not practical. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=11.0% | |damage=11.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=35 | |bk=35 | ||
|ks=97 | |ks=97 | ||
Line 28: | Line 31: | ||
|damage=11.0% | |damage=11.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=35 | |bk=35 | ||
|ks=97 | |ks=97 | ||
Line 42: | Line 46: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=11.0% | |damage=11.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=35 | |bk=35 | ||
|ks=97 | |ks=97 |
Latest revision as of 20:56, July 21, 2022
Overview[edit]
Winds up before leaning forward to punch. Coming out on frame 15, being -10 on shield, as well as being active from frames 15-17, it has little utility compared to his other moves. Other than being used for doing a Solomar challenge (which is his strongest attack without using Pikmin, and his only semi-reliable KO option without using Pikmin), this move is generally outclassed by other moves and not practical.
Hitboxes[edit]
Timing[edit]
Clean hit | 15 |
---|---|
Late hit | 16-17 |
Interruptible | 36 |
Animation length | 64 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|