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Super Smash Bros. 4

Villager (SSB4)/Down special/Default: Difference between revisions

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m (Text replacement - " " to " ")
m (Text replacement - "== ([^=])" to "== $1")
 
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===Sprout===
===Sprout===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
Line 40: Line 39:


===Watering===
===Watering===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
Line 66: Line 64:


===Growing Tree===
===Growing Tree===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|42}}
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===Axe===
===Axe===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
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===Tree Falling===
===Tree Falling===
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow

Latest revision as of 23:00, April 12, 2022

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Timber.
Hitbox visualization showing Villager's Tree's growing hitbox.
Hitbox visualization showing Villager's Tree's falling hitbox.
Hitbox visualization showing Villager's axe.
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Hitboxes[edit]

Sprout[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 2% 0 Sakurai angle 30 0 0 2.1 0 0.0 2.0 0.0 1.0x 0.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Weapon (type) Slip (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Punch SpecialsIndirect.png

Watering[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 0% 0 AngleIcon55.png 1 100 60 2.9 0 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Weapon (type) Water (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png

Growing Tree[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 18% 6 AngleIcon80.png 30 100 0 7.0 2001 0.0 12.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsIndirect.png
Late hit
0 0 13% 6 AngleIcon80.png 30 100 0 9.0 2001 0.0 11.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png

Axe[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 14% 6 Sakurai angle 30 100 0 5.0 25 0.0 6.5 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Weapon (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 14% 6 Sakurai angle 30 100 0 3.0 25 0.0 1.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Weapon (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png

Tree Falling[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 25% 6 AngleIcon60.png 30 100 0 7.0 2001 0.0 17.5 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png
1 0 25% 6 AngleIcon60.png 30 100 0 7.0 2001 0.0 10.0 3.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png