Super Smash Bros. 4

Robin (SSB4)/Side special/Default: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Text replacement - " " to " ")
m (Text replacement - "== ([^=])" to "== $1")
 
Line 5: Line 5:


==Hitboxes==
==Hitboxes==
Looping hit rehits every 8 frames.
Looping hit rehits every 8 frames.



Latest revision as of 01:08, April 13, 2022

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Arcfire.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes[edit]

Looping hit rehits every 8 frames.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Initial hit
0 0 1% 0 AngleIcon85.png 0 100 22 3.4 0 0.0 5.0 0.0 0.8x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Explosive (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn SpecialsIndirect.png
Looping hit
0 0 1% 0 AngleIcon78.png 0 100 16 3.5 0 0.0 9.0 0.0 0.8x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Explosive (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn SpecialsIndirect.png
Final hit
0 0 4% 0 AngleIcon70.png 80 115 0 6.5 0 0.0 9.0 0.0 0.8x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Explosive (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsIndirect.png