Ness (SSBU)/Down smash: Difference between revisions
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Latest revision as of 13:27, July 27, 2022
Overview[edit]
Update History[edit]
- Down smash is automatically unleashed from charging state earlier and hit less often while charging (rehit rate: 3 → 4).
- The physics of Ness' yo-yo string are stiffer. This improves the consistency of down smash at the ledge.
- The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.
Hitboxes[edit]
The move and its hitboxes has some unusual properties, which are shared with Ness' up smash:
- The yo-yo, while attached to Ness and causing him to experience hitlag alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-projectile properties; for example, they can clang with aerial attacks, and do not have their damage affected by Ness being giant or tiny.
- When shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
- Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames.
Timing[edit]
Charges between | 11-12 |
---|---|
Back hit 1 | 12-15 |
Back hit 2 | 17-18 |
Front hit 1 | 23-25 |
Front hit 2 | 31-32 |
Interruptible | 46 |
Animation length | 63 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
Trivia[edit]
- On frame 26, the front hit is coded to change its hitbox to have a higher angle (35° → 90°) and set knockback (20 → 30). However, as the hitboxes are also deleted on this frame, this change never takes effect in-game.
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