Super Smash Bros. Ultimate

Hero (SSBU)/Neutral attack/Hit 1: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Added hitstun)
Line 70: Line 70:
|slvl=S
|slvl=S
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
Line 107: Line 108:
|slvl=S
|slvl=S
}}
}}
|—
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=5
|id=5
Line 125: Line 127:
|slvl=S
|slvl=S
}}
}}
|—
|}
|}



Revision as of 01:50, April 11, 2021

Hitbox visualization showing Hero's first jab.

Overview

An upward slash. Being frame 6, this is among the slowest neutral attacks in the game, but also Hero's fastest normal attack. It recovers 2.4 MP for Hero on hit, and 2.856 MP on shield. Given it will connect into the rest of the neutral attack combo, this move is important for gaining MP for Hero throughout the game. It transitions to Hit 2 on frame 9.

Given the hitbox placement, this move can serve as a decent anti-air, deterring jump-ins. As a result, it isn't uncommon to see a Hero player throw the move out in neutral after dashing back. Given its FAF of 26, it is also one of Hero's safest options on whiff. However, the startup will make it worse up-close, often being out-framed.

This is tied with Hit 2 for Hero's safest neutral attack on shield, at -15. If spaced, it can be safe against characters with poor out of shield options. However, due to the poor shield data on Hero's end, simple options such as Climhazzard will usually cause issues with attempting to mix up opponents. On hit, however, it has exceptional qualities, being -2 at 0%. As a result, it has strong mixup potential. It becomes neutral on hit at 50%, before becoming + at 75% onwards.

With Oomph, Hit 1 becomes more + on hit, allowing for potential loops into itself at around 115%. While frame perfect and limited by Oomph's time, it will become easier as the opponent's percentage increases. At 100%, Oomph will allow for Hero to get a grab, and leads to a KO confirm with up throw at 150%. Psyche Up has similar qualities, usually being more + on hit in most instances compared to Oomph, leading to quicker grabs. Using this move to confirm a grab, a few pummels and a throw can usually lead to an upwards of 20 MP gained back, and a strong advantage state.

Hitboxes

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 Hitstun
0 0 0 3.0% 0 Sakurai angle Standard 25 25 0 HitboxTableIcon(False).png 2.0 top 0.0 8.0 11.0 to 7.0 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
1 0 0 3.0% 0 AngleIcon180.png Standard 20 15 0 HitboxTableIcon(False).png 2.0 top 0.0 8.0 16.5 to 7.0 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
2 0 0 3.0% 0 Sakurai angle Standard 20 15 0 HitboxTableIcon(False).png 2.0 top 0.0 8.0 16.5 to 7.0 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 3.0% 0 AngleIcon180.png Standard 15 15 0 HitboxTableIcon(False).png 2.5 sword1 9.0 0.0 -1.5 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
4 0 0 3.0% 0 Sakurai angle Standard 20 15 0 HitboxTableIcon(False).png 2.5 sword1 9.0 0.0 -1.5 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
5 0 0 3.0% 0 Sakurai angle Standard 25 25 0 HitboxTableIcon(False).png 2.5 sword1 3.5 0.0 -1.5 1.3× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 6-7
Earliest continuable 9
Interruptible 26
Animation length 47
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible