Super Smash Bros. Ultimate

Mario (SSBU)/Side special: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
The cape from Super Mario World. Reflects projectiles and turns opponents around.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Attack|36}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|clang=f
|clang=f
|rebound=f
|rebound=f
}}
|}
{{UltimateGrabboxTableHeader}}
{{HitboxTableTitle|Projectile detector|24}}
{{UltimateGrabboxTableRow
|id=0
|r=8.0
|bn=top
|xpos=0.0
|ypos=6.5
|zpos=2.5 to 8.0
}}
}}
|}
|}
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==Timing==
==Timing==
While the move's reflector normally comes out on frame 9, it has a preemptive projectile detector starting on frame 6. If a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup.
While the move's reflector normally comes out on frame 9, it has a preemptive projectile detector starting on frame 6. If a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup.
In the air, the move can grab ledges from the front starting on frame 2, and from behind starting on frame 16.


{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|12-14
|12-14
|-
!Projectile detector
|6-8
|-
|-
!Reflection
!Reflection
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{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=21}}{{FrameStrip|t=Interruptible|c=23}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=21}}{{FrameStrip|t=Interruptible|c=23}}
|-
|-
{{FrameStrip|t=Blank|c=8}}{{FrameStrip|t=Reflect|c=12}}{{FrameStrip|t=Blank|c=38}}
{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Search|c=3}}{{FrameStrip|t=Reflect|c=12}}{{FrameStrip|t=Blank|c=38}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|reflect=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|reflect=y|search=y}}


==Parameters==
==Parameters==
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|2.5
|2.5
|-
|-
!Horizontal air friction
!Air friction
|0.0025
|0.0025
|-
|-
!Vertical speed on first use
!Vertical speed added
|0.3
|0.3
|-
|-
!Gravity on first use
!Gravity
|0.031
|0.031
|-
|-

Latest revision as of 21:08, May 19, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Cape.
Hitbox visualization showing Mario's side special, Cape.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

The cape from Super Mario World. Reflects projectiles and turns opponents around.

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
Attack
0 0 0 7.0% 4.0 AngleIcon110.png Forward 0 100 80 HitboxTableIcon(False).png 7.5 top 0.0 6.7 9.7 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Reverse (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Cape SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 7.0% 4.0 AngleIcon110.png Forward 0 100 80 HitboxTableIcon(False).png 5.0 top 0.0 6.7 5.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Reverse (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Cape SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
ID Radius Bone Offset G A
Projectile detector
0 8.0 top 0.0 6.5 2.5 to 8.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png

Timing[edit]

While the move's reflector normally comes out on frame 9, it has a preemptive projectile detector starting on frame 6. If a projectile comes in contact with this detector, the move skips to frame 9 on the next frame, effectively cutting up to two frames of startup.

In the air, the move can grab ledges from the front starting on frame 2, and from behind starting on frame 16.

Hitboxes 12-14
Projectile detector 6-8
Reflection 9-20
Interruptible 36
Animation length 58
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(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(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(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(Search).png FrameIcon(Search).png FrameIcon(Search).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).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 FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Reflection
Reflect
Interruptibility
Interruptible
FrameIcon(Search).png
Searchbox

Parameters[edit]

Move (aerial)[edit]

Horizontal speed divisor 2.5
Air friction 0.0025
Vertical speed added 0.3
Gravity 0.031
Falling speed 1

Reflector[edit]

Offsets [0, 6.5, 8]
Size 6.5u
Damage threshold 50%
Damage multiplier 1.5
Speed multiplier 1
Lifetime multiplier 0.75