Duck Hunt (SSBU)/Forward smash: Difference between revisions
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'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | ||
*{{buff|FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.}} | *{{buff|FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.}} | ||
==Hitboxes== | ==Hitboxes== | ||
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|4.0}} | |damage={{ChargedSmashDmgSSBU|4.0}} | ||
|angle=45 | |angle=45 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 28: | Line 31: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 2| | {{HitboxTableTitle|Hit 2|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|4.0}} | |damage={{ChargedSmashDmgSSBU|4.0}} | ||
|angle=30 | |angle=30 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 48: | Line 52: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Hit 3| | {{HitboxTableTitle|Hit 3|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|damage={{ChargedSmashDmgSSBU|9.0}} | |damage={{ChargedSmashDmgSSBU|9.0}} | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=50 | |bk=50 | ||
|ks=125 | |ks=125 | ||
Line 71: | Line 76: | ||
==Timing== | ==Timing== | ||
The reticles appear and have their hitboxes set 5 frames before each hit. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
|5-6 | |5-6 | ||
|- | |||
!Reticle generation | |||
|12, 18, 24 | |||
|- | |- | ||
!Hit 1 | !Hit 1 | ||
Line 92: | Line 101: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=1|e=HitboxPropS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxPropE}}{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=36}}{{FrameStrip|t=Interruptible|c=9}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|prop=y|interruptible=y}} | ||
==Reticle parameters== | |||
{|class="wikitable" | |||
!Maximum horizontal distance multiplier with charge | |||
|1.3 | |||
|- | |||
!Maximum Y offset randomness per reticle | |||
|4u (10.1.0 onward)<br>5u (before 10.1.0) | |||
|- | |||
!Maximum Y offset randomness per reticle when hitting opponent | |||
|0u | |||
|- | |||
!Maximum Y offset randomness between reticles | |||
|6u | |||
|} | |||
==Trivia== | |||
*Due to a [[glitch]], the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in [[Training]] mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other [[Duck Hunt (SSBU)/Up smash|smash]] [[Duck Hunt (SSBU)/Down smash|attacks]]. | |||
{{MvSubNavDuckHunt|g=SSBU}} | {{MvSubNavDuckHunt|g=SSBU}} | ||
[[Category:Duck Hunt (SSBU)]] | [[Category:Duck Hunt (SSBU)]] | ||
[[Category:Forward smashes (SSBU)]] | [[Category:Forward smashes (SSBU)]] |
Latest revision as of 16:24, July 31, 2022
Overview[edit]
Update History[edit]
- FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.
Hitboxes[edit]
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.
Timing[edit]
The reticles appear and have their hitboxes set 5 frames before each hit.
Charges between | 5-6 |
---|---|
Reticle generation | 12, 18, 24 |
Hit 1 | 17-18 |
Hit 2 | 23-24 |
Hit 3 | 29-30 |
Interruptible | 67 |
Animation length | 75 |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Reticle parameters[edit]
Maximum horizontal distance multiplier with charge | 1.3 |
---|---|
Maximum Y offset randomness per reticle | 4u (10.1.0 onward) 5u (before 10.1.0) |
Maximum Y offset randomness per reticle when hitting opponent | 0u |
Maximum Y offset randomness between reticles | 6u |
Trivia[edit]
- Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.
|