Super Smash Bros. Ultimate

Dark Samus (SSBU)/Down special

Dark Samus down special hitbox visualizations.
Detection Explosion
DarkSamusDSpecial.png DarkSamusDSpecialExplosion.png

OverviewEdit

Update HistoryEdit

  2.0.0

  •   Bomb has less endlag when used on the ground.

  3.0.0

  •   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

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
Detection
0 0 0 4.0% 6.0   Standard 22 45 0   2.0 top 0.0 0.0 0.0 0.6× 1.0× 0%               Bomb   All All            
Explosion (early)
0 0 0 5.0% 6.0   Standard 40 30 0   7.38 top 0.0 0.0 0.0 0.3× 1.0× 0%               Bomb   All All            
The explosion's mid hit reduces the hitbox's radius to 4.9, then the late hit reduces it to 2.5.

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
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                                                                                                                                                                                                         
Legend (1 square = 1 frame)
 
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)
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
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°