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Ken (SSBU)/Down tilt: Difference between revisions

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*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (light) deals more hitstun.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
*{{buff|Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{change|Held down tilt launches at a lower angle (64° → 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
==Hitboxes==
==Hitboxes==
===Tapped===
===Tapped===
Line 16: Line 19:
|damage=1.6%
|damage=1.6%
|angle=65
|angle=65
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 36: Line 40:
|damage=1.6%
|damage=1.6%
|angle=65
|angle=65
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 56: Line 61:
|damage=1.6%
|damage=1.6%
|angle=60
|angle=60
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 80: Line 86:
|damage=7.0%
|damage=7.0%
|angle=55
|angle=55
|af=3
|bk=66
|bk=66
|ks=16
|ks=16
Line 99: Line 106:
|damage=5.5%
|damage=5.5%
|angle=55
|angle=55
|af=3
|bk=66
|bk=66
|ks=16
|ks=16
Line 114: Line 122:
}}
}}
|}
|}
==Timing==
==Timing==
Canceling into a special move or Final Smash is only possible upon hitting an opponent and after [[hitlag]] is over.
===Tapped===
===Tapped===
The move can either loop into itself by pressing the attack button repeatedly, or be canceled earlier into a held down tilt, with both using the same window.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|2-3
|2-3
|-
!Special cancel window
|2-9
|-
!Final Smash cancel window
|2-3
|-
!Down tilt window
|8-14
|-
|-
!Interruptible
!Interruptible
Line 128: Line 149:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=11}}
!Hitboxes {{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=7|s=LagLoopE}}
|-
!Down tilt {{FrameStrip|t=Blank|c=7|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=7|s=ContinuableLoopE}}
|-
!Special cancel {{FrameStrip|t=Blank|c=1}}{{FrameStrip|t=Continuable|c=8}}{{FrameStrip|t=Blank|c=5}}
|-
!FS cancel {{FrameStrip|t=Blank|c=1}}{{FrameStrip|t=Continuable|c=2}}{{FrameStrip|t=Blank|c=11}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Held===
===Held===
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!Hitboxes
|6-7
|-
!Special cancel window
|6-19
|-
!Final Smash cancel window
|6-7
|6-7
|-
|-
Line 143: Line 177:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Interruptible|c=3}}
!Hitboxes {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=20}}{{FrameStrip|t=Interruptible|c=3}}
|-
!Special cancel {{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=14}}{{FrameStrip|t=Blank|c=11}}
|-
!FS cancel {{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=2}}{{FrameStrip|t=Blank|c=23}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|continuable=y|loop=y|interruptible=y}}
 
==Trivia==
*Held down tilt has a 30% trip chance, but due to its launch angle, it can only happen on steep slopes, such as the ones in [[Hanenbow]].


{{MvSubNavKen|g=SSBU}}
{{MvSubNavKen|g=SSBU}}
[[Category:Ken (SSBU)]]
[[Category:Ken (SSBU)]]
[[Category:Down tilts (SSBU)]]
[[Category:Down tilts (SSBU)]]

Latest revision as of 18:42, August 1, 2022

Hitbox visualization for Ken's light down tilt
Hitbox visualization showing Ken's down tilt when tapped.
Hitbox visualization for Ken's down tilt
Hitbox visualization showing Ken's down tilt when held.
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Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Down tilt (light) deals more hitstun.
  • Buff Down tilt (heavy) deals less knockback (70 base/23 scaling → 73/16), allowing it to combo at a wider percent range.

Super Smash Bros. Ultimate 7.0.0

  • Change Held down tilt launches at a lower angle (64° → 55°) and has less base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.

Hitboxes[edit]

Tapped[edit]

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 Hitstun
0 0 0 1.6% 0 AngleIcon65.png Forward 0 100 9 HitboxTableIcon(False).png 3.5 top 0.0 3.0 9.0 1.9× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +1 frame
1 0 0 1.6% 0 AngleIcon65.png Forward 0 100 11 HitboxTableIcon(False).png 2.8 top 0.0 3.3 11.5 1.9× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +1 frame
2 0 0 1.6% 0 AngleIcon60.png Forward 0 100 5 HitboxTableIcon(False).png 2.5 top 0.0 1.5 13.2 1.9× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +1 frame

Held[edit]

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 7.0% 0 AngleIcon55.png Forward 66 16 0 HitboxTableIcon(False).png 4.0 top 0.0 2.8 to 3.8 12.0 to 7.0 1.5× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.5% 0 AngleIcon55.png Forward 66 16 0 HitboxTableIcon(False).png 3.3 top 0.0 2.2 to 3.8 15.7 to 7.0 1.5× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ken Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.

Tapped[edit]

The move can either loop into itself by pressing the attack button repeatedly, or be canceled earlier into a held down tilt, with both using the same window.

Hitboxes 2-3
Special cancel window 2-9
Final Smash cancel window 2-3
Down tilt window 8-14
Interruptible 15
Animation length 14
Hitboxes  FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Down tilt  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png FrameIcon(ContinuableLoopE).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png
Special cancel  FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FS cancel  FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png

Held[edit]

Hitboxes 6-7
Special cancel window 6-19
Final Smash cancel window 6-7
Interruptible 28
Animation length 30
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Special cancel  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FS cancel  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Continuable).png
Continuable
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • Held down tilt has a 30% trip chance, but due to its launch angle, it can only happen on steep slopes, such as the ones in Hanenbow.