Super Smash Bros. 4

Sonic (SSB4)/Down smash: Difference between revisions

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[[File:SonicDSmash.gif|thumb|270px|Hitbox visualization showing Sonic's down smash.]]
[[File:SonicDSmash.gif|thumb|270px|Hitbox visualization showing Sonic's down smash.]]
==Overview==
==Overview==
A split kick, similar to {{SSB4|Fox}}'s and {{SSB4|Falco}}'s down smashes. It is a [[semi-spike]] and has less start-up lag than his other smash attacks, due to coming out on frame 12. However, it has below average knockback overall, lasts for only 1 frame and has 42 frames of ending lag. As a result, it is better suited for setting up edgeguards and punishing rolls, rather than KOing.
A split kick, similar to {{SSB4|Fox}}'s and {{SSB4|Falco}}'s down smashes. It is a [[semi-spike]] and has less start-up lag than his other smash attacks, due to coming out on frame 12. However, it has below average knockback overall, lasts for only 2 frames and has 41 frames of ending lag. As a result, it is better suited for setting up edgeguards and punishing rolls, rather than KOing.


==Hitboxes==
==Hitboxes==
{|class="wikitable sortable"
{{SSB4HitboxTableHeader}}}
|-
{{SSB4HitboxTableRow
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent || Effect !! SFX level
|id=0
|-
|damage={{ChargedSmashDmgSSB4|12}}
|Foot || {{ChargedSmashDmgSSB4|12}} || 30 || 55/50 || 63/80 || || ? || Normal || ?
|sd=0
|angle=30
|bk=55
|ks=63
|fkv=0
|r=5.0
|bn=0
|xpos=0.0
|ypos=2.0
|zpos=13.0
|type=Foot
|sfx=Kick
|slvl=M
}}
{{SSB4HitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSB4|12}}
|sd=0
|angle=30
|bk=50
|ks=80
|fkv=0
|r=5.0
|bn=0
|xpos=0.0
|ypos=2.0
|zpos=-11.0
|type=Foot
|effect=Normal
|sfx=Kick
|slvl=M
}}
|}
|}


==Timing==
==Timing==
{{technical data}}
{|class="wikitable"
{|class="wikitable"
!Charges between
|5-6
|-
!Hitboxes
!Hitboxes
|12-13
|12-13
Line 22: Line 55:
|-
|-
!Animation length
!Animation length
|?
|61
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=41}}{{FrameStrip|t=Interruptible|c=1}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=41}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}


{{MvSubNavSonic|g=SSB4}}
{{MvSubNavSonic|g=SSB4}}
[[Category:Sonic (SSB4)]]
[[Category:Sonic (SSB4)]]
[[Category:Down smashes (SSB4)]]
[[Category:Down smashes (SSB4)]]

Latest revision as of 05:28, August 18, 2020

Hitbox visualization showing Sonic's down smash.

Overview[edit]

A split kick, similar to Fox's and Falco's down smashes. It is a semi-spike and has less start-up lag than his other smash attacks, due to coming out on frame 12. However, it has below average knockback overall, lasts for only 2 frames and has 41 frames of ending lag. As a result, it is better suited for setting up edgeguards and punishing rolls, rather than KOing.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct}
0 0 12% 0 AngleIcon30.png 55 63 0 5.0 0 0.0 2.0 13.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 12% 0 AngleIcon30.png 50 80 0 5.0 0 0.0 2.0 -11.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Charges between 5-6
Hitboxes 12-13
Interruptible 55
Animation length 61
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible