Super Smash Bros. Brawl

King Dedede (SSBB)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:KingDededeJab2SSBB.gif|thumb|400px|Hitbox visualization showing King Dedede's second jab.]]
==Overview==
==Overview==
The second hit of {{SSBB|King Dedede}}'s neutral attack is mostly held back by the first hit's startup, making it effectively frame 23. However, on hit, it's a good combo starter, allowing for a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|forward tilt}} at around 50%. It's not awful on [[shield]] either, as the [[King Dedede (SSBB)/Neutral attack/Infinite|rapid jab portion]] is -7 on shield.  
The second hit of {{SSBB|King Dedede}}'s neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|down tilt}} at higher percents. It's not too bad on [[shield]] either, being -15 on shield.  


==Hitboxes==
==Hitboxes==
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|-
!Earliest continuable
!Earliest continuable
|25
|26
|-
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!Interruptible
!Interruptible
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=12|e=LagContinuableS}}{{FrameStrip|t=Lag|c=3|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=3}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=13|e=LagContinuableS}}{{FrameStrip|t=Lag|c=2|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=3}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 22:07, May 21, 2024

Hitbox visualization showing King Dedede's second jab.

OverviewEdit

The second hit of King Dedede's neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a grab or down tilt at higher percents. It's not too bad on shield either, being -15 on shield.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0   20 50 0 6.0 56 0.0 0.0 0.0 1.0x 1.0x 20%               Thwomp  
1 0 5% 0   20 50 0 3.5 56 -6.0 0.0 0.0 1.0x 1.0x 20%               Thwomp  
2 0 5% 0   20 50 0 3.5 56 -12.0 0.0 0.0 1.0x 1.0x 20%               Thwomp  

TimingEdit

Hitboxes 11-12
Earliest continuable 26
Interruptible 28
Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible