Super Smash Bros. Ultimate

Byleth (SSBU)/Neutral special

< Byleth (SSBU)
Revision as of 21:53, November 6, 2024 by Mariogeek2 (talk | contribs) (Added "move itself" blurb.)
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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Failnaught.
Hitbox visualization showing Byleth's neutral special, Failnaught, phase 1.
Hitbox visualization showing Byleth's neutral special, Failnaught, phase 2.
Hitbox visualization showing a still image of Byleth's neutral special, Failnaught, phase 2.

OverviewEdit

Byleth pulls out the Hero's Relic Failnaught to fire an arrow. He can charge it for more speed and damage, change directions while charging (including B-reversing in the air), and can charge-cancel with a shield until a certain duration. Charging at its maximum duration will fire a powerful arrow that has a similar animation and range to the staff item. A fully charged arrow can nearly break full shields. It must be charged a bit before it can be fired, similarly to how Bullet Climax cannot be shield-canceled instantaneously and must charge first. Byleth may occasionally say "Failnaught!" while using this move. The fully charged version pushes Byleth back and up when used in the air. Deals 12% when using a normal shot and 29% when fully charged.

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
Phase 1
0 0 0 12.0% 5.0   Standard 39 78 0   1.6 top 0.0 0.0 -1.5 1.2× 1.0× 0%               Slash   All All            
Phase 2
0 0 0 29.0% 9.0   Standard 53 56 0   1.2 top 2.0 to 0.0 0.0 0.0 to 1.0 0.8× 1.0× 0%               Failnaught Arrow Max   All All            
1 0 0 29.0% 9.0   Standard 53 56 0   1.2 top -2.0 to 0.0 0.0 0.0 to 1.0 0.8× 1.0× 0%               Failnaught Arrow Max   All All            
2 0 0 29.0% 9.0   Standard 53 56 0   1.2 top 0.0 0.0 0.0 to 1.0 0.8× 1.0× 0%               Failnaught Arrow Max   All All            

TimingEdit

Phase 1Edit

Arrow 45-61
Interruptible 81
Animation length 107
                                                                                                                                                                                                                     
                                                                                                                                                                                                                     

Phase 2Edit

Phase 2 spawns its arrow and it travels 300 units on the next frame. It will stop once it collides with something, preventing it from hitting multiple opponents like Light Arrow, unless they were hit right next to each other.

Arrow 114
Interruptible 161
Animation length 184
                                                                                                                                                                                                                                                                                                                                                                               
                                                                                                                                                                                                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Prop event
 
Interruptible