Ness (SSBU)/Down special

Hitboxes

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Timing
Each loop lasts 20 frames, but the move can be ended as early as frame 16 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 16 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.

!Hitboxes !Absorption

Trivia

 * The rehit rate of the hitboxes (but not the ending windbox) never actually takes effect, as the move's loop instead deletes the hitbox before the rehit rate can apply, then creates it again on the following loop.