Mii Gunner (SSBU)/Down special/Custom 2: Difference between revisions
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(→Timing: Mii Gunner's minimum loop is very short.) |
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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}} |
Latest revision as of 12:07, May 16, 2022
Overview[edit]
Changes from Ness's PSI Magnet[edit]
- The hitbox doesn't repeat when the move is held.
- The hitbox is bigger (8.5u → 12.5u).
- The aerial version has less set knockback (70 → 40).
- Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).
- It has less ending lag (FAF 10 → 7).
- 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.
- 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.
- It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.
- 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]
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) |
Lag time |
Hitbox |
Loop point |
Absorb |
Flinchless hitbox |
|