Kirby (SSBU)/Down smash: Difference between revisions
Raul Retana (talk | contribs) mNo edit summary |
(Here's the correct frame data, despite what the visualization shows.) |
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[[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]] | [[File:KirbyDSmashSSBU.gif|thumb|550px|Hitbox visualization showing Kirby's down smash.]] | ||
==Overview== | ==Overview== | ||
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame | A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling. | ||
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move. | As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move. | ||
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{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
| | |2-3 | ||
|- | |- | ||
!Feet intangible | !Feet intangible | ||
| | |3-11 | ||
|- | |- | ||
!Clean hit | !Clean hit | ||
Line 114: | Line 114: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=10}} | ||
|- | |- | ||
{{FrameStrip|t=Vulnerable|c= | {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=9}}{{FrameStrip|t=Vulnerable|c=49}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y|vulnerable=y|intangible=y}} |
Revision as of 21:25, August 16, 2021
Overview
A spinning split kick. It has the fastest startup of Kirby's smash attacks (frame 7), but the highest amount of ending lag (FAF 51, 31 frames of ending lag). It is a semi-spike, with Kirby's feet being intangible, starting from frame 3 and lasting until the clean hit ceases at frame 11. The clean hit deals 14% and has above average power for a semi-spike, while the late hit deals 10%. Due to its long active duration, it's Kirby's best option for 2-framing. The first hit forward aerial can also set up into down smash, although forward smash is generally preferred due to the latter’s higher knockback and more favorable angling.
As of patch 8.0.0, due to the changes of Kirby’s second and third hits of forward aerial, it can act as a consistent whiff punish kill confirm. Down smash’s higher knockback and faster frame data gives it more potency as a punish option, ledgetrapping option, and kill move.
Update History
- Down smash has less startup (frame 10 → 7), with its total duration reduced as well (FAF 54 → 51).
- It has more knockback scaling (89 → 94).
Hitboxes
Timing
Charges between | 2-3 |
---|---|
Feet intangible | 3-11 |
Clean hit | 7-11 |
Late hit | 12-19 |
Interruptible | 51 |
Animation length | 60 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|