Editing Ness (SSB)/Down aerial

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==Overview==
==Overview==
[[File:Ness Down Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's down aerial.]]
[[File:Ness Down Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's down aerial.]]
Ness [[stomp (archetype)|stomp]]s below himself, dealing 15% and very powerful knockback, while being a [[meteor smash]]. The move comes out on frame 4; making it one of the fastest down aerials in the game. In addition to this, it is one of the strongest meteor smashes in the game, the hitboxes are active until frame 21, the move has very low ending lag (with the move having an [[FAF]] of 30; the lowest out of any aerial in the game) and it always [[auto-cancel]]s; giving it minimal landing lag regardless of whether the player [[Z-cancel]]s it or not.  
Ness [[stomp (archetype)|stomp]]s below himself, dealing 15% and very powerful knockback, while being a [[meteor smash]]. The move comes out on frame 4; making it one of the fastest down aerials in the game. In addition to this, it is one of the strongest meteor smashes in the game, the hitboxes are active until frame 20, the move has very low ending lag (with the move having an [[FAF]] of 30; the lowest out of any aerial in the game) and it always [[auto-cancel]]s; giving it minimal landing lag regardless of whether the player [[Z-cancel]]s it or not.  


The move consists of a clean hit for its first 4 active frames and a late hit for the rest of its duration. The only differences between the clean hit and the late hit are that the late hit is slightly smaller and weaker. One thing to note is that Ness starts moving his foot back in while the move's hitboxes are still active. Seeing this combined with looking into the move's data, it seems that the move was only supposed to be active until frame 13 but due to a timing error (with the wrong timer being used), it remains active until frame 21.
The move consists of a clean hit for its first 4 active frames and a late hit for the rest of its duration. The only differences between the clean hit and the late hit are that the late hit is slightly smaller and weaker. One thing to note is that Ness starts moving his foot back in while the move's hitboxes are still active. Seeing this combined with looking into the move's data, it seems that the move was only supposed to be active until frame 13 but due to a timing error (with the wrong timer being used), it remains active until frame 21.

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