Hitbox visualization showing Ness's down smash when charging.
Hitbox visualization showing Ness's down smash.


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Overview

Update History

  3.0.0

  •   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.

  3.1.0

  •   The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

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
Charge
0 0 4 1.0% 0   Forward 0 100 12   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Back hit 1
0 0 4 1.0% 0   Forward 0 100 12   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Back hit 2
0 0 0 10.0% 0   Forward 60 80 0   5.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Front hit 1
0 0 4 1.0% 0   Backward 0 100 20   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Front hit 2
0 0 0 10.0% 0   Backward 50 80 0   5.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

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
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

Trivia

  • The front hit has a hitbox before the final hit that is deleted on the frame it appears. As such, it never appears in the game.