Super Smash Bros. Ultimate

Byleth (SSBU)/Up smash

< Byleth (SSBU)
Revision as of 00:54, August 10, 2022 by DrakRoar (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Hitbox visualization showing Byleth's up smash.
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

HitboxesEdit

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
Multihits (early)
0 0 7 2.0% 0   Standard 0 100 0   7.0 top 0.0 9.0 9.5 1.2× 1.0× -100%               Slash   All All            
Multihits (mid)
0 0 7 2.0% 0   Standard 0 100 0   7.0 top 0.0 23.5 1.5 0.6× 1.0× -100%               Slash   All All            
The early and mid multihits use a position vector with offsets [3, 27] for 8 frames.
Multihits (late)
0 0 4 2.0% 0   Standard 0 100 40   5.5 top 0.0 26.0 2.0 0.6× 1.0× -100%               Slash   All All            
1 0 4 2.0% 0   Standard 0 100 40   4.5 top 0.0 18.5 2.0 0.6× 1.0× -100%               Slash   All All            
2 0 4 2.0% 0   Forward 0 100 60   5.0 top 0.0 26.5 -6.5 0.6× 1.0× -100%               Slash   All All            
3 0 4 2.0% 0   Backward 0 100 60   5.0 top 0.0 26.5 10.0 0.6× 1.0× -100%               Slash   All All            
Final hit
0 1 0 10.0% 0   Forward 68 104 0   6.5 top 0.0 26.0 2.0 1.0× 1.0× -100%               Slash   All All            
1 1 0 10.0% 0   Forward 68 104 0   5.5 top 0.0 18.5 2.0 1.0× 1.0× -100%               Slash   All All            
2 1 0 10.0% 0   Forward 68 104 0   6.0 top 0.0 26.5 -6.5 1.0× 1.0× -100%               Slash   All All            
3 1 0 10.0% 0   Forward 68 104 0   6.0 top 0.0 26.5 10.0 1.0× 1.0× -100%               Slash   All All            

TimingEdit

Charges between 6-7
Multihits (early, mid) 13, 14-16 (rehit rate: 7)
Multihits (late) 17-27 (rehit rate: 4)
Final hit 28-29
Interruptible 58
Animation length 81
                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible

TriviaEdit

  • The late multihits' ID 0 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.