Super Smash Bros. Ultimate

Cloud (SSBU)/Down special

< Cloud (SSBU)
Revision as of 20:38, August 25, 2024 by Kiedan (talk | contribs) (Added patch changes, Limit Charge, params)
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Hitbox visualization showing Cloud's Limit down special, Finishing Touch, when used on the ground.
Hitbox visualization showing Cloud's Limit down special, Finishing Touch, when used in the air.
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OverviewEdit

Update historyEdit

  2.0.0

  •   Finishing Touch has more range at its beginning (Y offset: 20u-16u → 20u-11u).

  7.0.0

  •   Limit Charge has a faster charge rate (units/frame: 0.25 → 0.3).

  13.0.1

  •   Finishing Touch has less startup, with FAF compensated (grounded/aerial: 14/16 → 12/14, FAF grounded/aerial: 87/90 → 85/88).

HitboxesEdit

Finishing Touch (grounded)Edit

*Because of a frame speed multiplier, the early hit never actually comes out.

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
Early hit*
0 0 0 1.0% 0   Standard 60 431 0   10.0 top 0.0 10.0 13.0 to 9.0 2.0× 1.0× 0%               Punch   All All            
Mid hit
0 0 0 1.0% 0   Standard 60 431 0   8.0 top 0.0 20.0 to 11.0 9.0 to 10.0 2.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 1.0% 0   Standard 60 406 0   7.0 top 0.0 22.0 -2.0 to -8.0 2.0× 1.0× 0%               Punch   All All            
Latest hit
0 0 0 1.0% 0   Standard 60 406 0   8.0 top 0.0 16.0 to 10.0 -11.5 to -11.0 2.0× 1.0× 0%               Punch   All All            
Windbox
0 0 0 0.0% 0   Standard 0 100 80   13.0 top 0.0 15.0 16.0 to -16.0 0.0× 1.0× 0%               None   All All            

Finishing Touch (aerial)Edit

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
Early hit
0 0 0 1.0% 0   Standard 60 371 0   10.0 top 0.0 10.0 13.0 to 9.0 2.0× 1.0× 0%               Punch   All All            
Mid hit
0 0 0 1.0% 0   Standard 60 371 0   8.0 top 0.0 20.0 to 11.0 9.0 to 10.0 2.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 1.0% 0   Standard 60 349 0   8.0 top 0.0 16.0 to 10.0 -11.5 to -11.0 2.0× 1.0× 0%               Punch   All All            
Windbox
0 0 0 0.0% 0   Standard 0 86 80   13.0 top 0.0 15.0 16.0 to -16.0 0.0× 1.0× 0%               None   All All            

TimingEdit

Limit Charge cancelEdit

Interruptible 8
Animation length 21
                                         

Finishing Touch (grounded)Edit

Hitboxes (mid, late, latest) 12, 13, 14
Windbox 22-26
Interruptible 85
Animation length 115
                                                                                                                                                                                                                                     

Finishing Touch (aerial)Edit

Hitboxes (early, mid, late) 14, 15, 17
Windbox 25-29
Interruptible 88
Animation length 117
                                                                                                                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Flinchless hitbox
 
Interruptible

ParametersEdit

Limit ChargeEdit

Y offset for gauge GFX 20
Gauge GFX duration after cancel 60
Gauge fill per charge frame 0.3
Gauge fill per damage taken 1
Gauge fill per damage inflicted 0.667
Limit Break duration 900 frames

Finishing TouchEdit

Horizontal speed multiplier 0.4
Vertical speed multiplier 0.4
Gravity 0.03
Max fall speed 1

TriviaEdit

  • Finishing Touch's hitbox does not actually have any gaps between its hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit anything. The hitbox radius is also changed to 0.1.