Piranha Plant (SSBU)/Forward tilt/Hit 1: Difference between revisions
(created the article (https://rubendal.github.io/ssbu/#/Character/Piranha%20Plant is the site used for the hitbox data).) |
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[[File:PiranhaPlantFTilt1.gif|thumb|270px|Hitbox visualization showing Piranha Plant's first hit of forward tilt.]] | [[File:PiranhaPlantFTilt1.gif|thumb|270px|Hitbox visualization showing Piranha Plant's first hit of forward tilt.]] | ||
==Overview== | ==Overview== | ||
Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility | Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility during the active frames, giving it minor disjoint. It possesses less endlag over the second hit, and thus is safer on shield. However, it falls short due to jab having better frame data and reward over forward tilt, as well as forward tilt being somewhat unreliable as the first hit can fail to connect into the second. The range is also relatively short, making it difficult to use as a spacing tool. It can be used as a slightly longer ranged punish tool when jab is unable to reach, or as a more highly damaging [[jablock]] tool, due to its low knockback. It transitions to the second hit on frame 12 at quickest. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 19:09, June 15, 2019
Overview
Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility during the active frames, giving it minor disjoint. It possesses less endlag over the second hit, and thus is safer on shield. However, it falls short due to jab having better frame data and reward over forward tilt, as well as forward tilt being somewhat unreliable as the first hit can fail to connect into the second. The range is also relatively short, making it difficult to use as a spacing tool. It can be used as a slightly longer ranged punish tool when jab is unable to reach, or as a more highly damaging jablock tool, due to its low knockback. It transitions to the second hit on frame 12 at quickest.
Hitboxes
Timing
Hitboxes | 7-8 |
---|---|
Earliest continuable frame | 12 |
Interruptible | 28 |
Animation length | 46 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |