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Mii Gunner (SSBU)/Down special/Custom 2: Difference between revisions

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(Created page with "{{ArticleIcons|ssbu=y}} {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Absorbing Vortex}} File:MiiGunnerAbsorbingVortexSSBU.gif|thumb...")
 
(→‎Timing: Mii Gunner's minimum loop is very short.)
Line 57: Line 57:


==Timing==
==Timing==
The data is for the respective animations, not overall. It absorbs starting on frame 7. The hitbox does not reappear with the absorption loop.
The hitbox does not reappear with the absorption loop.
{|class="wikitable"
{|class="wikitable"
!Hitbox
!Hitbox
|1-6
|1-6
|-
|-
!Windbox
!Absorption
|7-18+
|-
!Loop points
|6-7, 18-19
|-
!Windbox (from loop)
|1-2
|1-2
|-
|-
!Interruptible (ending only)
!Interruptible (from loop)
|7
|25 (7)
|-
|-
!Animation length (end
!Animation length (from loop)
|26
|44 (26)
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=24|e=LagLoopS}}{{FrameStrip|t=FlinchlessHitbox|c=2|s=FlinchlessHitboxLoopE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxLoopE}}{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=FlinchlessHitbox|c=2|s=FlinchlessHitboxLoopE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Interruptible|c=20}}
|-
|-
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Absorb|c=30|s=AbsorbLoopE|e=AbsorbLoopS}}{{FrameStrip|t=Blank|c=26|s=BlankLoopE}}
{{FrameStrip|t=Blank|c=6|e=BlankLoopS}}{{FrameStrip|t=Absorb|c=12|s=AbsorbLoopE|e=AbsorbLoopS}}{{FrameStrip|t=Blank|c=26|s=BlankLoopE}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Revision as of 18:08, February 11, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Absorbing Vortex.
Hitbox visualization showing Mii Gunner's down special 3, Absorbing Vortex.


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Overview

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
Hitbox
0 0 10 4.0% 0 Sakurai angle Standard 0 100 40 HitboxTableIcon(False).png 12.5 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Windbox
0 0 6 0.0% 0 Sakurai angle Standard 0 100 30 HitboxTableIcon(False).png 16.0 top 0.0 6.5 0.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png

Timing

The hitbox does not reappear with the absorption loop.

Hitbox 1-6
Absorption 7-18+
Loop points 6-7, 18-19
Windbox (from loop) 1-2
Interruptible (from loop) 25 (7)
Animation length (from loop) 44 (26)
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).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(LagLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. 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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Absorb).png
Absorb
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox