Ness (SSBU)/Down smash: Difference between revisions
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
*{{nerf|The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.}} | *{{nerf|The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.}} | ||
==Hitboxes== | ==Hitboxes== | ||
The move and its hitboxes has some unusual properties, which are shared with Ness' {{mvsub|Ness|SSBU|up smash}}: | |||
*The yo-yo, while attached to Ness and causing him to experience [[hitlag]] alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-[[projectile]] properties; for example, they can [[clang]] with [[aerial attack]]s, and do not have their damage affected by Ness being [[giant]] or [[tiny]]. | |||
*When [[shield]]ed, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks. | |||
*Compared to other [[smash attack]]s, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Charge|50}} | {{HitboxTableTitle|Charge|50}} | ||
Line 126: | Line 132: | ||
|12-15 | |12-15 | ||
|- | |- | ||
! | !Back hit 2 | ||
|17-18 | |17-18 | ||
|- | |- | ||
Line 149: | Line 155: | ||
==Trivia== | ==Trivia== | ||
* | *On frame 26, the front hit is coded to change its hitbox to have a higher angle (35° → 90°) and set knockback (20 → 30). However, as the hitboxes are also deleted on this frame, this change never takes effect in-game. | ||
{{MvSubNavNess|g=SSBU}} | {{MvSubNavNess|g=SSBU}} | ||
[[Category:Ness (SSBU)]] | [[Category:Ness (SSBU)]] | ||
[[Category:Down smashes (SSBU)]] | [[Category:Down smashes (SSBU)]] |
Revision as of 09:13, June 7, 2022
Overview
Update History
- Down smash is automatically unleashed from charging state earlier and hit less often while charging (rehit rate: 3 → 4).
- The physics of Ness' yo-yo string are stiffer. This improves the consistency of down smash at the ledge.
- The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.
Hitboxes
The move and its hitboxes has some unusual properties, which are shared with Ness' up smash:
- The yo-yo, while attached to Ness and causing him to experience hitlag alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-projectile properties; for example, they can clang with aerial attacks, and do not have their damage affected by Ness being giant or tiny.
- When shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
- Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames.
Timing
Charges between | 11-12 |
---|---|
Back hit 1 | 12-15 |
Back hit 2 | 17-18 |
Front hit 1 | 23-25 |
Front hit 2 | 31-32 |
Interruptible | 46 |
Animation length | 63 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia
- On frame 26, the front hit is coded to change its hitbox to have a higher angle (35° → 90°) and set knockback (20 → 30). However, as the hitboxes are also deleted on this frame, this change never takes effect in-game.
|