Dark Samus (SSBU)/Up smash: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
|||
(One intermediate revision by the same user not shown) | |||
Line 75: | Line 75: | ||
|g=f | |g=f | ||
}} | }} | ||
{{HitboxTableRowNote|The ID 1 and 2 hitboxes use a [[position vector]] with offsets [4, 22] for 4 frames.|50}} | |||
{{HitboxTableTitle|Hit 2|50}} | {{HitboxTableTitle|Hit 2|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 137: | Line 138: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-1, 23] for 10 frames.|50}} | |||
{{HitboxTableTitle|Hit 3|50}} | {{HitboxTableTitle|Hit 3|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 199: | Line 201: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-6, 22] for 10 frames.|50}} | |||
{{HitboxTableTitle|Hit 4|50}} | {{HitboxTableTitle|Hit 4|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
Line 261: | Line 264: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableRowNote|The ID 1 hitbox uses a position vector with offsets [-10, 20] for 10 frames.|50}} | |||
{{HitboxTableTitle|Hit 5|50}} | {{HitboxTableTitle|Hit 5|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow |
Latest revision as of 17:35, July 3, 2022
Overview[edit]
Dark Samus shoots 5 consecutive blasts above herself. The move's high hitboxes give it trouble catching smaller characters on the ground.
Update History[edit]
- Up smash's hits connect more reliably.
- Up smash's autolink angle knockback has been reduced, no longer launching opponents at an unusually high speed if the move fails to connect.
- Up smash's last hit has more knockback scaling (150 → 162), noticeably improving its KO potential.
Hitboxes[edit]
ID | Part | Rehit rate | Damage | SD | Angle | Angle type | BK | KS | FKV | Set weight | Radius | Bone | Offset | H× | SDI× | T% | Clang | Rebound | Effect | Type | G | A | Sound | Direct | Hit bits | Hit part | Blockable | Reflectable | Absorbable | Flinchless | No GFX | Heedless | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 60 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
The ID 1 and 2 hitboxes use a position vector with offsets [4, 22] for 4 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 2 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-1, 23] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 3 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 40 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-6, 22] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 4 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 3.0% | 0 | Forward | 0 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 3.0% | 0 | Forward | 30 | 30 | 0 | 5.0 | armr | 6.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
The ID 1 hitbox uses a position vector with offsets [-10, 20] for 10 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Hit 5 | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 0 | 6.0% | 0 | Forward | 50 | 162 | 0 | 4.5 | armr | -3.5 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 0 | 6.0% | 0 | Forward | 50 | 162 | 0 | 6.5 | armr | 7.4 | 0.0 | 0.0 | 0.65× | 1.0× | 0% | Electric | All | All |
Timing[edit]
Charges between | 6-7 |
---|---|
Hit 1 | 11-12 |
Hit 2 | 15-16 |
Hit 3 | 19-20 |
Hit 4 | 23-24 |
Hit 5 | 27-28 |
Interruptible | 57 |
Animation length | 66 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|