Dark Samus down special hitbox visualizations. | ||||
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Detection | Explosion | |||
OverviewEdit
Update HistoryEdit
- Bomb has less endlag when used on the ground.
- Dark Samus no longer launches herself off screen when grab and Bomb occur at the same time.
- However, the phantom knockback would still occur at the exact frame of the hitbox and the explosion.
HitboxesEdit
TimingEdit
If the detection hitbox connects, the bomb immediately explodes on the next frame, causing the explosion hitbox to come out earlier. A Bomb jump (if the Bomb hits Dark Samus) has the same duration as the aerial version of the move. Additionally, the grounded version can be canceled by crouching from frame 45 onward, slightly earlier than its interruptibility frames.
Bomb generation | 11 |
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Detection hitbox | 33-82 |
Explosion (early, mid, late) | 83-94, 95-97, 98-100 |
Interruptible (grounded) | 48 |
Interruptible (aerial) | 49 |
Animation length (grounded) | 53 |
Animation length (aerial) | 49 |
Bomb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grounded | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Aerial |
Lag time |
Hitbox |
Interruptible |
ParametersEdit
MoveEdit
Air speed and acceleration multipliers apply during frames 11-43.
Initial vertical speed | 1.2 (grounded) 0.9 (aerial) |
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Air speed multiplier | 0.8 |
Air acceleration multiplier | 2 |
Maximum Bombs at a time | 3 |
Bomb Y offset | 2 |
Bomb jump detection size | 7.4 |
Bomb jump initial duration | 11 frames |
Lowest bomb jump angle | 44.7° |
Bomb jump initial speed | 1.9 |
Bomb jump horizontal speed multiplier | 0.5 (grounded) 0.7 (aerial) |
BombEdit
Maximum duration before exploding | 72 frames |
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Flashing frames before exploding | 40 frames |
Initial vertical speed | 0.5 |
Gravity | 0.03 |
Falling speed | 1.2 |
Speed multiplier when bouncing off ground | 0.6 |
Minimum speed to bounce off ground | 0.2 |
Rotation speed | 5.73° |
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