Super Smash Bros. Ultimate

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

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==Overview==
==Overview==
==Hitboxes==
==Hitboxes==
<!--This move uses "revised" hitstun modifiers that aren't glitched-->
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!Hitstun
!Hitstun
Line 11: Line 12:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 30: Line 32:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 49: Line 52:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=15
|ks=15
Line 63: Line 67:
|slvl=S
|slvl=S
}}
}}
|'''+8''' frames
|'''+12''' frames
{{HitboxTableTitle|Late hit|42}}
{{HitboxTableTitle|Late hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 69: Line 73:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 88: Line 93:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 107: Line 113:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=10
|bk=10
|ks=15
|ks=15
Line 121: Line 128:
|slvl=S
|slvl=S
}}
}}
|'''+8''' frames
|'''+12''' frames
|}
|}
==Timing==
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
{|class="wikitable"
{|class="wikitable"
!Hitboxes (early, late)
!colspan=2|Hitboxes (early, late)
|5, 6
|5, 6
|-
|-
!Earliest continuable
!rowspan=2|Continuability!!Rapid jab
|14
|13
|-
!Jab 3
|14-30
|-
|-
!Interruptible
!colspan=2|Interruptible
|32
|32
|-
|-
!Animation length
!colspan=2|Animation length
|57
|57
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeE|s=HitboxChangeS}}{{FrameStrip|t=Lag|c=7|e=LagContinuableS}}{{FrameStrip|t=Lag|c=18|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=26}}
!Hitboxes&nbsp;{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeE|s=HitboxChangeS}}{{FrameStrip|t=Lag|c=6|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|e=LagContinuableM}}{{FrameStrip|t=Lag|c=18|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=26}}
|-
!Rapid jab&nbsp;{{FrameStrip|t=Blank|c=12}}{{FrameStrip|t=Continuable|c=1}}{{FrameStrip|t=Blank|c=44}}
|-
!Jab 3&nbsp;{{FrameStrip|t=Blank|c=13}}{{FrameStrip|t=Continuable|c=17}}{{FrameStrip|t=Blank|c=27}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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


{{MvSubNavPyra|g=SSBU}}
{{MvSubNavPyra|g=SSBU}}
[[Category:Pyra (SSBU)]]
[[Category:Pyra (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Revision as of 17:02, August 6, 2022

Hitbox visualization showing Pyra's second jab.
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Overview

Hitboxes

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
Early hit
0 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.0 top 0.0 8.0 7.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames
1 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.0 top 0.0 8.0 9.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames
2 0 0 2.0% 0 Sakurai angle Forward 10 15 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 11.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +12 frames
Late hit
0 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.0 top 0.0 8.0 7.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames
1 0 0 2.0% 0 Sakurai angle Forward 20 15 0 HitboxTableIcon(False).png 3.0 top 0.0 8.0 9.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +8 frames
2 0 0 2.0% 0 Sakurai angle Forward 10 15 0 HitboxTableIcon(False).png 4.0 top 0.0 8.0 13.5 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +12 frames

Timing

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.

Hitboxes (early, late) 5, 6
Continuability Rapid jab 13
Jab 3 14-30
Interruptible 32
Animation length 57
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableM).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(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 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
Rapid jab  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Jab 3  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible