Super Smash Bros. Ultimate

Villager (SSBU)/Up tilt: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Added update history and hitstun)
No edit summary
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:VillagerUTiltSSBU.gif|thumb|500px|Hitbox visualization showing Villager's up tilt.]]
[[File:VillagerUTiltSSBU.gif|thumb|350px|Hitbox visualization showing Villager's up tilt.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.}}
*{{buff|The move grants [[intangibility]] on Villager's head and arm during frames 7-25, giving it better anti-air utility.}}
*{{buff|The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.}}
*{{buff|The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.}}
==Hitboxes==
==Hitboxes==
For the first hit, only the ID 2 hitbox has a hitstun modifier specified in the scripts, but it applies to all its hitboxes [[Hitstun#List of moves with hitstun modifiers|due to a glitch]].
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
{{HitboxTableTitle|Hit 1|25}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 29: Line 31:
|slvl=S
|slvl=S
|a=f
|a=f
|setweight=t
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 48: Line 52:
|slvl=S
|slvl=S
|a=f
|a=f
|setweight=t
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 67: Line 73:
|slvl=S
|slvl=S
|g=f
|g=f
|setweight=t
}}
}}
|'''+2''' frames
|'''+2''' frames
{{HitboxTableTitle|Hit 2|25}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=6.0%
|damage=6.0%
|angle=80
|angle=80
|af=3
|bk=50
|bk=50
|ks=140
|ks=140
Line 88: Line 96:
|slvl=M
|slvl=M
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=6.0%
|damage=6.0%
|angle=80
|angle=80
|af=3
|bk=50
|bk=50
|ks=140
|ks=140
Line 106: Line 116:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableRowNote|Hit 1 uses weight-independent knockback.|25}}
|—
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 127: Line 138:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=12}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=5}}
!Hitboxes {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=12}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=5}}
|-
|-
{{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=19}}{{FrameStrip|t=Vulnerable|c=27}}
!Head and arm {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=19}}{{FrameStrip|t=Vulnerable|c=27}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 16:14, July 26, 2022

Hitbox visualization showing Villager's up 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]

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff The move grants intangibility on Villager's head and arm during frames 7-25, giving it better anti-air utility.
  • Buff The first hit's aerial-only hitbox has gained a hitstun modifier of 2, allowing it to connect more reliably into the second hit.

Hitboxes[edit]

For the first hit, only the ID 2 hitbox has a hitstun modifier specified in the scripts, but it applies to all its hitboxes due to a glitch.

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
Hit 1
0 0 0 5.0% 0 AngleIcon108.png Standard 0 100 75 HitboxTableIcon(True).png 3.8 havel 0.0 -1.0 0.0 0.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).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
1 0 0 5.0% 0 AngleIcon108.png Standard 0 100 75 HitboxTableIcon(True).png 4.0 havel 0.0 5.0 0.0 0.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).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 0 0 5.0% 0 AngleIcon135.png Standard 35 10 0 HitboxTableIcon(True).png 4.0 havel 0.0 5.0 0.0 0.8× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedFalse).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
Hit 2
0 0 0 6.0% 0 AngleIcon80.png Forward 50 140 0 HitboxTableIcon(False).png 5.0 havel 0.0 6.0 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6.0% 0 AngleIcon80.png Forward 50 140 0 HitboxTableIcon(False).png 4.0 havel 0.0 1.0 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Head and arm intangible 7-25
Hit 1 7-18
Hit 2 22-25
Interruptible 48
Animation length 52
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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
Head and arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible