Super Smash Bros. Ultimate

Sephiroth (SSBU)/Up tilt: Difference between revisions

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|a=f
|a=f
}}
}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableRowNote|Hit 1 uses a [[position vector]] with offsets [2, 45] for 5 frames for the ID 0 hitbox, and offsets [0, 46] for 6 frames for the ID 1 hitbox.|42}}
{{HitboxTableTitle|Clean hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 75: Line 76:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=40.0 to 43.700001
|ypos=40.0 to 43.7
|zpos=0.0 to -0.7
|zpos=0.0 to -0.7
|ff=1.2
|ff=1.2
Line 119: Line 120:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Late hit|42}}
{{HitboxTableTitle|Late hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 148: Line 149:
|bn=top
|bn=top
|xpos=0.0
|xpos=0.0
|ypos=40.0 to 43.700001
|ypos=40.0 to 43.7
|zpos=0.0 to -0.7
|zpos=0.0 to -0.7
|ff=0.6
|ff=0.6
Line 179: Line 180:
|angle=96
|angle=96
|bk=60
|bk=60
|ks=72
|ks=73
|fkv=0
|fkv=0
|r=3.7
|r=3.7
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==Timing==
==Timing==
The upper body intangibility affects Sephiroth's head, bust, and arms.
{|class="wikitable"
{|class="wikitable"
!Upper body intangible
!Upper body intangible
Line 202: Line 204:
|10
|10
|-
|-
!Clean hit
!Clean hit 2
|13-15
|13-15
|-
|-
!Late hit
!Late hit 2
|16-25
|16-25
|-
|-
Line 216: Line 218:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=10|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=40}}
!Hitboxes {{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=10|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=40}}
|-
|-
{{FrameStrip|t=Vulnerable|c=12}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=69}}
!Upper body {{FrameStrip|t=Vulnerable|c=12}}{{FrameStrip|t=Intangible|c=3}}{{FrameStrip|t=Vulnerable|c=69}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 01:18, August 11, 2022

Hitbox visualization showing Sephiroth's up tilt.
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OverviewEdit

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 1.0% 0   Standard 0 100 0   4.5 top 0.0 8.5 5.0 0.4× 1.0× 0%               Slash   All All            
1 0 0 1.0% 0   Standard 0 100 0   4.5 top 0.0 8.5 9.5 to 10.0 0.4× 1.0× 0%               Slash   All All            
Hit 1 uses a position vector with offsets [2, 45] for 5 frames for the ID 0 hitbox, and offsets [0, 46] for 6 frames for the ID 1 hitbox.
Clean hit 2
2 0 0 14.0% 0   Standard 74 80 0   3.5 top 0.0 46.5 to 48.0 -1.1 to -1.4 1.6× 1.0× 0%               Slash   All All            
1 0 0 12.5% 0   Standard 69 75 0   3.5 top 0.0 40.0 to 43.7 0.0 to -0.7 1.2× 1.0× 0%               Slash   All All            
3 0 0 12.5% 0   Standard 69 75 0   3.5 top 0.0 29.0 to 38.0 0.3 to 0.1 1.2× 1.0× 0%               Slash   All All            
0 0 0 11.0% 0   Standard 69 75 0   3.7 top 0.0 21.0 to 25.0 0.1 0.7× 1.0× 0%               Slash   All All            
Late hit 2
2 0 0 10.0% 0   Standard 60 73 0   2.0 top 0.0 46.5 to 48.5 -1.1 to -1.4 0.6× 1.0× 0%               Slash   All All            
1 0 0 8.5% 0   Standard 60 73 0   2.0 top 0.0 40.0 to 43.7 0.0 to -0.7 0.6× 1.0× 0%               Slash   All All            
3 0 0 8.5% 0   Standard 60 73 0   2.0 top 0.0 29.0 to 38.0 0.3 to 0.1 0.6× 1.0× 0%               Slash   All All            
0 0 0 7.0% 0   Standard 60 73 0   3.7 top 0.0 21.0 to 25.0 0.1 0.6× 1.0× 0%               Slash   All All            

TimingEdit

The upper body intangibility affects Sephiroth's head, bust, and arms.

Upper body intangible 13-15
Hit 1 10
Clean hit 2 13-15
Late hit 2 16-25
Interruptible 45
Animation length 84
Hitboxes                                                                                                                                                                         
Upper body                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible