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Villager (SSBU)/Up smash: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Villager's up smash. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitbo...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:VillagerUSmashSSBU.gif|thumb|500px|Hitbox visualization showing Villager's up smash.]]
[[File:VillagerUSmashSSBU.gif|thumb|350px|Hitbox visualization showing Villager's up smash.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Up smash's hits connect more reliably.}}
**{{nerf|This change boosted the firework launcher's base knockback to connect to the explosion more reliably. However, it was increased so much that it can sometimes launch the opponent out of the explosion, making the move miss entirely.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{buff|Up smash's hits connect more reliably, fixing the issue patch 3.1.0 introduced.}}
'''{{GameIcon|ssbu}} {{SSBU|5.0.0}}'''
*{{buff|Up smash's first hit has more set knockback (80 → 120), allowing it to launch buried opponents out of the ground into the following hits.}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) with no compensation on knockback, improving its KO potential.}}
==Hitboxes==
==Hitboxes==
All hits except the first are tied to the firework launcher, and are considered non-[[reflect]]able [[projectile]]s. This gives them some unusual properties; Villager does not experience [[hitlag]] from them, they can [[clang]] with aerial attacks, and they do not have their damage modified by Villager being [[giant]] or [[tiny]].
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=87
|angle=87
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 30: Line 43:
|damage={{ChargedSmashDmgSSBU|3.0}}
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=115
|angle=115
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 46: Line 60:
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Hits 2-5|24}}
{{HitboxTableTitle|Hits 2-5|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.5}}
|angle=110
|angle=110
|bk=55
|bk=55
Line 65: Line 79:
|sfx=Fire
|sfx=Fire
|slvl=S
|slvl=S
|setweight=t
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.5}}
|angle=110
|angle=110
|bk=55
|bk=55
Line 84: Line 99:
|sfx=Fire
|sfx=Fire
|slvl=S
|slvl=S
|setweight=t
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.5}}
|angle=185
|angle=185
|bk=40
|bk=40
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|sfx=Fire
|sfx=Fire
|slvl=S
|slvl=S
|setweight=t
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage={{ChargedSmashDmgSSBU|1.0}}
|damage={{ChargedSmashDmgSSBU|1.5}}
|angle=185
|angle=185
|bk=40
|bk=40
Line 122: Line 139:
|sfx=Fire
|sfx=Fire
|slvl=S
|slvl=S
|setweight=t
}}
}}
{{HitboxTableTitle|Hit 6|24}}
{{HitboxTableTitle|Hit 6|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ChargedSmashDmgSSBU|4.0}}
|damage={{ChargedSmashDmgSSBU|4.6}}
|angle=90
|angle=90
|bk=30
|bk=30
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!Hit 1
!Hit 1
|12-13
|12-13
|-
!Firework activation
|14
|-
|-
!Hits 2-5
!Hits 2-5
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=19}}
!Villager {{FrameStrip|t=Lag|c=7|e=LagChargeS}}{{FrameStrip|t=Lag|c=4|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxPropS}}{{FrameStrip|t=Lag|c=40|s=LagPropE}}
|-
!Fireworks {{FrameStrip|t=Blank|c=13}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Blank|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|charge=y|hitbox=y|prop=y}}


{{MvSubNavVillager|g=SSBU}}
{{MvSubNavVillager|g=SSBU}}
[[Category:Villager (SSBU)]]
[[Category:Villager (SSBU)]]
[[Category:Up smashes (SSBU)]]
[[Category:Up smashes (SSBU)]]

Latest revision as of 18:26, July 26, 2022

Hitbox visualization showing Villager's up smash.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Up smash's hits connect more reliably.
    • Nerf This change boosted the firework launcher's base knockback to connect to the explosion more reliably. However, it was increased so much that it can sometimes launch the opponent out of the explosion, making the move miss entirely.

Super Smash Bros. Ultimate 4.0.0

  • Buff Up smash's hits connect more reliably, fixing the issue patch 3.1.0 introduced.

Super Smash Bros. Ultimate 5.0.0

  • Buff Up smash's first hit has more set knockback (80 → 120), allowing it to launch buried opponents out of the ground into the following hits.

Super Smash Bros. Ultimate 8.0.0

  • Buff Up smash deals more damage (1% → 1.5% (hits 2-5), 4% → 4.6% (hit 6); total: 11% → 13.6%) with no compensation on knockback, improving its KO potential.

Hitboxes[edit]

All hits except the first are tied to the firework launcher, and are considered non-reflectable projectiles. This gives them some unusual properties; Villager does not experience hitlag from them, they can clang with aerial attacks, and they do not have their damage modified by Villager being giant or tiny.

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
Hit 1
0 0 0 3.0% 0 AngleIcon87.png Forward 0 100 120 HitboxTableIcon(False).png 4.0 top 0.0 5.0 0.5 to 2.5 0.5× 0.1× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick 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 3.0% 0 AngleIcon115.png Forward 0 100 120 HitboxTableIcon(False).png 6.0 top 0.0 5.0 6.0 0.5× 0.1× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Weapon).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hits 2-5
0 0 0 1.5% 0 AngleIcon110.png Standard 55 0 30 HitboxTableIcon(True).png 2.8 top -4.0 19.0 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 1.5% 0 AngleIcon110.png Standard 55 0 30 HitboxTableIcon(True).png 2.8 top 2.5 19.0 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 1.5% 0 AngleIcon185.png Standard 40 0 30 HitboxTableIcon(True).png 2.8 top -4.0 25.0 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 1.5% 0 AngleIcon185.png Standard 40 0 30 HitboxTableIcon(True).png 2.8 top 2.5 25.0 0.0 1.0× 0.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 6
0 0 0 4.6% 0 AngleIcon90.png Standard 30 220 0 HitboxTableIcon(False).png 9.0 top 0.5 24.0 0.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Flame).png TypeIcon(Explosive).png 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]

Charges between 7-8
Hit 1 12-13
Firework activation 14
Hits 2-5 17-18, 21-22, 25-26, 29-30
Hit 6 33-34
Interruptible 54
Animation length 53
Villager  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png Icon for hitbox frames just after a prop point. FrameIcon(LagPropE).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(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(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
Fireworks  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event