Super Smash Bros. Ultimate

Piranha Plant (SSBU)/Down smash: Difference between revisions

(created the article (https://rubendal.github.io/ssbu/#/Character/Piranha%20Plant is the site used for the hitbox data).)
 
 
(9 intermediate revisions by 3 users not shown)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PiranhaPlantDownSmash.gif|thumb|310px|Hitbox visualization showing Piranha Plant's down smash.]]
[[File:PiranhaPlantDownSmash.gif|thumb|400px|Hitbox visualization showing Piranha Plant's down smash.]]
==Overview==
==Overview==
Piranha Plant swings its pot around itself. Tied with up smash for its fastest smash attack, it is also its weakest, however it is still quite powerful, dealing more damage on the second hit than the first. It launches opponents at a low angle, which when combined with its low hitbox, makes it great for hitting ledge hanging opponents, or for 2-framing. It can also be used as a read tool, such as reading rolls behind with the back hit, or crossups. It also low-profiles Piranha Plant, giving it strange use as an option to cover landings, which can at times make it better than up smash due to its far better horizontal reach. Down smash is also Piranha Plant's least laggiest smash attack.
Piranha Plant swings its pot around itself. Being its fastest smash attack, it is also its weakest, however it is still quite powerful, dealing more damage on the second hit than the first. It launches opponents at a low angle, which when combined with its low hitbox, makes it great for hitting ledge hanging opponents, or for 2-framing. It can also be used as a read tool, such as reading rolls behind with the back hit, or crossups. It also low-profiles Piranha Plant, giving it strange use as an option to cover landings, which can at times make it better than up smash due to its far better horizontal reach and faster startup. Down smash is also Piranha Plant's least laggy smash attack.


Down smash has certain flaws however. The most notable flaw is that it doesn't hit every ledge hang in the game, meaning it also can't 2-frame every character. This limits its use at ledge against those who can avoid it simply by hanging onto the ledge, and forces Piranha Plant to go for more riskier options, such as down aerial. It also possesses deceptively low range, as while the hitboxes cover the pot, the trail effect ingame is far larger than the hitboxes.
Down smash has certain flaws however. The most notable flaw is that it doesn't hit every ledge hang in the game, meaning it also can't 2-frame every character. This limits its use at ledge against those who can avoid it simply by hanging onto the ledge, and forces Piranha Plant to go for more riskier options, such as down aerial. It also possesses deceptively low range, as while the hitboxes cover the pot, the trail effect ingame is far larger than the hitboxes.


==Update history==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Down smash has less startup (frame 12 → 10), with its total duration reduced as well (FAF 46 → 44).}}
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|First hit|42}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|12}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|angle=30
|angle=30
|af=3
|bk=25
|bk=25
|ks=100
|ks=100
Line 21: Line 26:
|ypos=4.0
|ypos=4.0
|zpos=12.5
|zpos=12.5
|ff=1
|ff=1.0
|type=Body
|type=Body
|sfx=Kick
|sfx=Kick
Line 28: Line 33:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|12}}
|damage={{ChargedSmashDmgSSBU|12.0}}
|sd=0
|angle=30
|angle=30
|af=3
|bk=25
|bk=25
|ks=100
|ks=100
Line 39: Line 44:
|ypos=3.5
|ypos=3.5
|zpos=7.5
|zpos=7.5
|ff=1
|ff=1.0
|type=Body
|type=Body
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|First hit|42}}
{{HitboxTableTitle|Hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|14}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=32
|angle=32
|af=4
|bk=25
|bk=25
|ks=100
|ks=100
Line 58: Line 63:
|ypos=4.0
|ypos=4.0
|zpos=-13.5
|zpos=-13.5
|ff=1
|ff=1.0
|type=Body
|type=Body
|sfx=Kick
|sfx=Kick
Line 65: Line 70:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|14}}
|damage={{ChargedSmashDmgSSBU|14.0}}
|sd=0
|angle=32
|angle=32
|af=4
|bk=25
|bk=25
|ks=100
|ks=100
Line 76: Line 81:
|ypos=3.6
|ypos=3.6
|zpos=-8.5
|zpos=-8.5
|ff=1
|ff=1.0
|type=Body
|type=Body
|sfx=Kick
|sfx=Kick
Line 86: Line 91:
{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|4-5
|5-6
|-
|-
!Hit 1
!Hit 1
|12-13
|10-11
|-
|-
!Hit 2
!Hit 2
|16-17
|14-15
|-
|-
!Interruptible
!Interruptible
|46
|44
|-
|-
!Animation length
!Animation length
|68
|66
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=23}}
|{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=28}}{{FrameStrip|t=Interruptible|c=23}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}

Latest revision as of 12:17, August 9, 2022

Hitbox visualization showing Piranha Plant's down smash.

OverviewEdit

Piranha Plant swings its pot around itself. Being its fastest smash attack, it is also its weakest, however it is still quite powerful, dealing more damage on the second hit than the first. It launches opponents at a low angle, which when combined with its low hitbox, makes it great for hitting ledge hanging opponents, or for 2-framing. It can also be used as a read tool, such as reading rolls behind with the back hit, or crossups. It also low-profiles Piranha Plant, giving it strange use as an option to cover landings, which can at times make it better than up smash due to its far better horizontal reach and faster startup. Down smash is also Piranha Plant's least laggy smash attack.

Down smash has certain flaws however. The most notable flaw is that it doesn't hit every ledge hang in the game, meaning it also can't 2-frame every character. This limits its use at ledge against those who can avoid it simply by hanging onto the ledge, and forces Piranha Plant to go for more riskier options, such as down aerial. It also possesses deceptively low range, as while the hitboxes cover the pot, the trail effect ingame is far larger than the hitboxes.

Update historyEdit

  8.0.0

  •   Down smash has less startup (frame 12 → 10), with its total duration reduced as well (FAF 46 → 44).

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 12.0% 0   Forward 25 100 0   5.0 top 0.0 4.0 12.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 12.0% 0   Forward 25 100 0   4.0 top 0.0 3.5 7.5 1.0× 1.0× 0%               Kick   All All            
Hit 2
0 0 0 14.0% 0   Backward 25 100 0   5.0 top 0.0 4.0 -13.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 14.0% 0   Backward 25 100 0   4.0 top 0.0 3.6 -8.5 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Charges between 5-6
Hit 1 10-11
Hit 2 14-15
Interruptible 44
Animation length 66
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible