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Kirby (SSBU)/Down tilt: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 35% chance of tripping opponents, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, and if the opponent does not cause to trip, it has some combo potential at high percents. In addition, it can also 2-frame opponents.
A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 35% chance of tripping opponents if hit with the foot and a 30% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, and if the opponent does not cause to trip, it has some combo potential at high percents. In addition, it can also 2-frame opponents.


==Hitboxes==
==Hitboxes==

Revision as of 03:47, January 22, 2020

Hitbox visualization showing Kirby's down tilt.
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Overview

A crouching shin kick. Due to coming out on frame 4 with a hitbox that lasts for three frames and is interruptible at frame 21, it's one of the fastest down tilts. It launches horizontally and has a 35% chance of tripping opponents if hit with the foot and a 30% trip chance if hit at the tip of the foot, and this can happen even at high percents due to its very low knockback overall. Since it can trip opponents, it can set-up into stronger moves such as dash attack, and if the opponent does not cause to trip, it has some combo potential at high percents. In addition, it can also 2-frame opponents.

Hitboxes

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 6.0% 0 Sakurai angle Standard 30 43 0 HitboxTableIcon(False).png 3.7 toer 4.3 0.0 0.0 1.0× 1.0× 35% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S 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 6.0% 0 Sakurai angle Standard 30 43 0 HitboxTableIcon(False).png 3.7 toer -2.0 0.0 0.0 1.0× 1.0× 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 4-6
Interruptible 21
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(Interruptible).png
Interruptible