Super Smash Bros. Ultimate

Mii Swordfighter (SSBU)/Up smash: Difference between revisions

(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Mii Swordfighter's up smash. {{competitive expertise}} ==Overview== ==Hitboxes==...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:MiiSwordfighterUSmashSSBU.gif|thumb|450px|Hitbox visualization showing Mii Swordfighter's up smash.]]
[[File:MiiSwordfighterUSmashSSBU.gif|thumb|300px|Hitbox visualization showing Mii Swordfighter's up smash.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Mii Swordfighter jumps and performs two arching slashes above while spinning around. It KOs middleweights without rage at ground level around 120%, it [[reach]]es through low [[platform]]s, and it's their fastest [[out of shield]] option if Swordfighter isn't using [[Mii Swordfighter (SSBU)/Up special/Custom 2|Hero's Spin]]. However, its use as an out of shield option leaves more to be desired, due to unremarkable eleven frame [[startup]] and the initial grounded hitbox being small, limiting it to only [[punish]]ing committal moves at point blank range. Because of this, the move is mainly used for punish scenarios, hard reads, and occasional platform [[pressure]].
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2 (early)|24}}
{{HitboxTableTitle|Hit 2 (early)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2 (late)|24}}
{{HitboxTableTitle|Hit 2 (late)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|ks=100
|ks=100
|fkv=90
|fkv=90
|r=2.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=15.0
|ypos=17.0
|zpos=-5.5 to 2.0
|zpos=-5.5 to 2.0
|ff=1.5
|ff=1.5
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|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=20.0
|ypos=21.0
|zpos=-6.0 to 2.3
|zpos=-6.0 to 2.3
|ff=1.5
|ff=1.5
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3 (early)|24}}
{{HitboxTableTitle|Hit 3 (early)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|ks=142
|ks=142
|fkv=0
|fkv=0
|r=4.5
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
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|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 3 (late)|24}}
{{HitboxTableTitle|Hit 3 (late)|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|xpos=0.0
|xpos=0.0
|ypos=31.0
|ypos=31.0
|zpos=-6.0 to 0.5
|zpos=-6.0 to -0.5
|ff=2.0
|ff=2.0
|type=Sword
|type=Sword
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|ks=142
|ks=142
|fkv=0
|fkv=0
|r=3.0
|r=4.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=25.0
|ypos=25.3
|zpos=-8.0 to -0.5
|zpos=-8.0 to -0.5
|ff=2.0
|ff=2.0
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|ks=142
|ks=142
|fkv=0
|fkv=0
|r=4.5
|r=3.0
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0

Latest revision as of 20:17, August 12, 2023

Hitbox visualization showing Mii Swordfighter's up smash.
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.

OverviewEdit

Mii Swordfighter jumps and performs two arching slashes above while spinning around. It KOs middleweights without rage at ground level around 120%, it reaches through low platforms, and it's their fastest out of shield option if Swordfighter isn't using Hero's Spin. However, its use as an out of shield option leaves more to be desired, due to unremarkable eleven frame startup and the initial grounded hitbox being small, limiting it to only punishing committal moves at point blank range. Because of this, the move is mainly used for punish scenarios, hard reads, and occasional platform pressure.

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 4.0% 0   Standard 0 100 120   4.0 top 0.0 5.0 9.0 1.0× 1.0× 0%               Slash   All All            
Hit 2 (early)
0 0 0 3.0% 0   Standard 0 100 90   2.5 top 0.0 15.0 5.0 to 11.0 1.5× 1.0× 0%               Slash   All All            
1 0 0 3.0% 0   Standard 0 100 40   3.0 top 0.0 20.0 -0.1 to 10.0 1.5× 1.0× 0%               Slash   All All            
2 0 0 3.0% 0   Standard 0 100 20   4.0 top 0.0 27.0 -1.3 to 5.0 1.5× 1.0× 0%               Slash   All All            
Hit 2 (late)
0 0 0 3.0% 0   Standard 0 100 90   3.5 top 0.0 17.0 -5.5 to 2.0 1.5× 1.0× 0%               Slash   All All            
1 0 0 3.0% 0   Standard 0 100 40   3.0 top 0.0 21.0 -6.0 to 2.3 1.5× 1.0× 0%               Slash   All All            
2 0 0 3.0% 0   Standard 0 100 20   4.0 top 0.0 27.0 -4.0 to 1.8 1.5× 1.0× 0%               Slash   All All            
Hit 3 (early)
0 0 0 7.0% 0   Standard 50 142 0   4.5 top 0.0 31.0 -5.6 to 3.0 2.0× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 50 142 0   3.0 top 0.0 25.0 -2.5 to 9.0 2.0× 1.0× 0%               Slash   All All            
2 0 0 7.0% 0   Standard 50 142 0   3.0 top 0.0 19.0 -1.0 to 10.0 2.0× 1.0× 0%               Slash   All All            
Hit 3 (late)
0 0 0 7.0% 0   Standard 50 142 0   4.5 top 0.0 31.0 -6.0 to -0.5 2.0× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 50 142 0   4.0 top 0.0 25.3 -8.0 to -0.5 2.0× 1.0× 0%               Slash   All All            
2 0 0 7.0% 0   Standard 50 142 0   3.0 top 0.0 19.0 -9.0 to 0.0 2.0× 1.0× 0%               Slash   All All            

TimingEdit

Charges between 9-10
Hit 1 11-12
Hit 2 (early, late) 14, 15
Hit 3 (early, late) 21, 22
Interruptible 60
Animation length 75
                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible