Dark Samus (SSBU)/Neutral attack: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(New Page: {{ArticleIcons|ssbu=y}} ==Overview== Dark Samus's neutral attacks consist of a straight jab followed by downward arm cannon swing. It does 11% in total. The hits are notorious for not c...) |
|||
Line 6: | Line 6: | ||
*[[Dark Samus (SSBU)/Neutral attack/Hit 1]] | *[[Dark Samus (SSBU)/Neutral attack/Hit 1]] | ||
*[[Dark Samus (SSBU)/Neutral attack/Hit 2]] | *[[Dark Samus (SSBU)/Neutral attack/Hit 2]] | ||
==Quickest loop== | |||
{|class="wikitable" | |||
!Jab 1 | |||
|3-4 | |||
|- | |||
!Jab 2 | |||
|20-23 | |||
|- | |||
!Interruptible | |||
|18, 44 | |||
|- | |||
!Animation lengths | |||
|34, 60 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=10|e=LagContinuableS}}{{FrameStrip|t=Lag|c=3|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=17}}{{FrameStrip|t=Blank|c=26}} | |||
|- | |||
{{FrameStrip|t=Blank|c=14|e=BlankContinuableS}}{{FrameStrip|t=Lag|c=5|s=LagContinuableE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Interruptible|c=17}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}} | |||
{{MvSubNavDarkSamus|g=SSBU}} | {{MvSubNavDarkSamus|g=SSBU}} | ||
[[Category:Dark Samus (SSBU)]] | [[Category:Dark Samus (SSBU)]] |
Revision as of 00:04, August 11, 2024
Overview
Dark Samus's neutral attacks consist of a straight jab followed by downward arm cannon swing. It does 11% in total. The hits are notorious for not connecting together to the point of the game itself mentioning it in a tip about Samus, the character she echoes, saying "Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee."
For the technical data of each individual hit, see:
Quickest loop
Jab 1 | 3-4 |
---|---|
Jab 2 | 20-23 |
Interruptible | 18, 44 |
Animation lengths | 34, 60 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
|