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Overview
A punch-punch-kick natural combo. The first punch can jab lock into a guaranteed forward smash, but is hard to jab cancel into something else. By contrast, the second punch has the potential to jab cancel into a forward tilt or down smash, but cannot jab lock. Both punches link well into the kick, but while reasonably damaging, it can't KO until the mid-300%s and has no real follow-up potential.
For technical data of each individual hit, see:
Post-hit data
Minimum launch speed |
Launch speed scaling |
KO percent with poor DI |
KO percent with no DI |
KO percent with good DI
|
1643 |
13.417 |
306.10% |
339.64% |
386.23%
|
Timing
Earliest
Hit 1
|
2-3
|
Continuation window
|
7
|
Hit 2
|
9-10
|
Continuation window
|
13
|
Hit 3 (larger)
|
20-21
|
Hit 3 (smaller)
|
22-23
|
Interruptible
|
43
|
Animation length
|
52
|
Latest
Hit 1
|
2-3
|
Continuation window
|
7-24
|
Idle
|
16-24
|
Hit 2
|
26-27
|
Continuation window
|
30-48
|
Idle
|
43-48
|
Hit 3 (larger)
|
55-56
|
Hit 3 (smaller)
|
57-58
|
Interruptible
|
78
|
Animation length
|
87
|
|
|