Super Smash Bros. Ultimate

Villager (SSBU)/Neutral attack/Hit 2

< Villager (SSBU)‎ | Neutral attack
Revision as of 07:52, August 1, 2020 by Raul Retana (talk | contribs) (Added update history and hitstun)
Hitbox visualization showing Villager's second jab.
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Overview

Update History

  8.0.0

  •   Neutral attack has received several changes to connect more reliably:
    •   Both hits have higher hitstun modifiers (2 → 7 (hit 1), 2/0 → 2/11 (hit 2)).
    •   The first hit has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
    •   The first hit uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.
    •   The second hit has received an additional hitbox, which shares its vertical and horizontal placement with the previous farthest hitbox, but covers a different spot in the Z-axis (X offset: 0u → -1u—1u). Both hitboxes also have less base knockback (15 → 10) and have been stretched vertically (Y offset: 5.5u → 5.5u—4u).

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 Hitstun
0 0 0 1.0% 0   Standard 20 25 0   2.5 top 0.0 5.5 6.5 1.2× 0.8× 0%               Punch   All All             +2 frames
1 0 0 1.0% 0   Standard 10 20 0   2.5 top 1.0 5.5 to 4.0 11.0 1.2× 0.8× 0%               Punch   All All             +11 frames
2 0 0 1.0% 0   Standard 10 20 0   2.5 top -1.0 5.5 to 4.0 11.0 1.2× 0.8× 0%               Punch   All All             +11 frames

Timing

Jab 2 also serves as part of Villager's rapid jab. Its frame data is unclear and thus omitted.

Hitboxes 3-4
Earliest continuable 6
Interruptible 24
Animation length 29
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible