Super Smash Bros. Ultimate

Mythra (SSBU)/Neutral attack/Hit 1: Difference between revisions

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(Added hitstun)
 
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|ypos=8.0
|ypos=8.0
|zpos=8.5
|zpos=8.5
|ff=1.2
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
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|ypos=8.0
|ypos=8.0
|zpos=7.0
|zpos=7.0
|ff=1.2
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
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|ypos=8.0
|ypos=8.0
|zpos=11.5
|zpos=11.5
|ff=1.2
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
|hitbits=Fighter only
}}
}}
|'''+7''' frames
|'''+7''' frames
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|ypos=8.0
|ypos=8.0
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|zpos=11.5
|ff=1.2
|ff=1.0
|type=Hand
|type=Hand
|effect=Normal
|effect=Normal
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|'''+7''' frames
|'''+7''' frames
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
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|2-4
|2-4
|-
|-
!Earliest continuable
!Continuability window
|6
|6-30
|-
!Consecutive jab frame
|10
|-
|-
!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=15|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=4|s=LagContinuableE|e=LagLoopS}}{{FrameStrip|t=Lag|c=11|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=16}}
|-
{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=25}}{{FrameStrip|t=Blank|c=6}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|loop=y|interruptible=y}}
 
==Trivia==
*The farthest hitboxes (ID 2 and 3) occupy the same space and have different hit bits for fighter and non-fighter targets, akin to other jabs, but unlike them, all their other data is identical rather than launching at different angles. This renders the distinction between these hitboxes pointless.
**This makes Mythra's first jab one of the few in the game with a 180° angle to not be differentiated for fighter and non-fighter targets, alongside {{SSBU|Banjo & Kazooie}}'s first and second jabs, {{SSBU|Terry}}, {{SSBU|Pyra}}, and {{SSBU|Sora}}'s first jabs, and {{SSBU|Fox}}'s second jab.


{{MvSubNavMythra|g=SSBU}}
{{MvSubNavMythra|g=SSBU}}
[[Category:Mythra (SSBU)]]
[[Category:Mythra (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 17:47, August 6, 2022

Hitbox visualization showing Mythra's first jab.
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Overview[edit]

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 Hitstun
0 0 0 2.0% 0 Sakurai angle Standard 15 20 0 HitboxTableIcon(False).png 2.5 top 0.0 8.0 8.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
1 0 0 2.0% 0 Sakurai angle Standard 15 20 0 HitboxTableIcon(False).png 2.5 top 0.0 8.0 7.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
2 0 0 2.0% 0 AngleIcon180.png Standard 15 15 0 HitboxTableIcon(False).png 2.5 top 0.0 8.0 11.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
3 0 0 2.0% 0 AngleIcon180.png Standard 15 15 0 HitboxTableIcon(False).png 2.5 top 0.0 8.0 11.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames

Timing[edit]

Hitboxes 2-4
Continuability window 6-30
Consecutive jab frame 10
Interruptible 21
Animation length 36
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

Trivia[edit]

  • The farthest hitboxes (ID 2 and 3) occupy the same space and have different hit bits for fighter and non-fighter targets, akin to other jabs, but unlike them, all their other data is identical rather than launching at different angles. This renders the distinction between these hitboxes pointless.
    • This makes Mythra's first jab one of the few in the game with a 180° angle to not be differentiated for fighter and non-fighter targets, alongside Banjo & Kazooie's first and second jabs, Terry, Pyra, and Sora's first jabs, and Fox's second jab.