Super Smash Bros. 4

Villager (SSB4)/Down special/Custom 2

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This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Super Timber.

Overview

Super Timber is the second custom variation of Villager's down special move Timber. Each stage of the attack takes longer to complete. However, the sprouting tree, the falling tree, and the axe, are all more powerful. The watering can also produces a longer stream of water.

The move stages are the same as in Timber, with the changes being to damage and other effects.

  • Plant Seed: The Villager plants a sapling in the ground and the move changes to Watering. The sapling remains for 10 seconds (after sprouting) before it disappears, resetting the attack to Plant Seed. This phase does nothing if done in the air or on steep enough slopes, where the Villager will take out their shovel, shrug, and play a sad noise that Pocket uses if it doesn't pocket anything.
  • Watering: After Plant Seed is used, the move changes to a watering can, which will create a medium-ranged push hitbox like other Water attacks. When used close enough to water a planted sapling, a fully grown tree quickly sprouts. If an opponent touches the tree as it sprouts, they will take 20% damage (16% damage on the sourspots) and strong vertical knockback that can KO at 85%. The tree can stay on the field for 12 seconds before it disappears, resetting the attack to Plant Seed. Attacking the tree will cause it to disappear sooner. The water from the can is reflectable - if the sapling is watered by reflected water, its growing hitbox will be property of the reflector's user. [1]
  • Lumbering: After the tree has sprouted, the move changes to an axe swing. If the axe hits the tree, it will cut into one side on the first hit, then cut it down on the second hit on a side that already has a cut in it-- the tree can be cut once on each side without cutting it down. The falling tree does 27% damage and extremely heavy knockback to anyone hit, KOing at 60%, but is reflectable. Unlike Timber, it has no sourspot, so it does the same amount of damage wherever it hits the opponent; although it still does 8% crash damage if the tree barely misses the opponent. The tree is able to fall off ledges like the Villager's forward smash, but it deals more potent knockback, is slower and more easily telegraphed. It will sometimes also spawn a woodchip item that can be picked up and thrown for small damage. After the tree has fully despawned, the attack resets to Plant Seed again (it remains in Lumbering until the tree is fully gone). The axe swing can also be used as a direct attack and is fairly strong in its own right, inflicting 16% damage and KOing at 125%, although it has significant ending lag. If an opponent stands right next to the tree and is hit by the axe and the tree's falling hitbox, they will get a total of 43% damage from both the axe and the tree before they get sent flying with the tree's heavy knockback, making it a powerful combo.

A Villager can interact with another Villager's sapling and tree, provided he is on the correct move stage-- any Villager's watering can is able to make another Villager's sapling grow to the tree form, and a Villager can also chop down a tree that isn't his, turning the tree into his own attack. Each player can only have one sapling on the field at any given time, however, though saplings can be planted right onto another sapling.

Changes from Timber

Overall, each move stage of Super Timber takes longer to complete, but does more damage than Timber. This section will state the details of the move as they are for Timber, and then immediately compare them to how they are for Super Timber.

During Plant Seed, whereas for Timber it takes about half a second from the start of the action for the seed to sprout, for Super Timber, it takes about a second, or double the time. The sapling from Timber remains for 14 seconds before disappearing, while the sapling from Super Timber remains for only 10 seconds.

During Watering, the watering animation runs for about half a second for Timber, while it runs for about a second, or double the time, for Super Timber. This means that the sapling must be watered for a longer time in order to grow for Super Timber than is needed for Timber. The watering animation for Timber while on the ground only reaches up to the bottom of Villager's shirt/dress, and extends a short distance away from them, whereas for Super Timber, the water reaches up to about the top of Villager's nose, and extends roughly more than double the distance away from them as Timber's watering animation. When Watering is used while airborne, the hitbox is similarly larger for Super Timber than for Timber. This means that Villager can be farther away from the sapling, and the opponent, while still watering it for Super Timber than is possible for Timber.

