Hitbox visualization for Cloud's down smash
Hitbox visualization showing Cloud's down smash.
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OverviewEdit

Update HistoryEdit

  3.1.0

  •   The farthest hitbox on down smash's first hit has less set knockback (120 → 85) and its angle has been adjusted (165° (grounded)/176° (aerial) → 150°/155°). These changes make its hits connect more reliably.

HitboxesEdit

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
Hit 1
0 0 0 3.0% 0   Forward 0 97 90   2.5 top 0.0 4.0 8.0 to 5.0 1.0× 0.5× 0%               Kick   All All            
1 0 0 3.0% 0   Forward 0 97 85   2.5 top 0.0 4.0 13.5 to 5.0 1.0× 0.5× 0%               Kick   All All            
2 0 0 3.0% 0   Forward 0 97 90   3.5 top 0.0 4.0 8.0 to 5.0 1.0× 0.5× 0%               Kick   All All            
3 0 0 3.0% 0   Forward 0 97 85   3.5 top 0.0 4.0 13.5 to 5.0 1.0× 0.5× 0%               Kick   All All            
Hit 2
0 0 0 11.0% 0   Backward 35 92 0   4.4 top 0.0 4.8 -14.0 to -1.0 1.4× 1.0× 0%               Cloud Hit   All All            

TimingEdit

Charges between 2-3
Hit 1 8-9
Hit 2 21-23
Interruptible 50
Animation length 63
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible