King Dedede (SSBU)/Forward smash: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→Hitboxes) |
|||
Line 3: | Line 3: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Dedede slowly brings his hammer upward, then smashes it down, covering a medium sized area in the early stages of the initial strike. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' |
Revision as of 00:23, December 22, 2022
Overview
Dedede slowly brings his hammer upward, then smashes it down, covering a medium sized area in the early stages of the initial strike.
Update History
- Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.
- Forward smash has had its jostling properties adjusted.
Hitboxes
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 | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early hit | |||||||||||||||||||||||||||||||||||||||||||||||||
0 | 0 | 2 | 0.0% | 0 | Forward | 0 | 0 | 0 | 3.5 | hammer2 | -6.0 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Punch | All | All | ||||||||||||||||||||||||||||||
1 | 0 | 2 | 0.0% | 0 | Forward | 0 | 0 | 0 | 3.5 | hammer2 | -12.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Punch | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 16.0% | 4.0 | Forward | 85 | 55 | 0 | 4.5 | hammer2 | 1.5 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Dedede Hit | All | All | ||||||||||||||||||||||||||||||
The ID 0 and 1 hitboxes lead into the clean hit's sourspot, using a position vector with offsets [16, 2] for 2 frames. | |||||||||||||||||||||||||||||||||||||||||||||||||
Clean hit | |||||||||||||||||||||||||||||||||||||||||||||||||
1 | 0 | 0 | 18.5% | 4.0 | Forward | 50 | 85 | 0 | 3.5 | hammer1 | 6.0 to 3.0 | -3.0 to -5.0 | 0.0 | 0.8× | 1.0× | 0% | Dedede Hit | All | All | ||||||||||||||||||||||||||||||
2 | 0 | 0 | 25.0% | 4.0 | Forward | 70 | 74 | 0 | 6.0 | hammer2 | 0.0 | 0.0 | 0.0 | 1.0× | 1.0× | 0% | Dedede Hit | All | All | ||||||||||||||||||||||||||||||
Late hit | |||||||||||||||||||||||||||||||||||||||||||||||||
2 | 0 | 0 | 11.0% | 0 | Forward | 100 | 30 | 0 | 8.0 | top | 0.0 | 5.0 | 5.0 to 27.0 | 1.0× | 1.0× | 0% | Dedede Hit | All | All |
Timing
Charges between | 33-34 |
---|---|
Early hit | 40-41 |
Clean hit | 42-43 |
Late hit | 44 |
Interruptible | 78 |
Animation length | 95 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
Trivia
- The clean hit's sweetspot (ID 1) is coded as an extended hitbox despite not being actually extended, which prevents it from interpolating.
|