Super Smash Bros. Ultimate

Ken (SSBU)/Command input/Command input 1: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Ken's first command input move is the '''[[Nata Otoshi Geri]]'''. It is performed on the ground with a quarter-circle input (→ ↘ ↓) alongside the attack button; by holding the button, the first hit can also be followed up by Inazuma Kick.
==Hitboxes==
==Hitboxes==
===Tapped===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!Hitstun
!Hitstun
!Shieldstun
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=10
|damage=5.0%
|damage=5.0%
|angle=75
|angle=75
|af=3
|bk=10
|bk=10
|ks=80
|ks=80
Line 29: Line 33:
}}
}}
|'''+2''' frames
|'''+2''' frames
{{HitboxTableTitle|Hit 2|42}}
|—
{{HitboxTableTitle|Tapped hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|rehit=10
|damage=5.0%
|damage=5.0%
|angle=63
|angle=63
|af=3
|bk=40
|bk=40
|ks=30
|ks=30
Line 50: Line 57:
}}
}}
|—
|—
|}
===Held===
{{UltimateHitboxTableHeader}}
!Hitstun
!Shieldstun
{{HitboxTableTitle|Hit 1|42}}
{{UltimateHitboxTableRow
|id=0
|damage=5.0%
|angle=75
|bk=10
|ks=80
|fkv=0
|r=4.0
|bn=top
|xpos=0.0
|ypos=13.5 to 8.5
|zpos=6.5 to 6.0
|ff=1.5
|sdi=0.5
|type=Hand
|effect=Normal
|sfx=Ken Kick
|slvl=M
}}
|'''+2''' frames
|—
|—
{{HitboxTableTitle|Hit 2|42}}
{{HitboxTableTitle|Held hit 2 (Inazuma Kick)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 84: Line 64:
|sd=5.0
|sd=5.0
|angle=30
|angle=30
|af=3
|bk=35
|bk=35
|ks=80
|ks=80
|fkv=0
|fkv=0
|r=3.5
|r=3.0
|bn=kneer
|bn=kneer
|xpos=6.3 to 2.0
|xpos=6.3 to 2.0
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}}
}}
|—
|—
|'''x1.25'''
|1.25×
|}
|}


==Timing==
==Timing==
===Tapped===
Canceling into a Final Smash is only possible upon hitting an opponent and after [[hitlag]] is over.
{|class="wikitable"
{|class="wikitable"
!Hit 1
!Hit 1
|12
|12
|-
|-
!Hit 2
!Inazuma Kick transition
|13
|-
!Hit 2 (tapped)
|15-16
|15-16
|-
|-
!Interruptible
!Inazuma Kick (held hit 2)
|29
|20-22
|-
!Final Smash cancel window (tapped, held)
|12-16, 12-22
|-
!Interruptible (tapped, held)
|29, 52
|-
|-
!Animation length
!Animation length (tapped, held)
|46
|46, 51
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=18}}
!Hitboxes (tapped) {{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxContinuableS}}{{FrameStrip|t=Lag|c=2|s=LagContinuableE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=18}}{{FrameStrip|t=Blank|c=5}}
{{FrameStripEnd}}
 
===Tapped===
{|class="wikitable"
!Hit 1
|12
|-
|-
!Hit 2
!FS cancel (tapped) {{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Continuable|c=5}}{{FrameStrip|t=Blank|c=35}}
|20-22
|-
|-
!Interruptible
!Hitboxes (held) {{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxContinuableS}}{{FrameStrip|t=Lag|c=7|s=LagContinuableE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=29}}
|52
|-
|-
!Animation length
!FS cancel (held) {{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Continuable|c=11}}{{FrameStrip|t=Blank|c=29}}
|51
{{FrameStripEnd}}
|}
 
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}


{{FrameStripStart}}
==Trivia==
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=29}}
*Both hits of Nata Otoshi Geri have a rehit rate of 10, but due to their hitbox duration being shorter, it never takes effect.
{{FrameStripEnd}}
*Despite all hits consisting of kicks, their hitboxes are coded as {{b|hand|type}}-type attacks.


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{MvSubNavKen|g=SSBU}}
{{MvSubNavKen|g=SSBU}}
[[Category:Ken (SSBU)]]
[[Category:Ken (SSBU)]]
[[Category:Special moves (SSBU)]]
[[Category:Special moves (SSBU)]]

Latest revision as of 19:49, August 1, 2022

Hitbox visualization showing Ken's first command input, Nata Otoshi Geri, when tapped.
Hitbox visualization showing Ken's first command input, Nata Otoshi Geri, when held.
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Overview[edit]

Ken's first command input move is the Nata Otoshi Geri. It is performed on the ground with a quarter-circle input (→ ↘ ↓) alongside the attack button; by holding the button, the first hit can also be followed up by Inazuma Kick.

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 Shieldstun
Hit 1
0 0 10 5.0% 0 AngleIcon75.png Forward 10 80 0 HitboxTableIcon(False).png 4.0 top 0.0 13.5 to 8.5 6.5 to 6.0 1.5× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
Tapped hit 2
0 0 10 5.0% 0 AngleIcon63.png Forward 40 30 0 HitboxTableIcon(False).png 3.5 top 0.0 6.0 to 17.8 7.0 to 9.5 1.5× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Held hit 2 (Inazuma Kick)
0 0 0 12.0% 5.0 AngleIcon30.png Forward 35 80 0 HitboxTableIcon(False).png 3.0 kneer 6.3 to 2.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 1.25×

Timing[edit]

Canceling into a Final Smash is only possible upon hitting an opponent and after hitlag is over.

Hit 1 12
Inazuma Kick transition 13
Hit 2 (tapped) 15-16
Inazuma Kick (held hit 2) 20-22
Final Smash cancel window (tapped, held) 12-16, 12-22
Interruptible (tapped, held) 29, 52
Animation length (tapped, held) 46, 51
Hitboxes (tapped)  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(HitboxContinuableS).png FrameIcon(LagContinuableE).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(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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FS cancel (tapped)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Hitboxes (held)  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(HitboxContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(Lag).png
FS cancel (held)  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible

Trivia[edit]

  • Both hits of Nata Otoshi Geri have a rehit rate of 10, but due to their hitbox duration being shorter, it never takes effect.
  • Despite all hits consisting of kicks, their hitboxes are coded as hand-type attacks.