Super Smash Bros. Ultimate

Kirby (SSBU)/Down tilt: Difference between revisions

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[[File:KirbyDTiltSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's down tilt.]]
[[File:KirbyDTiltSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's down tilt.]]
==Overview==
==Overview==
A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 35% chance of tripping opponents if hit with the foot and a 30% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, forward smash, and even Inhale. If the opponent does not cause to trip, it has some combo potential at high percents. As a results of Kirby also crouching from the move, he can low profile moves such as {{SSBU|Wii Fit Trainer}}’s Sun Salutation (all charges).
A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 30% chance of tripping opponents if hit with the foot and a 35% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, forward smash, and even Inhale. If the opponent does not trip, it has some combo potential at high percents. As a result of Kirby crouching from the move, he can low profile moves such as {{SSBU|Wii Fit Trainer}}’s Sun Salutation (all charges).


In addition to being Kirby’s most effective neutral tool, it can also two-frame opponents at ledge. While it is safer than down smash, the latter is preferred due to its higher knockback and much better angling.
In addition to arguably being Kirby’s most effective neutral tool, it can also two-frame opponents at ledge. While it is safer than down smash, the latter is preferred due to its higher knockback and much better angling.


==Hitboxes==
==Hitboxes==
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|bn=toer
|bn=toer
|xpos=4.3
|xpos=4.3
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
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|bn=toer
|bn=toer
|xpos=-2.0
|xpos=-2.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 02:34, September 13, 2023

Hitbox visualization showing Kirby's down tilt.

Overview[edit]

A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 30% chance of tripping opponents if hit with the foot and a 35% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, forward smash, and even Inhale. If the opponent does not trip, it has some combo potential at high percents. As a result of Kirby crouching from the move, he can low profile moves such as Wii Fit Trainer’s Sun Salutation (all charges).

In addition to arguably being Kirby’s most effective neutral tool, it can also two-frame opponents at ledge. While it is safer than down smash, the latter is preferred due to its higher knockback and much better angling.

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 6.0% 0 Sakurai angle Standard 30 43 0 HitboxTableIcon(False).png 3.7 toer 4.3 0.0 0.0 1.0× 1.0× 35% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 6.0% 0 Sakurai angle Standard 30 43 0 HitboxTableIcon(False).png 3.7 toer -2.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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]

Hitboxes 4-6
Interruptible 21
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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
Hitbox
Hitbox
Interruptibility
Interruptible