Super Smash Bros. Ultimate

Duck Hunt (SSBU)/Forward smash: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|600px|Hitbox visualization showing Duck Hunt's forward smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{Ultimat...)
 
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
*{{buff|FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.}}
==Hitboxes==
==Hitboxes==
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|4.0}}
|damage={{ChargedSmashDmgSSBU|4.0}}
|angle=45
|angle=45
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 18: Line 24:
|ypos=6.0
|ypos=6.0
|zpos=10.0
|zpos=10.0
|ff=1.0
|ff=0.75
|type=Typeless
|type=Typeless
|effect=Normal
|effect=Normal
Line 25: Line 31:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|4.0}}
|damage={{ChargedSmashDmgSSBU|4.0}}
|angle=45
|angle=30
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
|fkv=70
|fkv=60
|r=6.9
|r=6.9
|bn=top
|bn=top
Line 38: Line 45:
|ypos=6.0
|ypos=6.0
|zpos=18.0
|zpos=18.0
|ff=1.0
|ff=0.5
|type=Typeless
|type=Typeless
|effect=Normal
|effect=Normal
Line 45: Line 52:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3|24}}
{{HitboxTableTitle|Hit 3|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|9.0}}
|damage={{ChargedSmashDmgSSBU|9.0}}
|angle=361
|angle=361
|af=3
|bk=50
|bk=50
|ks=125
|ks=125
Line 68: Line 76:


==Timing==
==Timing==
The reticles appear and have their hitboxes set 5 frames before each hit.
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|5-6
|5-6
|-
!Reticle generation
|12, 18, 24
|-
|-
!Hit 1
!Hit 1
Line 89: Line 101:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=11|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|prop=y|interruptible=y}}
 
==Reticle parameters==
{|class="wikitable"
!Maximum horizontal distance multiplier with charge
|1.3
|-
!Maximum Y offset randomness per reticle
|4u (10.1.0 onward)<br>5u (before 10.1.0)
|-
!Maximum Y offset randomness per reticle when hitting opponent
|0u
|-
!Maximum Y offset randomness between reticles
|6u
|}
 
==Trivia==
*Due to a [[glitch]], the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in [[Training]] mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other [[Duck Hunt (SSBU)/Up smash|smash]] [[Duck Hunt (SSBU)/Down smash|attacks]].


{{MvSubNavDuckHunt|g=SSBU}}
{{MvSubNavDuckHunt|g=SSBU}}
[[Category:Duck Hunt (SSBU)]]
[[Category:Duck Hunt (SSBU)]]
[[Category:Forward smashes (SSBU)]]
[[Category:Forward smashes (SSBU)]]

Latest revision as of 16:24, July 31, 2022

Hitbox visualization showing Duck Hunt's forward smash.
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Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 10.1.0

  • Buff FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.

Hitboxes[edit]

The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.

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
Hit 1
0 0 0 4.0% 0 AngleIcon45.png Forward 0 100 66 HitboxTableIcon(False).png 4.7 top 0.0 6.0 10.0 0.75× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (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
Hit 2
1 0 0 4.0% 0 AngleIcon30.png Forward 0 100 60 HitboxTableIcon(False).png 6.9 top 0.0 6.0 18.0 0.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (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
Hit 3
2 0 0 9.0% 0 Sakurai angle Forward 50 125 0 HitboxTableIcon(False).png 7.8 top 0.0 6.0 26.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L 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]

The reticles appear and have their hitboxes set 5 frames before each hit.

Charges between 5-6
Reticle generation 12, 18, 24
Hit 1 17-18
Hit 2 23-24
Hit 3 29-30
Interruptible 67
Animation length 75
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagPropS).png FrameIcon(LagPropE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png Icon for hitbox frames just after a prop point. Icon for hitbox frames just after a prop point. FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png Icon for hitbox frames just after a prop point. Icon for hitbox frames just after a prop point. 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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
Interruptibility
Interruptible

Reticle parameters[edit]

Maximum horizontal distance multiplier with charge 1.3
Maximum Y offset randomness per reticle 4u (10.1.0 onward)
5u (before 10.1.0)
Maximum Y offset randomness per reticle when hitting opponent 0u
Maximum Y offset randomness between reticles 6u

Trivia[edit]

  • Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.