Dark Samus (SSBU)/Down special
|Dark Samus down special hitbox visualizations.|
- 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.
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.
|Explosion (early, mid, late)||83-94, 95-97, 98-100|
|Animation length (grounded)||53|
|Animation length (aerial)||49|
Air speed and acceleration multipliers apply during frames 11-43.
|Initial vertical speed||1.2 (grounded)|
|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)|
|Maximum duration before exploding||72 frames|
|Flashing frames before exploding||40 frames|
|Initial vertical speed||0.5|
|Speed multiplier when bouncing off ground||0.6|
|Minimum speed to bounce off ground||0.2|