Super Smash Bros. Melee

Peach (SSBM)/Down smash: Difference between revisions

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==Overview==
==Overview==
[[File:Peach Down Smash Hitbox Melee.gif|thumb|The hitbox of Peach's d-smash.]]
[[File:Peach Down Smash Hitbox Melee.gif|thumb|The hitbox of Peach's d-smash.]]
Peach spins around on the ground, an attack consisting of multiple hits. The move has extremely high horizontal knockback if it is charged and multiple hits land, and it also has high base knockback along with sending opponents on a [[semi-spike]] trajectory, making it deadly to some characters, such as {{SSBM|Falco}} - in fact, it can KO at as low as 20% near the edge. However, it only has moderate knockback scaling, and the multiple hits cannot hit opponents at above 100%, making it less effective at high percentages. If the opponent attempts to [[crouch cancel]], the attack deals even more damage. Does 6-95% damage, making it the most damaging move in ''Melee''. It is the strongest semi-spike in ''Melee'' and could be considered the best [[down smash]].
Peach spins around on the ground, with her dress dealing damage. Despite consisting of five hits, the move is designed as a single-hit smash attack, with decent damage, above-average base knockback, and slightly reduced knockback scaling. As a result, if multiple hits land for whatever reason, the move can deal very high damage and knockback - if a foolish or outguessed opponent at low damage [[crouch cancel]]s, the attack can deal a theoretical {{DamageWhenCharged|70}} damage if all the hits land, and even three hits can outdamage {{mvsub|Ganondorf|SSBM|up smash|poss=y}}. While is 140 launch angle is not much different than the [[Sakurai angle]] (reversed), it can still act as a deadly move against fast-fallers, whom it can KO as low as 20% near the edge. With its ridiculous damage potential at low percentages and decent power at high ones, overall it could be considered the best [[down smash]].


{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


===Attack data===
==Hitboxes==
*Total number of frames: 39
{{MeleeHitboxTableHeader}}
*Hits on: frames 5-6, 9-10, 13-14, 17-18, 21-22
{{HitboxTableTitle|All hits (5)|19}}
*Charge frames: 3
{{MeleeHitboxTableRow
*Legs invincible: frames 3-24
|id=0
*Shield stun: 14
|damage={{DamageWhenCharged|14}}
*Shield hitlag: 6
|angle=140
*Advantage (last hat): -10
|bk=40
|ks=80
|fkv=0
|r=3.6
|bn=0
|ypos=1.6
|zpos=8.0
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage={{DamageWhenCharged|14}}
|angle=140
|bk=40
|ks=80
|fkv=0
|r=3.6
|bn=0
|ypos=1.6
|zpos=-8.0
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=2
|damage={{DamageWhenCharged|12}}
|angle=140
|bk=35
|ks=80
|fkv=0
|r=3.6
|bn=0
|ypos=2.0
|zpos=3.2
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=3
|damage={{DamageWhenCharged|12}}
|angle=140
|bk=35
|ks=80
|fkv=0
|r=3.6
|bn=0
|ypos=2.0
|zpos=-3.2
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
==Timing==
{|class="wikitable"
|-
!Legs intangible
|3-24
|-
!Charge interval
|3-4
|-
!Hitboxes
|5-6, 9-10, 13-14, 17-18, 21-22
|-
!Animation length
|39
|-
!Interruptible
|46
|}
 
{{FrameStripStart}}
|Hitboxes {{FrameStrip|t=Lag|c=3|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeE}}{{Repeat|5|{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}}}{{FrameStrip|t=Lag|c=15}}
|-
|Legs {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=22}}{{FrameStrip|t=Vulnerable|c=15}}
|}
 
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y}}


[[Category:Normal attacks]]
[[Category:Peach (SSBM)]]
[[Category:Peach (SSBM)]]
[[Category:Down smashes]]
[[Category:Down smashes]]

Revision as of 11:46, October 13, 2013

Overview

The hitbox of Peach's d-smash.

Peach spins around on the ground, with her dress dealing damage. Despite consisting of five hits, the move is designed as a single-hit smash attack, with decent damage, above-average base knockback, and slightly reduced knockback scaling. As a result, if multiple hits land for whatever reason, the move can deal very high damage and knockback - if a foolish or outguessed opponent at low damage crouch cancels, the attack can deal a theoretical Template:DamageWhenCharged damage if all the hits land, and even three hits can outdamage Ganondorf's up smash. While is 140 launch angle is not much different than the Sakurai angle (reversed), it can still act as a deadly move against fast-fallers, whom it can KO as low as 20% near the edge. With its ridiculous damage potential at low percentages and decent power at high ones, overall it could be considered the best down smash.


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Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
All hits (5)
0 0 Template:DamageWhenCharged 0 AngleIcon140.png 40 80 0 0.0140616 0 0.0 0.0062496 0.031248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 Template:DamageWhenCharged 0 AngleIcon140.png 40 80 0 0.0140616 0 0.0 0.0062496 -0.031248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 Template:DamageWhenCharged 0 AngleIcon140.png 35 80 0 0.0140616 0 0.0 0.007812 0.0124992 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
3 0 Template:DamageWhenCharged 0 AngleIcon140.png 35 80 0 0.0140616 0 0.0 0.007812 -0.0124992 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing

Legs intangible 3-24
Charge interval 3-4
Hitboxes 5-6, 9-10, 13-14, 17-18, 21-22
Animation length 39
Interruptible 46
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Lag).png FrameIcon(Lag).png
Legs  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible