Hero (SSBU)/Neutral attack/Hit 2: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|450px|Hitbox visualization showing Hero's second jab. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableHeader...) |
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[[File:HeroJab2.gif|thumb| | [[File:HeroJab2.gif|thumb|300px|Hitbox visualization showing Hero's second jab.]] | ||
==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
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
Timing
Hitboxes | 6-7 |
---|---|
Earliest continuable | 9 |
Interruptible | 26 |
Animation length | 45 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
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