Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Jab 2.gif|400px|thumb|right|Hitbox visualization showing Wii Fit Trainer's jab 2.]]
[[File:WFT Jab 2.gif|350px|thumb|Hitbox visualization showing Wii Fit Trainer's jab 2.]]


==Overview==
==Overview==
Wii Fit Trainer performs a Single Leg Twist, striking with her knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with [[Deep Breathing]] active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's [[Sakurai angle]] and superfluous knockback, jab 2 has a 7% chance to [[trip]] the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to [[jablock]] the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.[https://youtu.be/t_gL0E62Oqw]
Wii Fit Trainer performs a Single Leg Twist, striking with their knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with [[Deep Breathing]] active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's [[Sakurai angle]] and superfluous knockback, jab 2 has a 7% chance to [[trip]] the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to [[jablock]] the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.[https://youtu.be/t_gL0E62Oqw]


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=24
|ks=24
Line 19: Line 18:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=-9.0
|ypos=9.0
|zpos=2.5
|zpos=2.5
|type=Foot
|type=Foot
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|a=f
|g=1
|a=0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 32: Line 28:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage=2.0%
|damage=2.0%
|angle=8
|angle=8
|af=3
|bk=25
|bk=25
|ks=24
|ks=24
Line 41: Line 37:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=-9.0
|ypos=9.0
|zpos=2.5
|zpos=2.5
|type=Foot
|type=Foot
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=f
|g=0
|a=1
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 54: Line 47:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|part=0
|damage=2.0%
|damage=2.0%
|angle=8
|angle=8
|af=3
|bk=25
|bk=25
|ks=24
|ks=24
Line 63: Line 56:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=-9.3
|ypos=9.3
|zpos=6.5
|zpos=6.5
|type=Foot
|type=Foot
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=f
|g=0
|a=1
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
Line 76: Line 66:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|part=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=24
|ks=24
Line 85: Line 75:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=-9.3
|ypos=9.3
|zpos=6.5
|zpos=6.5
|type=Foot
|type=Foot
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|a=f
|g=1
|a=0
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 102: Line 90:
|3-4
|3-4
|-
|-
|-
!Continuability window
!Earliest continuable frame
|9-24
|9
|-
|-
!Interruptible
!Interruptible
Line 112: Line 99:
|49
|49
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=21|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=21|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=20}}
|-
{{FrameStrip|t=Blank|c=8}}{{FrameStrip|t=Continuable|c=16}}{{FrameStrip|t=Blank|c=25}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}
 
==Trivia==
*Despite the attack being a knee strike, its hitboxes use the [[foot]] type rather than the {{b|knee|type}} type.


{{MvSubNavWiiFitTrainer|g=SSBU}}
{{MvSubNavWiiFitTrainer|g=SSBU}}
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 08:50, April 12, 2023

Hitbox visualization showing Wii Fit Trainer's jab 2.

Overview[edit]

Wii Fit Trainer performs a Single Leg Twist, striking with their knee. This move's utility is restricted almost entirely to simply continuing the jab combo, but even so, it has a few issues that sometimes cause opponents to fall out of the combo. The first issue is the move's knockback; at higher percents and especially with Deep Breathing active, jab 2 is prone to knocking opponents too far away for the final hit of the jab combo to bury or even connect at all. Secondly, due to the move's Sakurai angle and superfluous knockback, jab 2 has a 7% chance to trip the opponent, which once again can cause jab 3 to not bury or even miss entirely. There are a few fringe situations where jab 2 can be used effectively without finishing the jab combo, most notably to jablock the opponent. However, due to the move's longer endlag in comparison to jab 1, it's typically more optimal to use jab 1 twice to jablock instead. Additionally, jab 2 can be used to cause opponents to slide off the edges of platforms or stages, forcing them into a tech or ledge hang situation, which Wii Fit Trainer can then capitalize upon.[1]

Hitboxes[edit]

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
0 0 0 2.0% 0 Sakurai angle Forward 45 24 0 HitboxTableIcon(False).png 3.2 top 0.0 9.0 2.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick 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 2.0% 0 AngleIcon8.png Forward 25 24 0 HitboxTableIcon(False).png 3.2 top 0.0 9.0 2.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Kick 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 2.0% 0 AngleIcon8.png Forward 25 24 0 HitboxTableIcon(False).png 4.5 top 0.0 9.3 6.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 2.0% 0 Sakurai angle Forward 45 24 0 HitboxTableIcon(False).png 4.5 top 0.0 9.3 6.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitbox 3-4
Continuability window 9-24
Interruptible 30
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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(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(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

Trivia[edit]

  • Despite the attack being a knee strike, its hitboxes use the foot type rather than the knee type.