Kirby (SSBU)/Dash attack: Difference between revisions
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(New Page: {{ArticleIcons|ssbu=y}} thumb|600px|Hitbox visualization showing Kirby's dash attack. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitb...) |
(→Overview: Typo) Tag: Mobile edit |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:KirbyDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's dash attack.]] | [[File:KirbyDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Kirby's dash attack.]] | ||
==Overview== | ==Overview== | ||
Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. It's best used as a whiff punishing option at high percents. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | |||
*{{buff|It has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | |||
*{{buff|It has less ending lag (FAF 60 → 52).}} | |||
*{{buff|The clean hit has more knockback scaling (66 → 71).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 10: | Line 19: | ||
|damage=12.0% | |damage=12.0% | ||
|angle=46 | |angle=46 | ||
|af=3 | |||
|bk=82 | |bk=82 | ||
|ks= | |ks=71 | ||
|fkv=0 | |fkv=0 | ||
|r=5.0 | |r=5.0 | ||
|bn=top | |bn=top | ||
|ypos=5.0 | |ypos=5.0 | ||
|zpos=3.0 to 0.0 | |zpos=3.0 to 0.0 | ||
Line 26: | Line 35: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Mid hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=9.0% | |damage=9.0% | ||
|angle=76 | |angle=76 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=50 | |ks=50 | ||
Line 36: | Line 46: | ||
|r=3.5 | |r=3.5 | ||
|bn=top | |bn=top | ||
|ypos=5.0 | |ypos=5.0 | ||
|zpos=4.0 to -0.5 | |zpos=4.0 to -0.5 | ||
|type=Body | |type=Body | ||
|effect=Flame | |effect=Flame | ||
Line 47: | Line 55: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=6.0% | |damage=6.0% | ||
|angle=76 | |angle=76 | ||
|af=3 | |||
|bk=80 | |bk=80 | ||
|ks=50 | |ks=50 | ||
Line 57: | Line 66: | ||
|r=3.5 | |r=3.5 | ||
|bn=top | |bn=top | ||
|ypos=5.0 | |ypos=5.0 | ||
|zpos=4.0 to 0.0 | |zpos=4.0 to 0.0 | ||
Line 71: | Line 79: | ||
==Timing== | ==Timing== | ||
The move disables [[jostling]] during frames 9-34. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Clean hit | !Clean hit | ||
|9-17 | |9-17 | ||
|- | |- | ||
! | !Mid hit | ||
|18-26 | |18-26 | ||
|- | |- | ||
! | !Late hit | ||
|27-34 | |27-34 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |52 | ||
|- | |- | ||
!Animation length | !Animation length | ||
Line 89: | Line 99: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=9|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=23}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 03:37, September 13, 2023
Overview[edit]
Kirby covers himself with fire and lunges forward. It has decently fast startup on frame 9 and can be used as a burst option with significant range thanks to its long active duration, that consists of a clean hit, a mid hit, and a late hit. The clean hit deals 12% damage and has great knockback for a dash attack. It can cross-up shields, but its long animation makes it punishable if it misses the opponent or is not spaced carefully, and because of this, it must be used carefully to avoid punishment. It's best used as a whiff punishing option at high percents.
Update History[edit]
- It has greater range and all hitboxes deal 2% more damage (10%/7%/4% → 12%/9%/6%), with knockback not fully compensated.
- It has less ending lag (FAF 60 → 52).
- The clean hit has more knockback scaling (66 → 71).
Hitboxes[edit]
Timing[edit]
The move disables jostling during frames 9-34.
Clean hit | 9-17 |
---|---|
Mid hit | 18-26 |
Late hit | 27-34 |
Interruptible | 52 |
Animation length | 74 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|