King Dedede (SSBU)/Down special: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
:''This article is about the hitbox visualization in ''Super Smash Bros. Ultimate''. For the move itself, see [[Jet Hammer]]''. | |||
{{competitive expertise}} | {{competitive expertise}} | ||
{| class="wikitable" style="float:right; margin:4pt;" | {| class="wikitable" style="float:right; margin:4pt;" | ||
Line 16: | Line 17: | ||
==Overview== | ==Overview== | ||
==Hitboxes== | ==Hitboxes== | ||
The move can be charged for up to 120 frames, with each charge frame adding 0.15% damage to the hitboxes, for a maximum of 29.85% on the ground and 28.85% in the air if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier. | |||
For both versions, landing a fully charged hit produces a [[Special Zoom]]. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Grounded| | {{HitboxTableTitle|Grounded|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=12.0% | |damage=12.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=30 | |bk=30 | ||
|ks=100 | |ks=100 | ||
Line 58: | Line 63: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Aerial| | {{HitboxTableTitle|Aerial|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=11.0% | |damage=11.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=30 | |bk=30 | ||
|ks=100 | |ks=100 | ||
Line 99: | Line 105: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Grounded Max| | {{HitboxTableTitle|Grounded Max|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=40.0% | |damage=40.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=60 | |bk=60 | ||
|ks=46 | |ks=46 | ||
Line 140: | Line 147: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Aerial Max| | {{HitboxTableTitle|Aerial Max|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=32.0% | |damage=32.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=60 | |bk=60 | ||
|ks=54 | |ks=54 | ||
Line 182: | Line 190: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Regular=== | ===Regular=== | ||
Line 188: | Line 197: | ||
|17-18 | |17-18 | ||
|- | |- | ||
! | !Damage-based armor (grounded only, from release) | ||
|1-14 | |1-14 | ||
|- | |- | ||
Line 209: | Line 218: | ||
This data begins when the move is released | This data begins when the move is released | ||
{|class="wikitable" | {|class="wikitable" | ||
! | !Damage-based armor (grounded only) | ||
|1-14 | |1-14 | ||
|- | |- | ||
Line 228: | Line 237: | ||
{{FrameIconLegend|lag=y|hitbox=y|charge=y|interruptible=y|vulnerable=y|armour=y}} | {{FrameIconLegend|lag=y|hitbox=y|charge=y|interruptible=y|vulnerable=y|armour=y}} | ||
==Parameters== | |||
===Move=== | |||
{|class="wikitable" | |||
|- | |||
!Damage-based armour | |||
|14% | |||
|- | |||
!Charging walk speed | |||
|0.7 units per frame | |||
|- | |||
!Full charge time | |||
|120 frames | |||
|- | |||
!Partly charged damage | |||
| +0.15% per frame | |||
|- | |||
!Full charge hold self-damage | |||
| +1% per 30 frames | |||
|- | |||
!Full charge self-damage limit | |||
|100% | |||
|} | |||
===Special Zoom (fully charged)=== | |||
{|class="wikitable" | |||
|- | |||
!Duration | |||
|40 frames | |||
|- | |||
!Slowdown factor | |||
|4x | |||
|- | |||
!Zoom rate | |||
|4 | |||
|- | |||
!Time before zoom | |||
|3 frames | |||
|- | |||
!Background duration (non-1v1) | |||
|25 frames | |||
|} | |||
{{MvSubNavKingDedede|g=SSBU}} | {{MvSubNavKingDedede|g=SSBU}} |
Latest revision as of 13:51, June 2, 2023
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Jet Hammer.
King Dedede down special hitbox visualizations. | ||||
---|---|---|---|---|
Grounded | Aerial | |||
Grounded Max | Aerial Max | |||
Overview[edit]
Hitboxes[edit]
The move can be charged for up to 120 frames, with each charge frame adding 0.15% damage to the hitboxes, for a maximum of 29.85% on the ground and 28.85% in the air if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
For both versions, landing a fully charged hit produces a Special Zoom.
Timing[edit]
Regular[edit]
Charge | 17-18 |
---|---|
Damage-based armor (grounded only, from release) | 1-14 |
Hitbox (from release) | 10-11 |
Interruptible (from release) | 60 |
Animation length (from release) | 71 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grounded only |
Maximum charge[edit]
This data begins when the move is released
Damage-based armor (grounded only) | 1-14 |
---|---|
Hitbox | 9-11 |
Interruptible | 70 |
Animation length | 90 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grounded only |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Armour |
Interruptible |
Parameters[edit]
Move[edit]
Damage-based armour | 14% |
---|---|
Charging walk speed | 0.7 units per frame |
Full charge time | 120 frames |
Partly charged damage | +0.15% per frame |
Full charge hold self-damage | +1% per 30 frames |
Full charge self-damage limit | 100% |
Special Zoom (fully charged)[edit]
Duration | 40 frames |
---|---|
Slowdown factor | 4x |
Zoom rate | 4 |
Time before zoom | 3 frames |
Background duration (non-1v1) | 25 frames |
|