When the fully grown tree sprouts, for Timber, it does 18% damage while rising (only 13% if the opponent is hit with the sourspots, which correspond roughly to the outer edge of the first and the third bough), compared to 20% damage for Super Timber (16% from sourspots). As demonstrated in this video [2] showing the percentage at which Jigglypuff's (SSB4) Rest KO's each character, King Dedede is the heaviest character (excluding Shulk when using his Shield Monado Art) and Jigglypuff is the lightest character in Super Smash Brothers 4. On Smashville, without any directional influence from the opponent, a clean hit from the rising tree of Timber will KO King Dedede at 100%, and KO Jigglypuff at 64%. Under the same circumstances, Super Timber will KO King Dedede at 87%, and KO Jigglypuff at 54%. This means that the rising tree of Super Timber is stronger and deals significantly more knockback to opponents than Timber.

During Lumbering, the axe of Timber will do 14% damage, and it sends the opponent flying forward horizontally. The axe of Super Timber does 16%, but it sends the opponent flying forward diagonally at an angle between 45° and 60°; this means that this axe causes the opponent to fly more upward than forward. Because of this, the axe of Timber is much more suitable for getting a KO by sending the opponent flying into the left or right side of the screen, while the axe of Super Timber is more suitable to getting a KO by sending the opponent off the top of the screen. Super Timber's axe can also potentially be used in aerial combos.

When the tree is cut down, for Timber, it does 25% falling damage from a clean hit (15% from the sourspot), but for Super Timber, it does 27%, with no sourspot; however, both moves inflict 8% crash damage if the tree barely misses the opponent. The knockback of the falling tree is greater for Super Timber than for Timber, allowing KOs using it at lower percentages. Both send the opponent flying at roughly a 60° angle. On Smashville, when King Dedede is placed at the very edge of the stationary stage, with no DI, Super Timber falling tree will KO at 49%, while Timber falling tree KOs at 63%.

When cutting down the tree, it takes about 1 second and a half (minimum) for Timber, while for Super Timber, it takes about 2 seconds. Both the start-up lag and ending lag for the axe swing is increased under Super Timber. The Timber axe has insignificant start-up lag and a short ending lag when compared to Super Timber's axe.

In both variations, when the tree is cut down, there is a chance that a woodchip item will spawn from the tree. It deals 3% damage when tossed. However, it seems that the likelihood of the item appearing is increased under Super Timber.

Damage

  • Buff The rising tree of the Watering move stage does 20% damage (16% from sourspots).
  • Buff The axe of the Lumbering move stage does 16% damage.
  • Buff The falling tree of the Lumbering move stage does 27% damage.
  • Buff The rising tree and falling tree both have increased knockback and larger hitboxes.

Effects

  • Buff The woodchip item appears more often.
  • Buff The watering can's hitbox is larger, and it lasts longer, increasing its ability to push back opponents.
  • Nerf The axe sends the opponent flying more upward than forward, reducing its utility as a KO move.

Timing

  • Nerf It takes double the time to complete the Plant Seed move stage.
  • Nerf The sapling remains for only 10 seconds.
  • Nerf It takes double the time to complete the Watering move stage (water the tree).
  • Nerf It takes longer to complete the Lumbering move stage (chop down the tree).
  • Nerf The axe has increased start-up lag and ending lag.
  • Nerf The tree remains for only 12 seconds.

Hitboxes

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
Sprouting tree (clean)
0 0 0 20.0% +6 AngleIcon80.png Standard 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 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 5.0 0.0
Sprouting tree (late)
0 0 0 16.0% +6 AngleIcon80.png Standard 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 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Axe
0 0 0 16.0% +6 AngleIcon60.png Standard 100 40 0 5.0 25 0.0 6.5 0.0 1.0x 1.4x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Weapon (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 16.0% +6 AngleIcon60.png Standard 100 40 0 3.0 25 0.0 1.0 0.0 1.0x 1.4x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Weapon (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Falling tree
0 0 0 27.0% +6 AngleIcon60.png Standard 50 90 0 6.8 2001 0.0 16.5 0.0 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 27.0% +6 AngleIcon60.png Standard 50 90 0 6.8 2001 0.0 10.0 3.5 1.0x 2.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0.0 10.0 -3.5

Timing

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References