Super Smash Bros. Ultimate

Robin (SSBU)/Neutral attack/Hit 2

Hitbox visualization showing Robin's second jab.
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OverviewEdit

HitboxesEdit

The scripts only specify a hitstun modifier for the ID 2 hitbox, but it applies to all hitboxes due to a glitch.

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 Hitstun
0 0 0 1.5% 0   Forward 25 25 0   2.8 top 0.0 8.5 8.0 to 7.0 1.2× 1.0× 0%               Slash   All All            
1 0 0 1.5% 0   Forward 25 25 0   3.5 top 0.0 8.5 12.0 to 7.0 1.2× 1.0× 0%               Slash   All All            
2 0 0 1.5% 0   Forward 20 20 0   3.5 top 0.0 8.5 14.5 to 7.0 1.2× 1.0× 0%               Slash   Fighter only All             +2 frames
3 0 0 1.5% 0   Forward 20 20 0   3.5 top 0.0 8.5 14.5 to 7.0 1.2× 1.0× 0%               Slash   All All            

TimingEdit

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.

The move cannot transition into the third jab if Robin's Fire tome has no durability left, and cannot transition into the rapid jab if the Wind tome has no durability left.

Hitboxes 5-6
Continuability Rapid jab 7-9
Jab 3 9-30
Interruptible 35
Animation length 42
Hitboxes                                                                                     
Rapid jab                                                                                     
Jab 3                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible