Super Smash Bros. Ultimate

Piranha Plant (SSBU)/Dash attack: Difference between revisions

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==Trivia==
*The hitboxes with ID 1 don't receive extra shieldstun because the flag is put on ID 0 twice instead of one each.


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{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}
==Trivia==
*The hitboxes with ID 1 don't receive extra shieldstun because the flag is put on ID 0 twice instead of one each.
{{MvSubNavPiranhaPlant|g=SSBU}}
{{MvSubNavPiranhaPlant|g=SSBU}}
[[Category:Piranha Plant (SSBU)]]
[[Category:Piranha Plant (SSBU)]]
[[Category:Dash attacks (SSBU)]]
[[Category:Dash attacks (SSBU)]]

Revision as of 14:49, July 25, 2020

Hitbox visualization showing Piranha Plant's dash attack.

Overview

Piranha Plant lunges forward with a 'dropkick', utilizing its pot/pipe to do so. Dash attack provides great use for Piranha Plant, as it is fast, covers a fair distance, and the high hitbox placement allows it to be used effectively as an anti-air. This makes it a good long-ranged punish tool for when Piranha Plant is not in range to hit with its lower ranged moves, and Ptooie is too slow. It also fares well in tech chases, as it has a second hitbox that hits low enough to hit knocked down opponents (although against certain opponents, it may whiff instead). It is also good at crossing up shields when done correctly, and can typically be safe on shield if crossed up, especially when accounting its extra shield damage and stun multipliers, although opponents with disjoints may be able to punish. While it does lack kill power, it is very good at resetting neutral or setting up an edgeguard. Overall, it is considered one of Piranha Plant's best moves, due to its fast speed, ability to be safe on shield, and its ability to punish when most other moves cannot.

Update history

Super Smash Bros. Ultimate 4.0.0

  • Buff Dash attack launches at a lower angle (55° → 45°), improving its edgeguarding and KO potential.

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 Shieldstun
Clean hit
0 0 0 10.0% 1.0 AngleIcon45.png Standard 100 43 0 HitboxTableIcon(False).png 5.3 potc -5.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 1.3x
1 0 0 10.0% 1.0 AngleIcon45.png Standard 100 43 0 HitboxTableIcon(False).png 4.0 top 0.0 11.0 to 5.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 7.0% 1.0 AngleIcon45.png Standard 100 43 0 HitboxTableIcon(False).png 5.3 potc -5.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 1.3x
1 0 0 7.0% 1.0 AngleIcon45.png Standard 100 43 0 HitboxTableIcon(False).png 4.0 top 0.0 11.0 to 5.0 -2.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Body (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Clean hit 7-9
Late hit 10-14
Interruptible 48
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 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(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(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible

Trivia

  • The hitboxes with ID 1 don't receive extra shieldstun because the flag is put on ID 0 twice instead of one each.