Super Smash Bros. Ultimate

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

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Added update history and hitstun)
No edit summary
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:VillagerJab2SSBU.gif|thumb|500px|Hitbox visualization showing Villager's second jab.]]
[[File:VillagerJab2SSBU.gif|thumb|350px|Hitbox visualization showing Villager's second jab.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Neutral attack has received several changes to connect more reliably:}}
*{{buff|It has a higher [[hitstun modifier]] (2/0 → 2/11).}}
**{{buff|Both hits have higher [[hitstun modifier]]s (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).}}
*{{buff|It has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).}}
**{{buff|The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.}}
 
**{{buff|The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.}}
**{{buff|The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).}}
==Hitboxes==
==Hitboxes==
The hitboxes have different hitstun modifiers coded, but [[Hitstun#List of moves with hitstun modifiers|due to a glitch]], only the modifier of 11 for the last hitbox ends up applying to all of them.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
Line 17: Line 16:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=25
|ks=25
Line 37: Line 37:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=20
|ks=20
Line 57: Line 58:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=20
|ks=20
Line 76: Line 78:


==Timing==
==Timing==
Jab 2 also serves as part of Villager's rapid jab. Its frame data is unclear and thus omitted.
If Villager's first jab is used more than once, the move gains rapid jab properties, allowing him to repeatedly use the first and second hits if the attack button is held, and causing them to transition into a finisher otherwise.
 
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|3-4
|3-4
|-
|-
!Earliest continuable
!rowspan=2|Jab 1 continuability!!Held on hit or tapped
|6
|5-23
|-
|-
!Interruptible
!Held without hitting
|7
|-
!colspan=2|Finisher transition
|7
|-
!colspan=2|Interruptible
|24
|24
|-
|-
!Animation length
!colspan=2|Animation length
|29
|29
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=18|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2|e=HitboxContinuableS}}{{FrameStrip|t=Lag|c=2|s=LagContinuableE|e=LagContinuableS}}{{FrameStrip|t=Lag|c=17|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=6}}
|-
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=19}}{{FrameStrip|t=Blank|c=6}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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


{{MvSubNavVillager|g=SSBU}}
{{MvSubNavVillager|g=SSBU}}
[[Category:Villager (SSBU)]]
[[Category:Villager (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 16:00, July 26, 2022

Hitbox visualization showing Villager's second jab.
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]

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff It has a higher hitstun modifier (2/0 → 2/11).
  • Buff It has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).

Hitboxes[edit]

The hitboxes have different hitstun modifiers coded, but due to a glitch, only the modifier of 11 for the last hitbox ends up applying to all of them.

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 1.0% 0 Sakurai angle Forward 20 25 0 HitboxTableIcon(False).png 2.5 top 0.0 5.5 6.5 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch 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 1.0% 0 Sakurai angle Forward 10 20 0 HitboxTableIcon(False).png 2.5 top 1.0 5.5 to 4.0 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +11 frames
2 0 0 1.0% 0 Sakurai angle Forward 10 20 0 HitboxTableIcon(False).png 2.5 top -1.0 5.5 to 4.0 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +11 frames

Timing[edit]

If Villager's first jab is used more than once, the move gains rapid jab properties, allowing him to repeatedly use the first and second hits if the attack button is held, and causing them to transition into a finisher otherwise.

Hitboxes 3-4
Jab 1 continuability Held on hit or tapped 5-23
Held without hitting 7
Finisher transition 7
Interruptible 24
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxContinuableS).png FrameIcon(LagContinuableE).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(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(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(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