Kirby (SSBU)/Dash attack: Difference between revisions
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[[File:KirbyDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's dash attack.]] | [[File:KirbyDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's dash attack.]] | ||
==Overview== | ==Overview== | ||
Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. It's best used as a whiff punishing option at high percents. | Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. Additionally, the move has [[transcendent priority]], preventing it from trading with or beating out projectiles. It's best used as a whiff punishing option at high percents. | ||
==Update History== | ==Update History== |
Latest revision as of 14:14, May 17, 2024
Overview[edit]
Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. Additionally, the move has transcendent priority, preventing it from trading with or beating out projectiles. It's best used as a whiff punishing option at high percents.
Update History[edit]
- It has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.
- It has less ending lag (FAF 60 → 52).
- The clean hit has more knockback scaling (66 → 71).
Hitboxes[edit]
Timing[edit]
The move disables jostling during frames 9-34.
Clean hit | 9-17 |
---|---|
Mid hit | 18-26 |
Late hit | 27-34 |
Interruptible | 52 |
Animation length | 74 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|