Super Smash Bros. 4

Zelda (SSB4)/Neutral attack: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
mNo edit summary
 
(7 intermediate revisions by 4 users not shown)
Line 2: Line 2:
[[File:ZeldaJab.gif|thumb|270px|Hitbox visualization showing Zelda's jab.]]
[[File:ZeldaJab.gif|thumb|270px|Hitbox visualization showing Zelda's jab.]]
{{competitive expertise}}
{{competitive expertise}}
==Update history==
{{GameIcon|ssb4}} [[1.1.0]]
*{{buff|Neutral attack deals more damage: 2% (hits 1-3) → 2.5% (hits 1-2)/3% (hit 3)), without full compensation on the final hit's knockback (24 (base), 150 (scaling) → 35/130). Its heavy position, bone, angles, hitbox sizes, and weight-based knockback have been adjusted on all of its hits. Altogether, these changes improve its set-up potential and make its hits connect together better.}}
{{GameIcon|ssb4}} [[1.1.5]]
*{{buff|Neutral attack deals more damage (2.5% (hits 1-2)/3% (hit 3)/8% (total) → 3%/5%/11%). The final hit's knockback was mostly compensated (35 (base)/130 (scaling) → 40/95).}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1-2 (loop)|42}}
{{HitboxTableTitle|Hit 1-2 (loop)|42}}
Line 10: Line 16:
|id=0
|id=0
|part=0
|part=0
|damage=2.5%
|damage=3%
|angle=361
|angle=361
|bk=0
|bk=0
Line 31: Line 37:
|id=1
|id=1
|part=0
|part=0
|damage=2.5%
|damage=3%
|angle=140
|angle=140
|bk=0
|bk=0
Line 40: Line 46:
|xpos=0.0
|xpos=0.0
|ypos=12.5
|ypos=12.5
|zpos=5.5
|zpos=9.5
|clang=f
|clang=f
|effect=Magic
|effect=Magic
Line 52: Line 58:
|id=2
|id=2
|part=0
|part=0
|damage=2.5%
|damage=3%
|angle=140
|angle=140
|bk=0
|bk=0
Line 74: Line 80:
|id=0
|id=0
|part=0
|part=0
|damage=3%
|damage=5%
|angle=361
|angle=361
|bk=35
|bk=40
|ks=130
|ks=95
|fkv=0
|fkv=0
|r=6.0
|r=6.0
Line 95: Line 101:
|id=1
|id=1
|part=0
|part=0
|damage=3%
|damage=5%
|angle=361
|angle=361
|bk=35
|bk=40
|ks=130
|ks=95
|fkv=0
|fkv=0
|r=3.6
|r=3.6
Line 116: Line 122:
|id=2
|id=2
|part=0
|part=0
|damage=3%
|damage=5%
|angle=361
|angle=361
|bk=35
|bk=40
|ks=130
|ks=95
|fkv=0
|fkv=0
|r=3.6
|r=3.6
Line 148: Line 154:
|-
|-
!Animation length
!Animation length
|40
|39
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=17}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStripEnd}}
{{FrameStripEnd}}


Line 159: Line 165:
{{MvSubNavZelda|g=SSB4}}
{{MvSubNavZelda|g=SSB4}}
[[Category:Zelda (SSB4)]]
[[Category:Zelda (SSB4)]]
[[Category:Neutral attacks (SSB4)]]

Latest revision as of 13:47, March 2, 2023

Hitbox visualization showing Zelda's jab.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Update history[edit]

Super Smash Bros. 4 1.1.0

  • Buff Neutral attack deals more damage: 2% (hits 1-3) → 2.5% (hits 1-2)/3% (hit 3)), without full compensation on the final hit's knockback (24 (base), 150 (scaling) → 35/130). Its heavy position, bone, angles, hitbox sizes, and weight-based knockback have been adjusted on all of its hits. Altogether, these changes improve its set-up potential and make its hits connect together better.

Super Smash Bros. 4 1.1.5

  • Buff Neutral attack deals more damage (2.5% (hits 1-2)/3% (hit 3)/8% (total) → 3%/5%/11%). The final hit's knockback was mostly compensated (35 (base)/130 (scaling) → 40/95).

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1-2 (loop)
0 0 3% 0 Sakurai angle 0 100 40 3.2 0 0.0 12.5 5.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png
1 0 3% 0 AngleIcon140.png 0 100 40 3.2 0 0.0 12.5 9.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png
2 0 3% 0 AngleIcon140.png 0 100 30 4.0 0 0.0 12.5 13.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png
Final hit
0 0 5% 0 Sakurai angle 40 95 0 6.0 0 0.0 12.5 13.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png
1 0 5% 0 Sakurai angle 40 95 0 3.6 0 0.0 12.5 5.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png
2 0 5% 0 Sakurai angle 40 95 0 3.6 0 0.0 12.5 9.5 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Magic (type) Magic (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic zap SpecialsDirect.png

Timing[edit]

Hits 1-2 11, 13
Hit 3 15
Interruptible 24
Animation length 39
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(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).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(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 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