Piranha Plant (SSBU)/Up smash: Difference between revisions
(goddamn that sentence is old. DSmash was sped up to frame 10 ages ago.) |
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==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Hit 1|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 49: | Line 49: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Hit 2|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 83: | Line 83: | ||
|16-18 | |16-18 | ||
|- | |- | ||
!Head intangible | !Head and lips intangible | ||
|12-18 | |12-18 | ||
|- | |- | ||
Line 94: | Line 94: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=33}}{{FrameStrip|t=Interruptible|c=21}} | |||
|- | |- | ||
!Head and lips {{FrameStrip|t=Vulnerable|c=11}}{{FrameStrip|t=Intangible|c=7}}{{FrameStrip|t=Vulnerable|c=54}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible | {{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | ||
{{MvSubNavPiranhaPlant|g=SSBU}} | {{MvSubNavPiranhaPlant|g=SSBU}} | ||
[[Category:Piranha Plant (SSBU)]] | [[Category:Piranha Plant (SSBU)]] | ||
[[Category:Up smashes (SSBU)]] | [[Category:Up smashes (SSBU)]] |
Latest revision as of 11:11, August 9, 2022
Overview[edit]
Piranha Plant lunges upward for a large bite. Up smash provides significant utility in Piranha Plant's gameplay, as it serves as a very punishing anti-air with large disjoint, capable of beating out most landing aerials, and even low-profiles during the first hit, and has a total of 7 active hitbox frames. Combined with immense strength, 90 degree angle which makes DI have little effect over its kill potential, it can kill even the heaviest of fighters before 100%, when fresh. This also makes it a devastating read tool against rolls and short hop approaches as well, and up smash is capable of hitting the bottom platforms of Battlefield as well.
Despite immense strength, the move has a tendency to fail to connect, with its first hit. It typically happens especially when catching extended hurtboxes, or hitting smaller characters. This factor, combined with its very poor horizontal range, make up smash difficult to use against grounded opponents, as it is quite unreliable at times due to the first hit. Thus, the move is typically relegated as an anti-air option, with Piranha Plant's other smashes being used for grounded opponents.
Hitboxes[edit]
Timing[edit]
Charges between | 6-7 |
---|---|
Hit 1 | 12-15 |
Hit 2 | 16-18 |
Head and lips intangible | 12-18 |
Interruptible | 52 |
Animation length | 72 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Head and lips |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|