Lucas (SSBU)/Down smash: Difference between revisions
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==Overview== | ==Overview== | ||
{{competitive expertise}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
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|sd=-10.0 | |sd=-10.0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=43 | |bk=43 | ||
|ks=90 | |ks=90 | ||
Line 35: | Line 38: | ||
|sd=-8.0 | |sd=-8.0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=30 | |bk=30 | ||
|ks=90 | |ks=90 | ||
Line 58: | Line 62: | ||
|sd=-6.0 | |sd=-6.0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=20 | |bk=20 | ||
|ks=90 | |ks=90 | ||
Line 75: | Line 80: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
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{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | ||
==Trivia== | |||
*The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented [[Lucas (SSB4)/Down smash|in ''Smash 4'']] to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in ''Ultimate'', however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move. | |||
{{MvSubNavLucas|g=SSBU}} | {{MvSubNavLucas|g=SSBU}} | ||
[[Category:Lucas (SSBU)]] | [[Category:Lucas (SSBU)]] | ||
[[Category:Down smashes (SSBU)]] | [[Category:Down smashes (SSBU)]] |
Latest revision as of 19:42, February 3, 2023
Overview[edit]
Hitboxes[edit]
Timing[edit]
Charges between | 5-6 |
---|---|
Hit 1 | 20-22 |
Hit 2 | 29-31 |
Hit 3 | 39-41 |
Interruptible | 60 |
Animation length | 73 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia[edit]
- The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented in Smash 4 to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in Ultimate, however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move.
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