Super Smash Bros. Ultimate

Ness (SSBU)/Neutral attack/Hit 1: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:NessJab1SSBU.gif|thumb|320px|Hitbox visualization showing Ness's first jab.]]
[[File:NessJab1SSBU.gif|thumb|350px|Hitbox visualization showing Ness's first jab.]]


==Overview==
==Overview==
Line 9: Line 9:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=25
|ks=25
Line 27: Line 28:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=25
|ks=25
Line 45: Line 47:
|damage=2.0%
|damage=2.0%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=20
|bk=20
|ks=15
|ks=15
Line 63: Line 67:
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=15
|ks=15
Line 83: Line 88:
|3
|3
|-
|-
!Earliest continuable
!Continuability window
|5
|5-30
|-
!Consecutive jab frame
|8
|-
|-
!Interruptible
!Interruptible
Line 94: Line 102:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=2|s=LagContinuableE}}{{FrameStrip|t=Lag|c=1|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|e=LagLoopE}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Interruptible|c=8}}{{FrameStrip|t=Blank|c=3}}
|-
{{FrameStrip|t=Blank|c=4}}{{FrameStrip|t=Continuable|c=26}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|interruptible=y}}


{{MvSubNavNess|g=SSBU}}
{{MvSubNavNess|g=SSBU}}
[[Category:Ness (SSBU)]]
[[Category:Ness (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 07:55, May 18, 2022

Hitbox visualization showing Ness's first jab.

OverviewEdit

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
0 0 0 2.0% 0   Forward 30 25 0   1.6 top 0.0 5.0 4.0 1.7× 1.0× 0%               Punch   All All            
1 0 0 2.0% 0   Forward 30 25 0   1.8 top 0.0 5.0 6.5 1.7× 1.0× 0%               Punch   All All            
2 0 0 2.0% 0   Forward 20 15 0   2.2 top 0.0 5.0 9.2 1.7× 1.0× 0%               Punch   Fighter only All            
3 0 0 2.0% 0   Forward 20 15 0   2.2 top 0.0 5.0 9.2 1.7× 1.0× 0%               Punch   All All            

TimingEdit

Hitboxes 3
Continuability window 5-30
Consecutive jab frame 8
Interruptible 20
Animation length 27
                                                           
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Continuable
  
Earliest continuable point
 
Interruptible