King Dedede (SSBU)/Down special: Difference between revisions
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(→Move: I think it's missing a parameter for jumping while charging. Kirby's Hammer Flip has one, for example. https://www.ssbwiki.com/Kirby_(SSBU)/Side_special) |
m (→Move: Never mind. I now realized Dedede's jump height remains the same.) |
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==Parameters== | ==Parameters== | ||
===Move=== | ===Move=== | ||
{|class="wikitable" | {|class="wikitable" | ||
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Revision as of 04:18, August 19, 2022
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Jet Hammer.
King Dedede down special hitbox visualizations. | ||||
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Grounded | Aerial | |||
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Grounded Max | Aerial Max | |||
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Overview
Hitboxes
The move can be charged for up to 120 frames, with each charge frame adding 0.15% damage to the hitboxes, for a maximum of 29.85% on the ground and 28.85% in the air if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
For both versions, landing a fully charged hit produces a Special Zoom.
Timing
Regular
Charge | 17-18 |
---|---|
Damage-based armor (grounded only, from release) | 1-14 |
Hitbox (from release) | 10-11 |
Interruptible (from release) | 60 |
Animation length (from release) | 71 |
Hitboxes | ![]() |
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Grounded only | ![]() |
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Maximum charge
This data begins when the move is released
Damage-based armor (grounded only) | 1-14 |
---|---|
Hitbox | 9-11 |
Interruptible | 70 |
Animation length | 90 |
Hitboxes | ![]() |
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Grounded only | ![]() |
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![]() Lag time |
![]() ![]() Charge interval |
![]() Hitbox |
![]() Vulnerable |
![]() Armour |
![]() Interruptible |
Parameters
Move
Damage-based armour | 14% |
---|---|
Charging walk speed | 0.7 units per frame |
Full charge time | 120 frames |
Partly charged damage | +0.15% per frame |
Full charge hold self-damage | +1% per 30 frames |
Full charge self-damage limit | 100% |
Special Zoom (fully charged)
Duration | 40 frames |
---|---|
Slowdown factor | 4x |
Zoom rate | 4 |
Time before zoom | 3 frames |
Background duration (non-1v1) | 25 frames |
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