Super Smash Bros. Ultimate

Mii Swordfighter (SSBU)/Up special/Custom 2

< Mii Swordfighter (SSBU)‎ | Up special
Revision as of 12:09, May 16, 2022 by Iron Warrior (talk | contribs) (→‎Changes from {{SSBU|Link}}'s Spin Attack)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Hero's Spin.
Hitbox visualization showing Mii Swordfighter's up special 3, Hero's Spin, when grounded.
Hitbox visualization showing Mii Swordfighter's up special 3, Hero's Spin, when aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update historyEdit

  9.0.0

  •   Aerial Hero's Spin's third and fourth hits launch at different angles (85° → 75° (hit 3), 75° → 65° (hit 4)), and the last hit has a larger hitbox (7.5u → 8.2u), allowing the move to connect more reliably.

Changes from Link's Spin AttackEdit

  • Grounded
    •   Grounded Hero's Spin has more startup (frame 7 → 8) and ending lag (FAF 77 → 79).
    •   Its mid and outer hitboxes deal less damage (14/11.2 → 13/10).
    •   It has different knockback values (60 (base)/88 (scaling) → 90/60), being weaker overall.
    •   The second and third stages (after the clean hit) of the attack launch at a lower angle (43˚ → 361˚).
    •   Charging the move doesn't increase the move's power as much (1.6x → 1.4x).
  • Aerial
    •   Aerial Hero's Spin's first 4 hits use different launch angles, and connect less consistently if Mii Swordfighter is not moving forward.
    •   It gives less height (54.54u → 47.36u), and Mii Swordfighter cannot pull back as much, making it worse for recovering, and riskier to use offstage.
    •   The first hit deals 1% less damage, with the final hit dealing 1% more damage instead. This noticeably increases its knockback, making it better for KOing.

HitboxesEdit

GroundedEdit

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
Clean hit
0 0 0 14.0% 0   Standard 90 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 13.0% 0   Standard 90 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 10.0% 0   Standard 90 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Mid hit
0 0 0 12.0% 0   Standard 80 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 11.0% 0   Standard 80 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 8.0% 0   Standard 80 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Late hit
0 0 0 9.0% 0   Standard 75 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 9.0% 0   Standard 75 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 7.0% 0   Standard 75 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            
Latest hit
0 0 0 7.0% 0   Standard 70 60 0   4.0 haver 1.0 1.0 -2.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 7.0% 0   Standard 70 60 0   3.0 haver 1.0 6.3 -2.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 70 60 0   4.0 haver 1.0 9.1 -2.0 1.0× 1.0× 0%               Slash   All All            

AerialEdit

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
Front hit 1
0 0 0 3.0% 0   Forward 0 100 115   6.0 top 0.0 9.0 to 6.0 7.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 1
1 0 0 2.0% 0   Forward 0 100 80   6.0 top 0.0 10.0 -14.0 to -9.0 1.0× 0.3× 0%               Slash   All All            
Front hit 2
0 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 8.0 to 7.0 9.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 2
1 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 5.0 to 6.0 -15.0 to -11.0 1.0× 0.3× 0%               Slash   All All            
Front hit 3
0 0 0 2.0% 0   Forward 0 100 75   6.0 top 0.0 8.0 to 6.0 9.0 to 14.0 1.0× 0.3× 0%               Slash   All All            
Back hit 3
1 0 0 2.0% 0   Forward 0 100 90   6.5 top 0.0 8.0 -13.0 to -10.0 1.0× 0.3× 0%               Slash   All All            
Front hit 4
0 0 0 2.0% 0   Forward 0 95 60   6.3 top 0.0 9.0 9.0 to 15.0 1.0× 0.3× 0%               Slash   All All            
Back hit 4
1 0 0 2.0% 0   Forward 0 100 100   6.0 top 0.0 9.0 -14.0 to -10.0 1.0× 0.3× 0%               Slash   All All            
Front hit 5 (early)
0 0 0 5.0% 0   Forward 30 200 0   8.2 top 0.0 14.0 to 18.0 4.0 to 11.0 2.0× 1.0× 0%               Slash   All All            
Front hit 5 (late)
0 0 0 5.0% 0   Forward 30 200 0   8.2 top 0.0 15.0 to 19.0 3.0 to 7.0 2.0× 1.0× 0%               Slash   All All            

TimingEdit

GroundedEdit

Charges between 4-5
Hitboxes (clean, mid, late, latest) 8-9, 10-14, 15-24, 25-40
Hitboxes (from release) 4-5, 6-10, 11-20, 21-36
Interruptible (from release) 79 (75)
Animation length (from release) 86 (82)
                                                                                                                                                                           

AerialEdit

The move enables ledge grabs from the front starting on frame 15, and from behind starting on frame 34.

Front hits 1-4 8, 16, 22, 31
Back hits 11, 19, 26, 38
Final hit (early, late) 47, 48
Animation length 85
                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible