Super Smash Bros. Ultimate

Piranha Plant (SSBU)/Down aerial

< Piranha Plant (SSBU)
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Hitbox visualization showing Piranha Plant's down aerial.

OverviewEdit

Piranha Plant quickly flips and strikes downwards with its pot/pipe. Piranha Plant's only meteor smash move, and the third fastest conventional meteor smash in the game, at frame 9, being beaten out by Little Mac's down aerial and Mii Gunner's Cannon Jump Kick. The meteor hitbox is disjointed from the pot, and combined with the flip's hurtbox shifting, makes it a formidable move offstage. However, its biggest drawback is the hitbox is out-prioritized by the hitbox with the Sakurai angle, requiring good spacing at the tip of the pot/pipe in order to meteor smash opponents. Even then, the non-meteor hitbox is still capable of KOing offstage at high percents, and it possesses a late hit for more room for error and continuing edgeguards.

Onstage, the aerial's use diminishes greatly, simply due to having the highest landing lag of all of Piranha Plant's aerials, at 18 frames. This makes it incredibly unsafe to use, combined with its lacking horizontal range. However, the meteor hitbox can be used to combo grounded opponents into an up smash kill, or up air/Ptooie at higher percents, and the hitbox with the Sakurai angle including the late hit can set up for jablocks or tech chases. It can also be used as a niche out-of-shield option that hits low, however should be used sparingly due to its high landing lag and inability to short hop autocancel.

As a landing option, can be somewhat useful thanks to its disjoint, hurtbox shifting and 6 active frames as a result of having a late hit, and can be a method of getting KOs with down aerial to up smash, up air or Ptooie, although generally neutral aerial is a better landing option due to having double the active frames, less landing lag and coming out a frame faster. It also has minor use from a ledge drop double jump, as if done perfectly, it can autocancel upon landing, making it deceptively safe if used right, however the lacking horizontal range hampers this usage substantially, making it only good for opponents that are close to the ledge.

Update historyEdit

  13.0.1

  •   Down aerial's clean hit is active for longer (9-10/11-14 → 9-11/12-14).

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
Clean hit
0 0 0 11.0% 0   Standard 15 92 0   4.5 potc -0.3 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 11.0% 0   Standard 25 90 0   4.5 potc -7.0 -0.5 0.5 1.0× 1.0× 0%               Kick   All All            
Late hit
0 0 0 9.0% 0   Standard 15 92 0   4.5 potc -0.3 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 9.0% 0   Standard 15 92 0   4.5 potc -7.0 -0.5 0.5 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Clean hit 9-11
Late hit 12-14
Ending autocancel 33-
Interruptible 45
Animation length 52
                                                                                                       
                                                                                                       

Landing lagEdit

Interruptible 19
Animation length 37
                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

TriviaEdit

  • The move's hitboxes are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.