Super Smash Bros. Ultimate

Kirby (SSBU)/Down smash: Difference between revisions

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Tag: Rollback
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]]
[[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]]
{{competitive expertise}}
==Overview==
==Overview==
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 10), but the highest amount of ending lag (FAF 54, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 5 and lasting until the clean hit ceases at frame 14. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing.
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.
 
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|It has has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51)}}.
*{{buff|It has more knockback scaling (89 → 94).}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 14: Line 20:
|angle=29
|angle=29
|bk=25
|bk=25
|ks=89
|ks=94
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=footr
|bn=footr
|xpos=0.0
|ypos=-6.0
|ypos=-6.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 33: Line 35:
|angle=29
|angle=29
|bk=25
|bk=25
|ks=89
|ks=94
|fkv=0
|r=4.0
|bn=footl
|xpos=0.0
|ypos=-6.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{HitboxTableTitle|Late hit|24}}
{{UltimateHitboxTableRow
|id=0
|damage={{ChargedSmashDmgSSBU|10.0}}
|sd=0
|angle=29
|bk=25
|ks=89
|fkv=0
|r=4.0
|bn=footr
|xpos=0.0
|ypos=-6.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Kick
|slvl=L
}}
{{UltimateHitboxTableRow
|id=1
|damage={{ChargedSmashDmgSSBU|10.0}}
|sd=0
|angle=29
|bk=25
|ks=89
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=footl
|bn=footl
|xpos=0.0
|ypos=-6.0
|ypos=-6.0
|zpos=0.0
|ff=1.0
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
{{HitboxTableRowNote|The late hit reduces all hitboxes' damage to {{ChargedSmashDmgSSBU|10.0}}.|42}}
|}
|}


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{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|4-5
|2-3
|-
|-
!Feet intangible
!Feet intangible
|5-14
|3-11
|-
|-
!Clean hit
!Clean hit
|10-14
|7-11
|-
|-
!Late hit
!Late hit
|15-22
|12-19
|-
|-
!Interruptible
!Interruptible
|54
|51
|-
|-
!Animation length
!Animation length
|63
|60
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=5|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=10}}
!Hitboxes {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=10}}
|-
|-
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=10}}{{FrameStrip|t=Vulnerable|c=49}}
!Feet {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=9}}{{FrameStrip|t=Vulnerable|c=49}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}}

Latest revision as of 00:40, March 25, 2024

Hitbox visualization showing Kirby's down smash.

Overview[edit]

A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit of forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.

As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff It has has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
  • Buff It has more knockback scaling (89 → 94).

Hitboxes[edit]

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
Clean hit
0 0 0 14.0% 0 AngleIcon29.png Standard 25 94 0 HitboxTableIcon(False).png 4.0 footr 0.0 -6.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 14.0% 0 AngleIcon29.png Standard 25 94 0 HitboxTableIcon(False).png 4.0 footl 0.0 -6.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Foot (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
The late hit reduces all hitboxes' damage to 10.0%.

Timing[edit]

Charges between 2-3
Feet intangible 3-11
Clean hit 7-11
Late hit 12-19
Interruptible 51
Animation length 60
Hitboxes  FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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
Feet  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible