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Ness (SSBM)/Down tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} thumb|300px|Hitbox visualization showing Ness's down tilt. {{competitive expertise}} ==Hitboxes== {{MeleeHitboxTableHeader}} {{MeleeHi...)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:NessDTiltSSBM.gif|thumb|300px|Hitbox visualization showing Ness's down tilt.]]
[[File:NessDTiltSSBM.gif|thumb|300px|Hitbox visualization showing Ness's down tilt.]]
{{competitive expertise}}
==Application==
Ness' down tilt sees significant use for its ability to rapidly [[jab reset]] prone opponents as well as general damage-building, but unlike [[Pikachu_(SSBM)/Neutral_attack|other attacks]] of the same type it also has low ending-lag giving it additional use similar to a [[jab]] as well as the ability to push away shielding opponents to limit their retaliation options.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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|}
|}
==Timing==
==Timing==
Earliest continuable is for another down tilt only.
{|class="wikitable"
{|class="wikitable"
!Hitbox 1
!Hitbox 1
|3-5
|3-5
|-
!Earliest continuable frame
|8
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=8}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=2|e=LagContinuableS}}{{FrameStrip|t=Lag|c=6|s=LagContinuableE}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y}}
{{MvSubNavNess|g=SSBM}}
{{MvSubNavNess|g=SSBM}}
[[Category:Ness (SSBM)]]
[[Category:Ness (SSBM)]]
[[Category:Down tilts (SSBM)]]
[[Category:Down tilts (SSBM)]]

Latest revision as of 21:27, September 8, 2022

Hitbox visualization showing Ness's down tilt.

Application[edit]

Ness' down tilt sees significant use for its ability to rapidly jab reset prone opponents as well as general damage-building, but unlike other attacks of the same type it also has low ending-lag giving it additional use similar to a jab as well as the ability to push away shielding opponents to limit their retaliation options.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 3% 0 AngleIcon0.png 4 50 0 3.5154 56 4.2966 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 3% 0 AngleIcon0.png 4 50 0 2.3436 55 1.5624 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 3% 0 AngleIcon0.png 4 50 0 2.7342 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Earliest continuable is for another down tilt only.

Hitbox 1 3-5
Earliest continuable frame 8
Animation length 13
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point