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Isabelle (SSBU)/Down smash

< Isabelle (SSBU)
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Hitbox visualization showing Isabelle's down smash.

Overview

Isabelle's Down Smash is her fastest smash attack, providing generous knockback for its startup time, and is usually safe on hit. It notably combos from her jab at mid and high percentages. However, the move is unsafe if shielded due to its significant end lag, and is a relatively unrewarding smash attack. This typically limits its usability to a guaranteed hit, kill confirm, or as one of her best panic moves. Despite this, Isabelle still greatly benefits from having a quick Down Smash. As a character who excels at ledge trapping and edge guarding, opportunities to send the opponent offstage are valuable.

Update 13.0.0 significantly increased the size of the sweet spot towards Isabelle, in turn granting Down smash slightly more vertical range. Knock back was slightly increased as well. While these changes marginally helped the move's kill power and range, it most importantly increased the reliability of hitting with the sweet spot instead of the sour spot. While these changes slightly improved the move's reward and dependability, its core drawbacks remain, resulting in its use cases being unchanged.

Update History

  13.0.0

  •   Down smash has more range vertically (size : 4.0 → 5.0, Z offsets : 12.5/-12.5 → 11.5/-11.5).
  •   Down smash deals more knockback (KBG : 100 (both) → 104 (hit 1)/105 (hit 2)).

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
Hit 1
0 0 0 10.0% 0   Standard 35 104 0   5.0 top 0.0 3.6 11.5 1.0× 1.0× 0%               Water   All All            
1 0 0 10.0% 0   Standard 35 104 0   3.3 top 0.0 3.6 7.0 1.0× 1.0× 0%               Water   All All            
Hit 2
0 0 0 8.0% 0   Standard 40 105 0   5.0 top 0.0 3.6 -11.5 1.0× 1.0× 0%               Water   All All            
1 0 0 8.0% 0   Standard 40 105 0   3.3 top 0.0 3.6 -7.0 1.0× 1.0× 0%               Water   All All            

Timing

Charges between 3-4
Hit 1 8-9
Hit 2 12-13
Interruptible 44
Animation length 59
                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible