Super Smash Bros. 4

R.O.B. (SSB4)/Up smash: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:ROBUpSmash.gif|thumb|270px|Hitbox visualization showing R.O.B.'s up smash.]]
[[File:ROBUpSmash.gif|thumb|270px|Hitbox visualization showing R.O.B.'s up smash.]]
{{technical data}}
 
==Overview==
==Overview==
R.O.B. performs a handstand and creates an upward explosion from his base, pointing straight up in the air. Can manage to hit opponents on either side of him, due to the benefit of both of his hands being minor hitboxes that reliably propel those caught into the explosion, and coupled with its relatively quick onset, adds up to a smash attack useful both vertically and across the ground. Its most primary weakness is that it completely misses opponents descending diagonally toward R.O.B., setting him up for potential [[Punish|punishment]] if misused.
R.O.B. performs a handstand and creates an upward explosion from his base, pointing straight up in the air. Can manage to hit opponents on either side of him, due to the benefit of both of his hands being minor hitboxes that reliably propel those caught into the explosion, and coupled with its relatively quick onset, adds up to a smash attack useful both vertically and across the ground. Its most primary weakness is that it completely misses opponents descending diagonally toward R.O.B., setting him up for potential [[Punish|punishment]] if misused.
==Hitboxes==
==Hitboxes==



Revision as of 15:11, May 12, 2021

Hitbox visualization showing R.O.B.'s up smash.

Overview

R.O.B. performs a handstand and creates an upward explosion from his base, pointing straight up in the air. Can manage to hit opponents on either side of him, due to the benefit of both of his hands being minor hitboxes that reliably propel those caught into the explosion, and coupled with its relatively quick onset, adds up to a smash attack useful both vertically and across the ground. Its most primary weakness is that it completely misses opponents descending diagonally toward R.O.B., setting him up for potential punishment if misused.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 3% 0 AngleIcon111.png 0 100 135 4.0 0 0.0 4.0 9.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Explosive (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch SpecialsIndirect.png
1 0 3% 0 AngleIcon111.png 0 100 135 4.0 0 0.0 4.0 -7.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Explosive (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Punch SpecialsIndirect.png
Hit 2
0 0 14% 0 AngleIcon80.png 40 98 0 8.7 0 0.0 25.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Explosive (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsIndirect.png
1 0 13% 0 AngleIcon85.png 40 98 0 6.2 0 0.0 34.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Explosive (type) Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Burn SpecialsIndirect.png

Timing

Charges between 7-8
Hit 1 10-11
Hit 2 14-18
Interruptible 49
Animation length 71
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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 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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible