Super Smash Bros. Ultimate

Hero (SSBU)/Neutral attack/Hit 2: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Hero's second jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableHeader...)
 
(Added an overview.)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:HeroJab2.gif|thumb|450px|Hitbox visualization showing Hero's second jab.]]
[[File:HeroJab2.gif|thumb|300px|Hitbox visualization showing Hero's second jab.]]
{{competitive expertise}}
 
==Overview==
==Overview==
{{SSBU|Hero}} does a downward slash. Gains 2.4 MP on hit, 2.856 MP on shield. It transitions to [[Hero (SSBU)/Neutral attack/Hit 3|Hit 3]] on frame 9. It's virtually identical to [[Hero (SSBU)/Neutral attack/Hit 1|Hit 1]] in every aspect, bar the hitbox being a bit lower. As a result, it is strictly a worse move outside of confirming the 3rd hit.
However, the fact it has the same shield advantage is a strong benefit. The consistency means that mixing up hits 1 and 2 on hit or shield is a valid strategy. On shield, this can mix up opponents looking to use an [[out of shield]] option given the -15 shield advantage. It also serves as an extender before going into the grab confirm on hit with [[Oomph]] from around 100%. However, using Psyche Up is impossible due to the first hit likely taking the boost, though situations opponents are only hit by this one can happen.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}

Revision as of 19:22, May 8, 2020

Hitbox visualization showing Hero's second jab.

Overview

Hero does a downward slash. Gains 2.4 MP on hit, 2.856 MP on shield. It transitions to Hit 3 on frame 9. It's virtually identical to Hit 1 in every aspect, bar the hitbox being a bit lower. As a result, it is strictly a worse move outside of confirming the 3rd hit.

However, the fact it has the same shield advantage is a strong benefit. The consistency means that mixing up hits 1 and 2 on hit or shield is a valid strategy. On shield, this can mix up opponents looking to use an out of shield option given the -15 shield advantage. It also serves as an extender before going into the grab confirm on hit with Oomph from around 100%. However, using Psyche Up is impossible due to the first hit likely taking the boost, though situations opponents are only hit by this one can happen.

Hitboxes

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
0 0 0 3.0% 0 Sakurai angle Standard 25 25 0 HitboxTableIcon(False).png 3.5 top 0.0 9.0 10.0 to 9.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash 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 AngleIcon180.png Standard 20 15 0 HitboxTableIcon(False).png 3.5 top 0.0 9.0 16.0 to 9.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash 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 3.0% 0 Sakurai angle Standard 20 15 0 HitboxTableIcon(False).png 3.5 top 0.0 9.0 16.0 to 9.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash 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 3.0% 0 Sakurai angle Standard 25 25 0 HitboxTableIcon(False).png 2.5 sword1 9.0 0.0 -1.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
4 0 0 3.0% 0 Sakurai angle Standard 25 25 0 HitboxTableIcon(False).png 2.5 sword1 3.5 0.0 -1.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 6-7
Earliest continuable 9
Interruptible 26
Animation length 45
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).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(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 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(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible