From SmashWiki, the Super Smash Bros. wiki
- This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Final Cutter.
Hitbox visualization showing Kirby's up special, Final Cutter.
|
This article or section may require competitive expertise. You can discuss this issue on the talk page or edit this page to improve it.
|
|
This article or section may require additional technical data. The editor who added this tag elaborates: Missing visualization for projectile. You can discuss this issue on the talk page or edit this page to improve it.
|
Overview
Draws out his Final Cutter, jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. Prior to update 6.0.0, Kirby would generally use this throw to combo characters on platforms, due to his forward aerial being interrupted when executing the throw. Players would generally use the move at low-mid percents, which included characters such as Mario at 34%. Occasionally, the move would be used to disrupt aerial combos or be used to check approaches. On the ledge, Kirby can use this to rack up extra chip damage on an unshielded opponent.
As of update 6.0.0, his neutral aerial and up aerial are now fast enough to hit opponents on platforms, allowing for more followups. Up special is still sufficient to disrupt aerial approaches and be used sufficiently on the ledge.
Update History
1.1.0
- The animation for Final Cutter has been adjusted.
3.0.0
- Final Cutter can snap to the ledge earlier (frame 36 → 33).
Hitboxes
Attack
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hit 1 (clean)
|
0 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
117 |
|
3.5 |
top |
0.0 |
3.5 |
7.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
117 |
|
3.5 |
top |
0.0 |
3.5 |
18.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
102 |
|
3.5 |
top |
0.0 |
13.5 |
7.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
102 |
|
3.5 |
top |
0.0 |
13.5 |
18.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Hit 1 (late)
|
0 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
60 |
|
3.5 |
top |
0.0 |
3.5 |
7.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
60 |
|
3.5 |
top |
0.0 |
3.5 |
18.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
50 |
|
3.5 |
top |
0.0 |
13.5 |
7.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
5.0% |
0 |
|
Standard |
0 |
100 |
50 |
|
3.5 |
top |
0.0 |
13.5 |
18.0 |
1.0× |
1.3× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Hit 2 (clean)
|
0 |
0 |
0 |
2.0% |
0 |
|
Standard |
0 |
100 |
96 |
|
6.0 |
haver |
0.0 |
8.5 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Hit 2 (late)
|
0 |
0 |
0 |
2.0% |
0 |
|
Standard |
30 |
180 |
0 |
|
5.5 |
haver |
0.0 |
8.5 |
0.0 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Cutter
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Landing
|
0 |
0 |
0 |
5.0% |
0 |
|
Forward |
85 |
95 |
0 |
|
5.0 |
top |
0.0 |
5.6 |
-5.1 |
0.7× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Projectile
|
0 |
0 |
0 |
6.0% |
0 |
|
Forward |
60 |
30 |
0 |
|
3.8 |
top |
0.0 |
3.0 to 9.0 |
-6.1 to -9.6 |
0.7× |
1.0× |
0% |
|
|
|
|
|
|
Slash |
|
All |
All |
|
|
|
|
|
|
Timing
|
This article or section may require additional technical data. The editor who added this tag elaborates: Frame data You can discuss this issue on the talk page or edit this page to improve it.
|