Super Smash Bros.

Kirby (SSB)/Down smash: Difference between revisions

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Kirby does a spinning split kick on the ground, covering both sides of him, doing 18% damage and pretty high horizontal knockback. It can be used to [[punish]] and [[edgeguard]] or [[gimp]] an opponent's [[recovery]], though Kirby almost always has better options, with a {{mvsub|Kirby|SSB|forward smash}} being a much better horizontal KO option, and his aerials and {{mvsub|Kirby|SSB|down tilt}} being a better way to edgeguard from the [[edge]]. Additionally, it has some [[ending lag]], meaning that if [[shield]]ed, Kirby will be left rather vulnerable, especially to [[shield grab]]s.
Kirby does a spinning split kick on the ground, covering both sides of him, doing 18% damage and pretty high horizontal knockback. It can be used to [[punish]] and [[edgeguard]] or [[gimp]] an opponent's [[recovery]], though Kirby almost always has better options, with a {{mvsub|Kirby|SSB|forward smash}} being a much better horizontal KO option, and his aerials and {{mvsub|Kirby|SSB|down tilt}} being a better way to edgeguard from the [[edge]]. Additionally, it has some [[ending lag]], meaning that if [[shield]]ed, Kirby will be left rather vulnerable, especially to [[shield grab]]s.


{{technical data}}
==Hitboxes==
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{SSB64HitboxTableRow
|id=0
|damage=20%
|sd=0
|angle=34
|bk=40
|ks=75
|fkv=0
|r=150
|bn=29
|xpos=180
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=20%
|sd=0
|angle=34
|bk=40
|ks=75
|fkv=0
|r=150
|bn=24
|xpos=180
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=2
|damage=20%
|sd=0
|angle=35
|bk=40
|ks=75
|fkv=0
|r=90
|bn=5
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{HitboxTableTitle|Late hit|24}}
{{SSB64HitboxTableRow
|id=0
|damage=10%
|sd=0
|angle=34
|bk=40
|ks=75
|fkv=0
|r=150
|bn=29
|xpos=180
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=10%
|sd=0
|angle=34
|bk=40
|ks=75
|fkv=0
|r=150
|bn=24
|xpos=180
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=2
|damage=10%
|sd=0
|angle=35
|bk=40
|ks=75
|fkv=0
|r=90
|bn=5
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}


==Hitboxes==
===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|24}}
Line 13: Line 106:
|id=0
|id=0
|damage=18%
|damage=18%
|damagebg=nerf
|sd=0
|sd=0
|angle=34
|angle=34
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 28: Line 123:
|id=1
|id=1
|damage=18%
|damage=18%
|damagebg=nerf
|sd=0
|sd=0
|angle=34
|angle=34
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 43: Line 140:
|id=2
|id=2
|damage=18%
|damage=18%
|damagebg=nerf
|sd=0
|sd=0
|angle=35
|angle=34
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 61: Line 160:
|angle=34
|angle=34
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 76: Line 176:
|angle=34
|angle=34
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 91: Line 192:
|angle=35
|angle=35
|bk=30
|bk=30
|bkbg=nerf
|ks=75
|ks=75
|fkv=0
|fkv=0
Line 100: Line 202:
}}
}}
|}
|}
====Summary====
*{{nerf|Clean hit damage (20% → 18%).}}
*{{nerf|Base knockback (40 → 30).}}


==Timing==
==Timing==
Line 117: Line 223:


{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=30}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=29}}
|-
|-
|'''Feet''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=20}}{{FrameStrip|t=Vulnerable|c=30}}
|'''Feet''' {{FrameStrip|t=Vulnerable|c=6}}{{FrameStrip|t=Intangible|c=20}}{{FrameStrip|t=Vulnerable|c=29}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 05:03, May 25, 2020

Overview[edit]

Hitboxes of Kirby's down smash.

Kirby does a spinning split kick on the ground, covering both sides of him, doing 18% damage and pretty high horizontal knockback. It can be used to punish and edgeguard or gimp an opponent's recovery, though Kirby almost always has better options, with a forward smash being a much better horizontal KO option, and his aerials and down tilt being a better way to edgeguard from the edge. Additionally, it has some ending lag, meaning that if shielded, Kirby will be left rather vulnerable, especially to shield grabs.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 20% 0 AngleIcon34.png 40 75 0 150 29 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 20% 0 AngleIcon34.png 40 75 0 150 24 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 20% 0 AngleIcon35.png 40 75 0 90 5 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late hit
0 0 10% 0 AngleIcon34.png 40 75 0 150 29 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 10% 0 AngleIcon34.png 40 75 0 150 24 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 10% 0 AngleIcon35.png 40 75 0 90 5 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 18% 0 AngleIcon34.png 30 75 0 150 29 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 18% 0 AngleIcon34.png 30 75 0 150 24 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 18% 0 AngleIcon34.png 30 75 0 90 5 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late hit
0 0 10% 0 AngleIcon34.png 30 75 0 150 29 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 10% 0 AngleIcon34.png 30 75 0 150 24 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 10% 0 AngleIcon35.png 30 75 0 90 5 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Summary[edit]

  • Nerf Clean hit damage (20% → 18%).
  • Nerf Base knockback (40 → 30).

Timing[edit]

Feet intangible 7-26
Clean hit 7-10
Late hit 11-26
Animation length 55
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Hitbox).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
Feet  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png 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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible