Super Smash Bros. Ultimate

Peach (SSBU)/Up special

< Peach (SSBU)
Revision as of 09:51, December 1, 2022 by Derekblue1 (talk | contribs)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Peach Parasol.
Hitbox visualization showing Peach's up special, Peach Parasol.
Hitbox visualization showing Peach's up special, Peach Parasol, when it's open.

Overview

With Peach's up special, Peach Parasol, Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will. The first hit deals 3% damage, the second and the fifth hit deals 1% damage, the last hit and the open parasol deals 2% damage.

Prior to update 2.0.0, if up special's first hit is the only hit connecting to the opponent, it can kill foes at 0% when placed in the air.[1] Her up special can still be used at a kill move but at reasonably high percentages.

Like every up special, Peach can use it as a recovery tool. The hitboxes from the parasol can hit the edgeguarder which happens to be it a good anti-edgeguarding tool.

Update History

  2.0.0

  •   Peach Parasol's multi hits have reduced knockback.
    •   This makes it less likely for the move to KO at 0%.
    •   Consecutive hits will connect better in some scenarios.
  •   It is now easier to grab ledges with Peach Parasol.

  3.0.0

  •   The launch angles of Peach Parasol's multihits have been adjusted, preventing scenarios where the opponent would be launched at a great distance when hit from the ledge.

  3.1.0

  •   Peach Parasol's hits connect more reliably.

  4.0.0

  •   Peach Parasol's late loop hits no longer have weight independent knockback, no longer launching opponents at an unusually high speed if the move fails to connect.
  •   A rare bug with Peach Parasol when self-destructing has been created where the hitboxes of the move would be misplaced as well as respawning in a shadow form.

  5.0.0

  •   Peach Parasol's linking hits connect more reliably.

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
Hit 1
0 0 0 3.0% 0   Forward 0 100 160   5.0 top 0.0 5.0 5.0 1.0× 1.0× 0%               Magic   All All            
1 0 0 3.0% 0   Standard 0 100 130   4.0 head 0.0 0.0 0.0 1.0× 1.0× 0%               Magic   All All            
Multihits (early)
0 0 5 1.0% 0   Forward 0 100 160   4.0 top 0.0 10.0 to 8.0 8.0 to 7.0 1.0× 1.0× 0%               Magic   All All            
1 0 5 1.0% 0   Forward 0 100 80   1.5 havel 2.0 5.0 to 2.5 3.5 1.0× 1.0× 0%               Magic   All All            
2 0 5 1.0% 0   Forward 0 100 70   5.0 havel 0.0 6.5 to -1.0 0.0 1.0× 1.0× 0%               Magic   All All            
Multihits (mid)
1 0 5 1.0% 0   Forward 0 100 80   1.5 havel 2.0 5.0 to 2.5 3.5 1.0× 1.0× 0%               Magic   All All            
2 0 5 1.0% 0   Forward 0 100 70   5.0 havel 0.0 6.5 to -1.0 0.0 1.0× 1.0× 0%               Magic   All All            
Multihits (late)
1 0 5 1.0% 0   Forward 0 100 80   1.5 havel 2.0 5.0 to 2.5 3.5 1.0× 1.0× 0%               Magic   All All            
2 0 5 1.0% 0   Forward 0 100 70   5.0 havel 0.0 6.5 to -1.0 0.0 1.0× 1.0× 0%               Magic   All All            
The late multihits use a position vector with offsets [6, 25] for 12 frames.
Final hit
0 0 0 4.0% 0   Forward 90 70 0   5.2 havel 0.0 4.5 -2.0 to 2.0 3.0× 1.0× 0%               Magic   All All            
1 0 0 4.0% 0   Forward 90 70 0   3.0 arml 0.0 1.0 to -1.0 0.0 3.0× 1.0× 0%               Magic   All All            
Open parasol
0 0 18 2.0% 0   Standard 65 15 0   2.0 havel -3.1 to 3.1 6.5 0.0 0.0× 1.0× 0%               Parasol   All All            

Timing

Attack

The move enables ledge grabs only from the front starting on frame 17. After the animation is finished, it transitions automatically into the open parasol portion.

Hit 1 7-9
Multihits (early, mid, late) 11-15, 16-21, 22-27 (rehit rate: 5)
Final hit 31-32
Animation length 39
                                                                             

Open parasol

Peach can drift horizontally during this animation, and can only grab ledges from the front. The parasol can be closed at any time, and will do so automatically if it has been open for more than 480 frames total.

Hitbox 8- (rehit rate: 18)
                 

Closing parasol

After the animation is finished, Peach can open the parasol again, even during helplessness, unless the maximum open duration of 480 frames has been reached. Undergoing helplessness also allows Peach to grab ledges from behind, unlike the rest of the move's states.

Animation length 15
                             

Landing

Interruptible (open parasol) 27
Animation length (open parasol) 40
Interruptible (closed parasol) 41
Animation length (closed parasol) 64
Open parasol                                                                                                                                 
Closed parasol                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
 
Interruptible

Parameters

Horizontal speed multiplier on startup 0.67
Startup gravity 0.5
Stick sensitivity to angle 0.625
Maximum angle deviation 18°
Grounded height multiplier 0.95
Aerial height multiplier 1
Air acceleration multiplier with parasol open 1.2
Gravity multiplier with parasol open 0.3
Maximum time with parasol open 480 frames
Helplessness air speed multiplier 0.6
Landing lag 40 frames

References

  1. ^ EOE (2019-01-18). Peach & Daisy Gameplay Secrets - Smash Ultimate. Retrieved on 2022-11-30.