Super Smash Bros. Ultimate

Ness (SSBU)/Down special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet, after releasing it.


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Overview[edit]

Hitboxes[edit]

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
Hitbox (grounded)
0 0 10 4.0% 0 Sakurai angle Standard 0 100 40 HitboxTableIcon(False).png 8.5 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hitbox (aerial)
0 0 6 4.0% 0 Sakurai angle Standard 0 100 70 HitboxTableIcon(False).png 8.5 top 0.0 4.5 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Normal (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Magic SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Windbox
0 0 6 0.0% 0 Sakurai angle Standard 0 100 11 HitboxTableIcon(False).png 16.0 top 0.0 6.5 0.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png

Timing[edit]

Each loop lasts 20 frames, but the move can be ended as early as frame 16 since its initiation, without needing a full loop to execute. The frame strips below show the timing for both a full loop and when the move is ended as early as possible.

Upon absorbing a projectile, the move lasts an extra 16 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.

Loop points 6-7, 26-27
Hitbox 7-12
Absorption (shortest) 7-26 (7-15)
Windbox (shortest) [from release] 27-35 (16-24) [1-9]
Interruptible (shortest) [from release] 36 (25) [10]
Animation length (shortest) [from release] 52 (41) [26]
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Absorption  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Absorption
Absorb
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
Interruptibility
Interruptible

Parameters[edit]

Move[edit]

Vertical speed multiplier on startup 0.5
Period before applying gravity 4 frames
Gravity 0.027
Air friction 0.018
Period before the move can be ended 15 frames

Absorber[edit]

Size 14u
Bone trans
Offsets [6.5, 0, 14]
Heal multiplier 1.6
Maximum damage healed per absorption 30%
Projectile capture speed 1.2
Rotation speed for caught projectile 9
Minimum period before a caught projectile is absorbed 6 frames
GFX size multiplier 0.9

Trivia[edit]

  • The rehit rate of the hitboxes (but not the ending windbox) never actually takes effect, as the move's loop instead deletes the hitbox before the rehit rate can apply, then creates it again on the following loop.