Lucas (SSBU)/Down smash: Difference between revisions
Tag: Mobile edit |
Tag: Mobile edit |
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Lucas does 3 hits of psi energy, the move is pretty slow, having 20 frames to start up, and it also has a lot of total frames, being interruptable at frame 60, however, the move is balanced out by being very strong, K.Oing at pretty early %, also, the move is very big, being one of the easiest 2 frames to hit in the game, and despite his high amount of total frames, the move's final hit comming out later combined whit the fact that all 3 hits on shield is a true blockstring, the move is -12 on shield which is pretty good. | Lucas does 3 hits of psi energy, the move is pretty slow, having 20 frames to start up, and it also has a lot of total frames, being interruptable at frame 60, however, the move is balanced out by being very strong, K.Oing at pretty early %, also, the move is very big, being one of the easiest 2 frames to hit in the game, and despite his high amount of total frames, the move's final hit comming out later than the other hits (at frame 39) combined whit the fact that all 3 hits on shield is a true blockstring and the fact that the last hit has plenty of shieldstun, this move is relatevly safe on shield, the move is -12 on shield which is pretty good. | ||
Revision as of 16:34, December 13, 2024
Overview
Lucas does 3 hits of psi energy, the move is pretty slow, having 20 frames to start up, and it also has a lot of total frames, being interruptable at frame 60, however, the move is balanced out by being very strong, K.Oing at pretty early %, also, the move is very big, being one of the easiest 2 frames to hit in the game, and despite his high amount of total frames, the move's final hit comming out later than the other hits (at frame 39) combined whit the fact that all 3 hits on shield is a true blockstring and the fact that the last hit has plenty of shieldstun, this move is relatevly safe on shield, the move is -12 on shield which is pretty good.
Whit all of those streinghts, this move is often considered one of the best down smashes in the game
Hitboxes
Timing
Charges between | 5-6 |
---|---|
Hit 1 | 20-22 |
Hit 2 | 29-31 |
Hit 3 | 39-41 |
Interruptible | 60 |
Animation length | 73 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia
- The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented in Smash 4 to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in Ultimate, however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move.
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