Super Smash Bros. Ultimate

Mii Gunner (SSBU)/Down special/Default: Difference between revisions

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==Overview==
==Overview==
==Changes from {{SSBU|Fox}}'s [[Fox (SSBU)/Down special|Reflector]]==
*{{nerf|Echo Reflector does not have intangibility on startup.}}
*{{nerf|It has more ending lag (FAF from release: 14 → 16).}}
*{{buff|The hitbox is slightly bigger (7.5u → 8u).}}
*{{nerf|It deals less knockback (66 (base)/32 (scaling) → 60/30).}}
*{{buff|Reflected projectiles are stronger (damage multiplier: 1.4x → 1.5x), and faster (speed multiplier: 1.4x → 1.9x).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
Line 101: Line 108:
|-
|-
!Loop points
!Loop points
|3-4, 31-32
|3-4, 23-24
|-
|-
!Reflection
!Reflection
|4-31
|4-23
|-
|-
!Interruptible (from loop)
!Interruptible (from loop)
|47 (16)
|39 (16)
|-
|-
!Animation length (from loop)
!Animation length (from loop)
|60 (29)
|52 (29)
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1|e=HitboxLoopS}}{{FrameStrip|t=Reflect|c=28|s=ReflectLoopE|e=ReflectLoopS}}{{FrameStrip|t=Lag|c=15|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=1|e=HitboxLoopS}}{{FrameStrip|t=Reflect|c=20|s=ReflectLoopE|e=ReflectLoopS}}{{FrameStrip|t=Lag|c=15|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 10:58, May 16, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Echo Reflector.
Hitbox visualization showing the hitbox of Mii Gunner's down special 1, Echo Reflector.
Hitbox visualization showing Mii Gunner's down special 1, Echo Reflector.

Overview[edit]

Changes from Fox's Reflector[edit]

  • Nerf Echo Reflector does not have intangibility on startup.
  • Nerf It has more ending lag (FAF from release: 14 → 16).
  • Buff The hitbox is slightly bigger (7.5u → 8u).
  • Nerf It deals less knockback (66 (base)/32 (scaling) → 60/30).
  • Buff Reflected projectiles are stronger (damage multiplier: 1.4x → 1.5x), and faster (speed multiplier: 1.4x → 1.9x).

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
Grounded
0 0 0 2.0% 0 AngleIcon10.png Standard 60 30 0 HitboxTableIcon(False).png 8.0 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Shock 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 2.0% 0 AngleIcon24.png Standard 60 30 0 HitboxTableIcon(False).png 8.0 top 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Shock SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Aerial
0 0 0 2.0% 0 AngleIcon10.png Standard 60 30 0 HitboxTableIcon(False).png 8.0 top 0.0 7.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Shock 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 2.0% 0 AngleIcon24.png Standard 60 30 0 HitboxTableIcon(False).png 8.0 top 0.0 7.5 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Electric (effect) Energy (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Shock SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

After one full loop, releasing the button at any point causes the move to transition into the ending portion.

Hitbox 3
Loop points 3-4, 23-24
Reflection 4-23
Interruptible (from loop) 39 (16)
Animation length (from loop) 52 (29)
FrameIcon(Lag).png FrameIcon(Lag).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(Reflect).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(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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Reflection
Reflect
Interruptibility
Interruptible