Super Smash Bros. 4

Palutena (SSB4)/Neutral special/Default: Difference between revisions

(New Page: {{competitive expertise}} {{technical data}} ==Hitboxes== This hitbox loops three times, once for each shot. {{SSB4HitboxTableHeader}} {{SSB4HitboxTableRow |id=0 |part=0 |damage=2.9%...)
 
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{{ArticleIcons|ssb4=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Autoreticle}}
==Overview==
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


==Hitboxes==
==Hitboxes==


This hitbox loops three times, once for each shot.
===Detection radius===
 
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|part=0
|damage=0%
|angle=0
|bk=0
|ks=0
|fkv=0
|r=120
|bn=13
|effect=Inert
|sdi=0.0
|ff=0.0
|trip=0
|sfx=None
|slvl=S
|direct=f
}}
|}
===Projectiles===
{{SSB4HitboxTableHeader|special=y}}
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=2.9%
|damage=2.9%
|angle=361
|angle=361
|af=1
|bk=20
|bk=20
|ks=42
|ks=42
Line 27: Line 52:
|slvl=S
|slvl=S
|direct=f
|direct=f
|absorbable=t
|reflectable=t
}}
}}
|}
|}


==Timing==
{|class="wikitable"
!Detection radius
|7
|-
!Shot 1
|29-
|-
!Shot 2
|35-
|-
!Shot 3
|41-
|-
!Animation length
|67
|}
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=28}}{{FrameStrip|t=Hitbox|c=39}}
|-
{{FrameStrip|t=Blank|c=34}}{{FrameStrip|t=Hitbox|c=33}}
|-
{{FrameStrip|t=Blank|c=40}}{{FrameStrip|t=Hitbox|c=27}}
|-
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=21|e=LagPropS}}{{FrameStrip|t=Lag|c=6|s=LagPropE|e=LagPropS}}{{FrameStrip|t=Lag|c=6|s=LagPropE|e=LagPropS}}{{FrameStrip|t=Lag|c=27|s=LagPropE}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|prop=y}}


{{MvSubNavPalutena|g=SSB4}}
{{MvSubNavPalutena|g=SSB4}}
[[Category:Palutena (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Neutral special moves (SSB4)]]

Latest revision as of 11:22, July 14, 2020

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Autoreticle.

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

HitboxesEdit

Detection radiusEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 0% 0   0 0 0 120 13 0.0 0.0 0.0 0.0x 0.0x 0%               None  

ProjectilesEdit

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
0 0 0 2.9% 0   Forwards 20 42 0 2.3 0 0.0 0.0 0.0 1.0x 1.0x 0%               Kick   63              

TimingEdit

Detection radius 7
Shot 1 29-
Shot 2 35-
Shot 3 41-
Animation length 67
                                                                                                                                     
                                                                                                                                     
                                                                                                                                     
                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Prop event