OverviewEdit
Update HistoryEdit
- FSmash's first two hits have lower hitlag (x1.0 (both) → x0.75 (hit 1)/x0.5 (hit 2)) and the second hit has a lower angle (45° → 30°) and lower base fixed knockback (70 → 60). These changes allow the move to connect more reliably.
HitboxesEdit
The reticles are placed farther the more the smash attack is charged, with a maximum displacement multiplier of 1.3×.
TimingEdit
The reticles appear and have their hitboxes set 5 frames before each hit.
Charges between | 5-6 |
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Reticle generation | 12, 18, 24 |
Hit 1 | 17-18 |
Hit 2 | 23-24 |
Hit 3 | 29-30 |
Interruptible | 67 |
Animation length | 75 |
Lag time |
Charge interval |
Hitbox |
Prop event |
Interruptible |
Reticle parametersEdit
Maximum horizontal distance multiplier with charge | 1.3 |
---|---|
Maximum Y offset randomness per reticle | 4u (10.1.0 onward) 5u (before 10.1.0) |
Maximum Y offset randomness per reticle when hitting opponent | 0u |
Maximum Y offset randomness between reticles | 6u |
TriviaEdit
- Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.
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