Kirby (SSBU)/Down smash: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]] | [[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]] | ||
==Overview== | ==Overview== | ||
A spinning split. It has the fastest startup of Kirby's smash attacks (frame | A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling. | ||
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | |||
*{{buff|It has has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51)}}. | |||
*{{buff|It has more knockback scaling (89 → 94).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 14: | Line 20: | ||
|angle=29 | |angle=29 | ||
|bk=25 | |bk=25 | ||
|ks= | |ks=94 | ||
|fkv=0 | |fkv=0 | ||
|r=4.0 | |r=4.0 | ||
|bn=footr | |bn=footr | ||
|ypos=-6.0 | |ypos=-6.0 | ||
|type=Foot | |type=Foot | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
Line 33: | Line 35: | ||
|angle=29 | |angle=29 | ||
|bk=25 | |bk=25 | ||
|ks= | |ks=94 | ||
|fkv=0 | |fkv=0 | ||
|r=4.0 | |r=4.0 | ||
|bn=footl | |bn=footl | ||
|ypos=-6.0 | |ypos=-6.0 | ||
|type=Foot | |type=Foot | ||
|sfx=Kick | |sfx=Kick | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableRowNote|The late hit reduces all hitboxes' damage to {{ChargedSmashDmgSSBU|10.0}}.|42}} | |||
|} | |} | ||
Line 90: | Line 50: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
| | |2-3 | ||
|- | |- | ||
!Feet intangible | !Feet intangible | ||
| | |3-11 | ||
|- | |- | ||
!Clean hit | !Clean hit | ||
| | |7-11 | ||
|- | |- | ||
!Late hit | !Late hit | ||
| | |12-19 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |51 | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |60 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | !Hitboxes {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=10}} | ||
|- | |- | ||
{{FrameStrip|t=Vulnerable|c= | !Feet {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=9}}{{FrameStrip|t=Vulnerable|c=49}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}} |
Latest revision as of 00:40, March 25, 2024
Overview[edit]
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.
Update History[edit]
- It has has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
- It has more knockback scaling (89 → 94).
Hitboxes[edit]
Timing[edit]
Charges between | 2-3 |
---|---|
Feet intangible | 3-11 |
Clean hit | 7-11 |
Late hit | 12-19 |
Interruptible | 51 |
Animation length | 60 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Feet |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|