Super Smash Bros. Ultimate

Wolf (SSBU)/Down special: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing the hitbox of Wolf's down special, Reflector. File:WolfDSpecialHoldSSBU.gif|thumb|4...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WolfDSpecialStartSSBU.gif|thumb|400px|Hitbox visualization showing the hitbox of Wolf's down special, Reflector.]]
[[File:WolfDSpecialStartSSBU.gif|thumb|250px|Hitbox visualization showing the hitbox of Wolf's down special, [[Reflector]].]]
[[File:WolfDSpecialHoldSSBU.gif|thumb|400px|Hitbox visualization showing Wolf's down special, Reflector.]]
[[File:WolfDSpecialHoldSSBU.gif|thumb|250px|Hitbox visualization showing Wolf's down special, [[Reflector]].]]
[[File:WolfDSpecialHitSSBU.gif|thumb|250px|Hitbox visualization showing the hitbox of Wolf's down special, [[Reflector]], when it reflects something.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.}}
*{{buff|Reflector grants intangibility earlier (frame 6 → 5).}}
*{{buff|Reflector reflects projectiles earlier (frame 10 → 9).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Startup|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 19: Line 26:
|zpos=0.0
|zpos=0.0
|ff=0.6
|ff=0.6
|type=Energy
|effect=Electric
|sfx=Fire
|slvl=L
|clang=f
|rebound=f
}}
{{HitboxTableTitle|When reflecting something|42}}
{{UltimateHitboxTableRow
|id=0
|damage=5.0%
|angle=50
|bk=60
|ks=60
|fkv=0
|r=6.0
|bn=top
|xpos=0.0
|ypos=6.5
|zpos=7.0
|ff=1.0
|type=Energy
|effect=Electric
|sfx=Fire
|slvl=L
|clang=f
|rebound=f
}}
{{UltimateHitboxTableRow
|id=1
|damage=5.0%
|angle=50
|bk=60
|ks=60
|fkv=0
|r=6.0
|bn=top
|xpos=0.0
|ypos=6.5
|zpos=-7.0
|ff=1.0
|type=Energy
|type=Energy
|effect=Electric
|effect=Electric
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}}
}}
|}
|}
==Timing==
==Timing==
Minimum duration is a total of 30 frames (interruptible on frame 31).
Minimum duration is a total of 30 frames (interruptible on frame 31).
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{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|reflect=y|interruptible=y|vulnerable=y|hitbox=y|loop=y|intangible=y}}
{{FrameIconLegend|lag=y|reflect=y|interruptible=y|vulnerable=y|hitbox=y|loop=y|intangible=y}}

Latest revision as of 14:02, April 14, 2021

Hitbox visualization showing the hitbox of Wolf's down special, Reflector.
Hitbox visualization showing Wolf's down special, Reflector.
Hitbox visualization showing the hitbox of Wolf's down special, Reflector, when it reflects something.
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Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Reflector has less startup lag (frame 7 → 6) with identical ending lag (FAF 32 → 31), shortening its minimum duration.
  • Buff Reflector grants intangibility earlier (frame 6 → 5).
  • Buff Reflector reflects projectiles earlier (frame 10 → 9).

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
Startup
0 0 0 4.0% 0 AngleIcon65.png Standard 60 85 0 HitboxTableIcon(False).png 9.0 top 0.0 7.0 0.0 0.6× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
When reflecting something
0 0 0 5.0% 0 AngleIcon50.png Standard 60 60 0 HitboxTableIcon(False).png 6.0 top 0.0 6.5 7.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.0% 0 AngleIcon50.png Standard 60 60 0 HitboxTableIcon(False).png 6.0 top 0.0 6.5 -7.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Minimum duration is a total of 30 frames (interruptible on frame 31).

Intangibility 5-8
Hitbox 6-8
Reflection 9+
Interruptible (ending) 13
Animation length (ending) 24
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxLoopS).png FrameIcon(ReflectLoopE).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(Reflect).png FrameIcon(ReflectLoopS).png FrameIcon(LagLoopE).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(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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Reflection
Reflect
Intangibility
Intangible
Interruptibility
Interruptible