Super Smash Bros. 4

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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Thunder (Robin)}}
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}
{{technical data}}
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{{MvSubNavRobin|g=SSB4}}
{{MvSubNavRobin|g=SSB4}}
[[Category:Robin (SSB4)]]
[[Category:Robin (SSB4)]]
[[Category:Special attacks (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Neutral special moves (SSB4)]]
[[Category:Neutral special moves (SSB4)]]

Revision as of 16:00, May 17, 2020

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Thunder (Robin).
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Hitboxes

Thunder

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 4.5% 0 AngleIcon50.png 50 20 0 1.5 0 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Shock SpecialsIndirect.png

Elthunder

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 10.5% 0 AngleIcon50.png 30 100 0 3.5 0 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png

Arcthunder

Looping hit rehits every 6 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 3% 0 AngleIcon70.png 50 75 0 3.2 0 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png
Looping hit
0 0 1% 0 AngleIcon110.png 0 100 20 6.0 0 0.0 0.0 0.0 1.0x 0.4x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Shock SpecialsIndirect.png
1 0 1% 0 Autolink angle (366) 0 100 16 2.0 0 0.0 12.0 12.0 1.0x 0.4x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Shock SpecialsIndirect.png
2 0 1% 0 Autolink angle (366) 0 100 16 2.0 0 0.0 12.0 -12.0 1.0x 0.4x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Shock SpecialsIndirect.png
Final hit
0 1 1% 0 AngleIcon50.png 60 280 0 3.0 0 0.0 12.0 12.0 0.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsIndirect.png
1 1 1% 0 AngleIcon50.png 60 280 0 3.0 0 0.0 12.0 -12.0 0.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsIndirect.png

Thoron

Looping hitbox, rehits every 4 frames.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 2.6% 0 AngleIcon60.png 50 230 0 3.0 0 0.0 0.0 0.0 0.5x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Energy (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsIndirect.png