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Link (SSBU)/Neutral special

< Link (SSBU)
Revision as of 21:59, January 25, 2022 by DrakRoar (talk | contribs) (→‎Timing: More convenient)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Bow and Arrows.
Hitbox visualization showing Link's neutral special, Bow and Arrows, specifically the arrow.
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Overview

Update History

  2.0.0

  •   Arrows from Bow and Arrows travel a longer distance (40 frames → 46).

Hitboxes

Projectile

The arrows' true base damage is specified in their parameters, and ranges from 4% to 12% based on charge. More specifically, their damage output is equal to 4 + 8 * (charge frames / 60), rounded down. When firing a double arrow, this amount is multiplied by 0.8× for each, also rounded down, allowing them to deal from 6% to 18% total.

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
Single arrow
0 0 0 5.0% 0   Forward 10 71 0   1.35 top 0.0 0.0 0.0 0.8× 1.0× 0%               Slash   All All            
Double arrow
0 0 0 5.0% 0   Forward 25 110 0   1.35 top 0.0 0.0 0.0 0.8× 1.0× 0%               Slash   All All            

Item

Per the item throw damage formula, the damage of a thrown arrow is equal to 1 - 0.4 + throw speed * 0.8.

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
Normal
0 0 0 1.0% 0   Forward 10 66 0   1.35 top 0.0 0.0 0.0 1.0× 1.0× 0%               Slash   All All            
Item Rotated
0 0 0 1.0% 0   Standard 10 66 0   1.2 top 0.0 -4.0 to 4.0 0.0 1.0× 1.0× 0%               Slash   All All            

Timing

The move reaches full charge with at least 36 charge frames.

Charges between 15-16
Arrow (from release) 15-60 (1-46)
Interruptible (from release) 45 (30)
Animation length (from release) 66 (51)
                                                                                                                                   
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Prop event
 
Interruptible

Parameters

Move

The charge time of 60 frames is only used for the arrows to scale in damage and speed; with at least 36 charge frames, the move immediately skips to full charge.

Total charge time 60 frames
Maximum hold time 180 frames
Firing angle 2.5°
Firing angle for second arrow 2.3°
Delay between shooting two arrows 3 frames

Arrow

Projectile lifetime 46 frames (2.0.0 onward)
40 frames (before 2.0.0)
Uncharged speed 2.6
Fully charged speed 10
Speed multiplier for second arrow 0.9
Uncharged damage 4%
Fully charged damage 12%
Damage multiplier for double arrow 0.8
Gravity 0.054
Minimum stick angle
Lifetime stuck on a surface (single) 180 frames
Lifetime stuck on a surface (double) 120 frames (first)
30 frames (second)
Lifetime lodged in an opponent 5 frames (head)
30 frames (other)
Item throw lifetime 40 frames
Can pierce opponents? No