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Kirby (SSBU)/Dash attack: Difference between revisions

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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.]]
{{competitive expertise}}
==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 in 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 it's 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 punish option at high percents.
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==
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|damage=12.0%
|damage=12.0%
|angle=46
|angle=46
|af=3
|bk=82
|bk=82
|ks=66
|ks=71
|fkv=0
|fkv=0
|r=5.0
|r=5.0
|bn=top
|bn=top
|xpos=0.0
|ypos=5.0
|ypos=5.0
|zpos=3.0 to 0.0
|zpos=3.0 to 0.0
Line 28: Line 35:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Late hit|42}}
{{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 38: Line 46:
|r=3.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|ypos=5.0
|ypos=5.0
|zpos=4.0 to -0.5
|zpos=4.0 to -0.5
|ff=1.0
|type=Body
|type=Body
|effect=Flame
|effect=Flame
Line 49: Line 55:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Latest hit|42}}
{{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 59: Line 66:
|r=3.5
|r=3.5
|bn=top
|bn=top
|xpos=0.0
|ypos=5.0
|ypos=5.0
|zpos=4.0 to 0.0
|zpos=4.0 to 0.0
Line 73: Line 79:


==Timing==
==Timing==
The move disables [[jostling]] during frames 9-34.
{|class="wikitable"
{|class="wikitable"
!Clean hit
!Clean hit
|9-17
|9-17
|-
|-
!Late hit
!Mid hit
|18-26
|18-26
|-
|-
!Latest hit
!Late hit
|27-34
|27-34
|-
|-
!Interruptible
!Interruptible
|60
|52
|-
|-
!Animation length
!Animation length
Line 91: 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=25}}{{FrameStrip|t=Interruptible|c=15}}
{{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

Hitbox visualization showing Kirby's dash attack.

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]

Super Smash Bros. Ultimate 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.

Super Smash Bros. Ultimate 8.0.0

  • Buff It has less ending lag (FAF 60 → 52).
  • Buff The clean hit has more knockback scaling (66 → 71).

Hitboxes[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
Clean hit
0 0 0 12.0% 0 AngleIcon46.png Forward 82 71 0 HitboxTableIcon(False).png 5.0 top 0.0 5.0 3.0 to 0.0 1.3× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid hit
0 0 0 9.0% 0 AngleIcon76.png Forward 80 50 0 HitboxTableIcon(False).png 3.5 top 0.0 5.0 4.0 to -0.5 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 6.0% 0 AngleIcon76.png Forward 80 50 0 HitboxTableIcon(False).png 3.5 top 0.0 5.0 4.0 to 0.0 0.8× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Fire SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

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
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible