SSBU Icon.png

Kirby (SSBU)/Up special

< Kirby (SSBU)
Revision as of 18:07, January 22, 2022 by Juju1995 (talk | contribs) (Need frame data.)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Final Cutter.
Hitbox visualization showing Kirby's up special, Final Cutter.


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Missing visualization for projectile.
You can discuss this issue on the talk page or edit this page to improve it.

Overview

Draws out his Final Cutter, jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. Prior to update 6.0.0, Kirby would generally use this throw to combo characters on platforms, due to his forward aerial being interrupted when executing the throw. Players would generally use the move at low-mid percents, which included characters such as Mario at 34%. Occasionally, the move would be used to disrupt aerial combos or be used to check approaches. On the ledge, Kirby can use this to rack up extra chip damage on an unshielded opponent.

As of update 6.0.0, his neutral aerial and up aerial are now fast enough to hit opponents on platforms, allowing for more followups. Up special is still sufficient to disrupt aerial approaches and be used sufficiently on the ledge.

Update History

  1.1.0

  •   The animation for Final Cutter has been adjusted.

  3.0.0

  •   Final Cutter can snap to the ledge earlier (frame 36 → 33).

Hitboxes

Attack

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
Hit 1 (clean)
0 0 0 5.0% 0   Standard 0 100 117   3.5 top 0.0 3.5 7.0 1.0× 1.3× 0%               Slash   All All            
1 0 0 5.0% 0   Standard 0 100 117   3.5 top 0.0 3.5 18.0 1.0× 1.3× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 102   3.5 top 0.0 13.5 7.0 1.0× 1.3× 0%               Slash   All All            
3 0 0 5.0% 0   Standard 0 100 102   3.5 top 0.0 13.5 18.0 1.0× 1.3× 0%               Slash   All All            
Hit 1 (late)
0 0 0 5.0% 0   Standard 0 100 60   3.5 top 0.0 3.5 7.0 1.0× 1.3× 0%               Slash   All All            
1 0 0 5.0% 0   Standard 0 100 60   3.5 top 0.0 3.5 18.0 1.0× 1.3× 0%               Slash   All All            
2 0 0 5.0% 0   Standard 0 100 50   3.5 top 0.0 13.5 7.0 1.0× 1.3× 0%               Slash   All All            
3 0 0 5.0% 0   Standard 0 100 50   3.5 top 0.0 13.5 18.0 1.0× 1.3× 0%               Slash   All All            
Hit 2 (clean)
0 0 0 2.0% 0   Standard 0 100 96   6.0 haver 0.0 8.5 0.0 1.0× 1.0× 0%               Slash   All All            
Hit 2 (late)
0 0 0 2.0% 0   Standard 30 180 0   5.5 haver 0.0 8.5 0.0 1.0× 1.0× 0%               Slash   All All            

Cutter

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
Landing
0 0 0 5.0% 0   Forward 85 95 0   5.0 top 0.0 5.6 -5.1 0.7× 1.0× 0%               Slash   All All            
Projectile
0 0 0 6.0% 0   Forward 60 30 0   3.8 top 0.0 3.0 to 9.0 -6.1 to -9.6 0.7× 1.0× 0%               Slash   All All            


Timing

  This article or section may require additional technical data.
The editor who added this tag elaborates: Frame data
You can discuss this issue on the talk page or edit this page to improve it.