Super Smash Bros. Ultimate

Lucas (SSBU)/Down special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see PSI Magnet.
Hitbox visualization showing Lucas's down special, PSI Magnet.
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Overview[edit]

Hitboxes[edit]

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
Windbox (ground)
0 0 6 0.0% 0 AngleIcon180.png Standard 0 100 23 HitboxTableIcon(False).png 13.0 top 0.0 6.5 11.5 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
Windbox (air)
0 0 6 0.0% 0 AngleIcon180.png Standard 19 100 0 HitboxTableIcon(False).png 13.0 top 0.0 6.5 11.5 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Typeless (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(True).png HitboxTableIcon(False).png
Hitbox
0 0 10 8.0% 0 AngleIcon25.png Forward 40 98 0 HitboxTableIcon(False).png 3.5 top 0.0 6.3 7.0 to 9.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) PK (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Electric SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Each loop lasts 20 frames, but the move can be ended as early as frame 19 since its initiation, without needing a full loop to execute. The frame strips below show the timing for both a full loop and when the move is ended as early as possible.

Upon absorbing a projectile, the move lasts an extra 19 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.

Windbox 6
Hitbox 1
Loop points 6-7, 26-27
Absorption (shortest) 7-26 (7-18)
Hitbox (shortest) [from release] 27 (19) [1]
Interruptible (shortest) [from release] 36 (28) [10]
Animation length (shortest) [from release] 52 (44) [26]
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png Icon for non-damaging hitbox frames just before a loop point. Icon for absorption frames just after a loop point. FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(Absorb).png FrameIcon(AbsorbLoopS).png FrameIcon(HitboxLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Absorption
Absorb
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
Interruptibility
Interruptible

Parameters[edit]

Move[edit]

Vertical speed multiplier on startup 0.5
Period before applying gravity 4 frames
Gravity 0.03
Period before the move can be ended 18 frames

Absorber[edit]

Size 12.8u
Bone trans
Offsets [0, 6.5, 11.5]
Heal multiplier 2
Maximum damage healed per absorption 30%
Projectile capture speed 1.8
Rotation speed for caught projectile 1
Minimum period before a caught projectile is absorbed 7 frames
GFX size multiplier 0.85

Similar moves[edit]