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Chrom (SSBU)/Side special

< Chrom (SSBU)
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Hitbox visualizations

Type First Second Third Fourth
Up      
Forward        
Down    

Overview

Hitboxes

First hit

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 2.85% 0   Forward 25 30 0   5.5 top 0.0 9.0 8.0 0.5× 0.8× 0%               Chrom Hit   All All            
1 0 0 2.85% 0   Forward 25 30 0   6.5 top 0.0 9.0 13.0 0.5× 0.8× 0%               Chrom Hit   All All            
2 0 0 2.85% 0   Forward 25 30 0   5.5 top 0.0 9.0 16.0 0.5× 0.8× 0%               Chrom Hit   All All            

Second hits

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
Up
0 0 0 2.85% 0   Forward 30 30 0   5.0 top 0.0 9.0 8.5 0.7× 0.8× 0%               Chrom Hit   All All            
1 0 0 2.85% 0   Forward 30 30 0   4.5 top 0.0 6.0 to 16.0 12.5 0.7× 0.8× 0%               Chrom Hit   All All            
2 0 0 2.85% 0   Forward 30 30 0   3.0 top 0.0 6.0 to 18.0 16.0 0.7× 0.8× 0%               Chrom Hit   All All            
Forward
0 0 0 2.85% 1.0   Forward 30 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Chrom Hit   All All            
1 0 0 2.85% 1.0   Forward 30 25 0   6.5 top 0.0 9.0 13.0 0.7× 0.8× 0%               Chrom Hit   All All            
2 0 0 2.85% 1.0   Forward 30 25 0   5.5 top 0.0 9.0 18.0 0.7× 0.8× 0%               Chrom Hit   All All            

Third hits

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
Up
0 0 0 3.8% 1.0   Forward 55 30 0   5.5 top 0.0 9.0 to 11.0 4.0 0.7× 0.8× 0%               Chrom Hit   All All            
1 0 0 3.8% 1.0   Forward 55 30 0   4.5 top 0.0 6.0 to 15.0 9.0 0.7× 0.8× 0%               Chrom Hit   All All            
2 0 0 3.8% 1.0   Forward 55 50 0   3.0 top 0.0 6.0 to 16.0 12.0 0.7× 0.8× 0%               Chrom Hit   All All            
Forward
0 0 0 3.8% 1.0   Forward 55 25 0   5.5 top 0.0 9.0 8.0 0.7× 0.8× 0%               Chrom Hit   All All            
1 0 0 3.8% 1.0   Forward 55 25 0   6.5 top 0.0 9.0 to 11.0 12.5 0.7× 0.8× 0%               Chrom Hit   All All            
2 0 0 3.8% 1.0   Forward 55 25 0   5.5 top 0.0 9.0 to 11.5 16.5 0.7× 0.8× 0%               Chrom Hit   All All            
Down
0 0 0 3.8% 1.0   Forward 40 30 0   4.8 top 0.0 5.6 to 7.0 14.0 to 10.0 0.7× 0.8× 0%               Chrom Hit   All All            
1 0 0 3.8% 1.0   Forward 40 30 0   3.0 top 0.0 4.0 to 7.0 19.0 to 10.0 0.7× 0.8× 0%               Chrom Hit   All All            

Fourth hits

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
Up
0 0 0 6.46% 1.0   Forward 80 37 0   3.5 top 0.0 6.0 to 21.0 10.0 1.3× 0.8× 0%               Chrom Hit   All All            
1 0 0 6.46% 1.0   Forward 65 37 0   3.5 top 0.0 6.0 to 21.0 14.0 1.3× 0.8× 0%               Chrom Hit   All All            
2 0 0 6.46% 1.0   Forward 80 37 0   3.5 top 0.0 21.0 to 24.0 10.0 to 3.5 1.3× 0.8× 0%               Chrom Hit   All All            
3 0 0 6.46% 1.0   Forward 65 37 0   3.5 top 0.0 22.5 to 26.5 14.0 to 4.0 1.3× 0.8× 0%               Chrom Hit   All All            
Forward
0 0 0 5.225% 5.0   Forward 75 110 0   7.0 top 0.0 9.0 7.5 1.5× 1.0× 0%               Chrom Hit   All All            
1 0 0 5.225% 5.0   Forward 75 110 0   8.0 top 0.0 9.0 11.7 1.5× 1.0× 0%               Chrom Hit   All All            
2 0 0 5.225% 5.0   Forward 75 110 0   7.0 top 0.0 9.0 15.5 1.5× 1.0× 0%               Chrom Hit   All All            
Down, hits 1-4
0 0 0 2.0% 1.0   Forward 2 20 0   5.0 top 0.0 6.0 11.0 0.5× 1.1× 0%               Chrom Hit   All All            
1 0 0 2.0% 1.0   Forward 2 20 0   4.0 top 0.0 6.0 16.0 0.5× 1.1× 0%               Chrom Hit   All All            
2 0 0 2.0% 0   Forward 2 20 0   4.5 top 0.0 6.0 6.0 0.5× 1.1× 0%               Chrom Hit   All All            
Down, hit 5
0 0 0 4.275% 1.0   Forward 50 120 0   4.5 top 0.0 6.0 5.0 1.4× 1.0× 0%               Chrom Hit   All All            
1 0 0 4.275% 1.0   Forward 50 120 0   5.0 top 0.0 7.0 11.0 1.4× 1.0× 0%               Chrom Hit   All All            
2 0 0 4.275% 0   Forward 50 120 0   3.0 top 0.0 8.0 18.0 1.4× 1.0× 0%               Chrom Hit   All All            

Timing

First hit

Hitboxes 9-11
Earliest continuable 12
Continuability window 2-32
Interruptible (grounded) 40
Interruptible (aerial) 30
Animation length 66
Grounded                                                                                                                                     
Aerial                                                                                                                                     
Continuability                                                                                                                                     

Second hit

Upward

Hitboxes 4-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 39
Interruptible (aerial) 41
Animation length 51
Grounded                                                                                                       
Aerial                                                                                                       
Continuability                                                                                                       

Forward

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-38
Interruptible (grounded) 39
Interruptible (aerial) 41
Animation length 48
Grounded                                                                                                 
Aerial                                                                                                 
Continuability                                                                                                 

Third hit

Upward

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 51
Grounded                                                                                                       
Aerial                                                                                                       
Continuability                                                                                                       

Forward

Hitboxes 4-6
Earliest continuable 7
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 53
Grounded                                                                                                           
Aerial                                                                                                           
Continuability                                                                                                           

Downward

Hitboxes 5-7
Earliest continuable 8
Continuability window 2-37
Interruptible (grounded) 44
Interruptible (aerial) 47
Animation length 53
Grounded                                                                                                           
Aerial                                                                                                           
Continuability                                                                                                           

Fourth hit

Upward

Hitboxes 6-10
Interruptible 45
Animation length 66
                                                                                                                                   

Forward

Hitboxes 7-9
Interruptible 59
Animation length 75
                                                                                                                                                     

Downward

Hits 1-4 7, 10, 13, 16
Hit 5 19-21
Interruptible 72
Animation length 87
                                                                                                                                                                             

Parameters

Horizontal speed multiplier on startup 0.8
Added vertical speed in the air 1.2

Trivia

  • Despite being a forward-angled attack, the second hit's standard variant is named "SpecialS2Lw" (or "SpecialAirS2Lw" in the case of the aerial version) within the game's files, using the suffix of the downward-angled attacks instead.