Super Smash Bros. Ultimate

Mii Gunner (SSBU)/Down special/Custom 2: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Changes from {{SSBU|Ness}}'s [[Ness (SSBU)/Down special|PSI Magnet]]==
*{{nerf|The hitbox doesn't repeat when the move is held.}}
*{{buff|The hitbox is bigger (8.5u → 12.5u).}}
*{{change|The aerial version has less set knockback (70 → 40).}}
*{{nerf|Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).}}
*{{buff|It has less ending lag (FAF 10 → 7).}}
*{{nerf|The windbox at the end lasts for a shorter time (9 frames → 2). This also prevents it from rehitting, reducing its ability to push opponents.}}
*{{buff|The windbox has higher set knockback (11 → 30), making it more effective at pushing opponents away than a single hit from PSI Magnet's windbox.}}
*{{buff|It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.}}
*{{nerf|However, unlike PSI Magnet, it also reduces horizontal momentum slightly. It also doesn't make Gunner as floaty (gravity while in use: 0.027 → 0.03) which combined with the above change makes it less effective at stalling if Mii Gunner is already falling.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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==Timing==
==Timing==
The data is for the respective animations, not overall. It absorbs starting on frame 7. The hitbox does not reappear with the absorption loop.
The hitbox does not reappear with the absorption loop.
{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
|1-6
|1-6
|-
|-
!Windbox
!Absorption
|7-18+
|-
!Loop points
|6-7, 18-19
|-
!Windbox (from loop)
|1-2
|1-2
|-
|-
!Interruptible (ending only)
!Interruptible (from loop)
|7
|25 (7)
|-
|-
!Animation length (end
!Animation length (from loop)
|26
|44 (26)
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=24|e=LagLoopS}}{{FrameStrip|t=FlinchlessHitbox|c=2|s=FlinchlessHitboxLoopE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=FlinchlessHitbox|c=2|s=FlinchlessHitboxLoopE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Interruptible|c=20}}
|-
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Absorb|c=30|s=AbsorbLoopE|e=AbsorbLoopS}}{{FrameStrip|t=Blank|c=26|s=BlankLoopE}}
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Absorb|c=12|s=AbsorbLoopE|e=AbsorbLoopS}}{{FrameStrip|t=Blank|c=26|s=BlankLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 13:07, May 16, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Absorbing Vortex.
Hitbox visualization showing Mii Gunner's down special 3, Absorbing Vortex.


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Overview[edit]

Changes from Ness's PSI Magnet[edit]

  • Nerf The hitbox doesn't repeat when the move is held.
  • Buff The hitbox is bigger (8.5u → 12.5u).
  • Change The aerial version has less set knockback (70 → 40).
  • Nerf Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).
  • Buff It has less ending lag (FAF 10 → 7).
  • Nerf The windbox at the end lasts for a shorter time (9 frames → 2). This also prevents it from rehitting, reducing its ability to push opponents.
  • Buff The windbox has higher set knockback (11 → 30), making it more effective at pushing opponents away than a single hit from PSI Magnet's windbox.
  • Buff It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.
  • Nerf However, unlike PSI Magnet, it also reduces horizontal momentum slightly. It also doesn't make Gunner as floaty (gravity while in use: 0.027 → 0.03) which combined with the above change makes it less effective at stalling if Mii Gunner is already falling.

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
Hitbox
0 0 10 4.0% 0 Sakurai angle Standard 0 100 40 HitboxTableIcon(False).png 12.5 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Windbox
0 0 6 0.0% 0 Sakurai angle Standard 0 100 30 HitboxTableIcon(False).png 16.0 top 0.0 6.5 0.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png

Timing[edit]

The hitbox does not reappear with the absorption loop.

Hitbox 1-6
Absorption 7-18+
Loop points 6-7, 18-19
Windbox (from loop) 1-2
Interruptible (from loop) 25 (7)
Animation length (from loop) 44 (26)
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(LagLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. 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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(BlankLoopE).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(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Absorption
Absorb
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox