Super Smash Bros.

Ness (SSB)/Dash attack: Difference between revisions

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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}
==Overview==
Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at [[edgeguard]]ing, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making [[out of shield]] punishes quite easy.


==Overview==
==Hitboxes==
Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though with extended range and a long-lasting hitbox. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move does approximately 10% and has moderate range with solid, almost unexpected knockback. It has [[semi-spike]] properties, though noticeably higher while the opponent is in the air, making it semi-useful at [[edgeguard]]ing, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making [[out of shield]] punishes quite easy.
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean|18}}
{{SSB64HitboxTableRow
|id=0
|damage=12%
|sd=1
|angle=361
|bk=16
|ks=100
|fkv=0
|r=140
|bn=0
|ypos=140
|zpos=120
|clang=1
|effect=Normal
|slvl=L
|sfx=Punch
}}
{{HitboxTableTitle|Late|18}}
{{SSB64HitboxTableRow
|id=0
|damage=9%
|sd=1
|angle=361
|bk=10
|ks=100
|fkv=0
|r=125
|bn=0
|ypos=140
|zpos=120
|clang=1
|effect=Normal
|slvl=L
|sfx=Punch
}}
|}
 
==Timing==
{|class="wikitable"
!Clean hit
|8-11
|-
!Late hit
|12-25
|-
!Animation length
|37
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=14|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=12}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}


{{technical data}}
{{MvSubNavNess|g=SSB}}
{{MvSubNavNess|g=SSB}}


[[Category:Ness (SSB)]]
[[Category:Ness (SSB)]]
[[Category:Neutral attacks (SSB)]]
[[Category:Dash attacks (SSB)]]
[[Category:Dash attacks (SSB)]]

Latest revision as of 23:46, April 12, 2022

Overview[edit]

Ness's dash attack in Super Smash Bros. involves Ness extending his hands forward, similar to his forward air, though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at edgeguarding, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making out of shield punishes quite easy.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 12% 1 Sakurai angle 16 100 0 140 0 0 140 120 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
Late
0 0 9% 1 Sakurai angle 10 100 0 125 0 0 140 120 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing[edit]

Clean hit 8-11
Late hit 12-25
Animation length 37
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(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change