Super Smash Bros. Ultimate

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

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PiranhaPlantDownSmash.gif|thumb|500px|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==
==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 22: 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 29: 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 40: 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 59: 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
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{{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 77: 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 103: Line 107:


{{FrameStripStart}}
{{FrameStripStart}}
|Hitboxes {{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}}
|{{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 11:17, August 9, 2022

Hitbox visualization showing Piranha Plant's down smash.

Overview[edit]

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 history[edit]

Super Smash Bros. Ultimate 8.0.0

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

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
Hit 1
0 0 0 12.0% 0 AngleIcon30.png Forward 25 100 0 HitboxTableIcon(False).png 5.0 top 0.0 4.0 12.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (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 12.0% 0 AngleIcon30.png Forward 25 100 0 HitboxTableIcon(False).png 4.0 top 0.0 3.5 7.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (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
Hit 2
0 0 0 14.0% 0 AngleIcon32.png Backward 25 100 0 HitboxTableIcon(False).png 5.0 top 0.0 4.0 -13.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (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 AngleIcon32.png Backward 25 100 0 HitboxTableIcon(False).png 4.0 top 0.0 3.6 -8.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (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

Timing[edit]

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