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- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Puff Up.
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Overview[edit]
Update history[edit]
8.0.0
It slows opponents more during startup (3x → 7x).
Hitboxes[edit]
| ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
| Growing windbox (earliest)
|
| 0 |
0 |
2 |
0.0% |
0 |
 |
Standard |
0 |
100 |
75 |
 |
3.0 |
rot |
0.0 |
0.0 |
0.0 |
0.0× |
0.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
No floor |
All |
 |
 |
 |
 |
 |
|
| Growing windbox (early)
|
| 0 |
0 |
2 |
0.0% |
0 |
 |
Standard |
0 |
100 |
75 |
 |
3.5 |
rot |
0.0 |
-1.0 |
-1.0 to 1.0 |
0.0× |
0.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
No floor |
All |
 |
 |
 |
 |
 |
|
| Growing windbox (mid)
|
| 0 |
0 |
2 |
0.0% |
0 |
 |
Standard |
0 |
100 |
75 |
 |
4.4 |
rot |
0.0 |
-1.0 to 3.2 |
0.0 |
0.0× |
0.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
No floor |
All |
 |
 |
 |
 |
 |
|
| Growing windbox (late)
|
| 0 |
0 |
2 |
0.0% |
0 |
 |
Standard |
0 |
100 |
75 |
 |
4.4 |
rot |
0.0 |
0.0 |
-1.0 to 1.0 |
0.0× |
0.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
No floor |
All |
 |
 |
 |
 |
 |
|
| Growing windbox (latest)
|
| 0 |
0 |
2 |
0.0% |
0 |
 |
Standard |
0 |
100 |
75 |
 |
5.4 |
rot |
0.0 |
0.0 |
0.0 |
0.0× |
0.0× |
0% |
 |
 |
 |
 |
 |
 |
None |
 |
No floor |
All |
 |
 |
 |
 |
 |
|
| Hit 1
|
| 0 |
0 |
0 |
10.0% |
0 |
 |
Standard |
40 |
80 |
10 |
 |
4.5 |
rot |
0.0 |
-1.0 |
-1.5 to 1.8 |
0.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
|
| Hit 2
|
| 0 |
0 |
0 |
25.0% |
0 |
 |
Standard |
60 |
65 |
0 |
 |
6.9 |
rot |
0.0 |
1.6 |
-2.0 to 2.3 |
0.0× |
1.0× |
0% |
 |
 |
 |
 |
 |
 |
Kick |
 |
All |
All |
 |
 |
 |
 |
 |
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| Windboxes
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30-49, 50-56, 57-73, 74-91, 92-119
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| Hit 1
|
130-135
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| Hit 2
|
169-175
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| Animation length
|
342
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- There is evidence in the game's attack scripts that the move was intended to ignore intangibility, preventing players from simply airdodging the second hit. However, the flag that instructs the game to ignore intangibility does not appear to function.
- Consequently, this allows players to consistently dodge the second hit by intentionally getting hit by the first hit, and buffering an airdodge to avoid the second, as the set knockback from the first hit does not inflict enough hitstun to combo into the second.