Super Smash Bros. Ultimate

Lucas (SSBU)/Down smash: Difference between revisions

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m (→‎Overview: Grammar & spelling fixes, reworded to make it flow better.)
 
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{{competitive expertise}}
{{competitive expertise}}


Lucas does 3 hits of psi energy, the move is pretty slow, having 20 frames to start up, and it also has a lot of total frames, being interruptable at frame 60, however, the move is balanced out by being very strong, K.Oing at pretty early %, also, the move is very big, being one of the easiest 2 frames to hit in the game, and despite his high amount of total frames, the move's final hit comming out later than the other hits (at frame 39) combined whit the fact that all 3 hits on shield is a true blockstring and the fact that the last hit has plenty of shieldstun, this move is relatevly safe on shield, the move is -12 on shield which is pretty good.
Lucas does 3 hits of [[PSI]] energy. The move is pretty slow, having a third of a second of [[start-up]] and a long move duration, being [[interruptible]] at frame 60. However, the move is balanced out by being very strong, [[KO]]ing at pretty early percents; additionally, the move is very big, being one of the easiest [[Edge#2_frame_punish|2 frames]] to hit in the game, and despite the high amount of total frames, the move's final hit coming out later than the other hits (at frame 39), combined with the fact that all 3 hits on shield are a [https://glossary.infil.net/?t=Block%20String true blockstring] and the fact that the last hit has plenty of [[shieldstun]], mean that the move is relatively safe on shield (-12, which is pretty good).


 
With all of those strengths, this move is often considered one of the best [[down smash]]es in the game.
 
 
Whit all of those streinghts, this move is often considered one of the best down smashes in the game


==Hitboxes==
==Hitboxes==

Latest revision as of 13:04, December 24, 2024

Hitbox visualization showing Lucas's down smash.

Overview[edit]

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Lucas does 3 hits of PSI energy. The move is pretty slow, having a third of a second of start-up and a long move duration, being interruptible at frame 60. However, the move is balanced out by being very strong, KOing at pretty early percents; additionally, the move is very big, being one of the easiest 2 frames to hit in the game, and despite the high amount of total frames, the move's final hit coming out later than the other hits (at frame 39), combined with the fact that all 3 hits on shield are a true blockstring and the fact that the last hit has plenty of shieldstun, mean that the move is relatively safe on shield (-12, which is pretty good).

With all of those strengths, this move is often considered one of the best down smashes in the game.

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
Hit 1
0 0 8 17.0% -10.0 Sakurai angle Forward 43 90 0 HitboxTableIcon(False).png 8.0 top 0.0 2.5 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 9 14.0% -8.0 Sakurai angle Forward 30 90 0 HitboxTableIcon(False).png 9.8 top 3.3 2.5 8.5 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 3
0 0 9 11.0% -6.0 Sakurai angle Forward 20 90 0 HitboxTableIcon(False).png 12.0 top -5.6 2.5 8.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Magic SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 5-6
Hit 1 20-22
Hit 2 29-31
Hit 3 39-41
Interruptible 60
Animation length 73
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(Lag).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(Lag).png FrameIcon(Lag).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png 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
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
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.