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Link (SSBU)/Neutral special

< Link (SSBU)
Revision as of 16:08, June 21, 2022 by DrakRoar (talk | contribs) (→‎Parameters)
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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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OverviewEdit

Update HistoryEdit

  2.0.0

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

HitboxesEdit

ProjectileEdit

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            

ItemEdit

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%               Kick   All All            

TimingEdit

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

Charges between 15-16
Arrow (from release) 16-61 (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

Differences for Kirby's Copy AbilityEdit

  •   On the ground, due to Kirby's stature, arrows hit the ground sooner, shortening the move's range.

ParametersEdit

MoveEdit

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)Edit

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)
Can pierce opponents? No

Arrow (item)Edit

The arrow disappears on impact with a surface or target.

Item throw lifetime 40 frames
Throw speed multiplier 1
Size multiplier 1
Base damage modifier for item throw damage -0.4
Multiplier to item throw speed for additional damage 0.8
Gravity 0.053
Falling speed 2.3
Friction 0.0025 (aerial)
0.03 (grounded)
Collision detection box half-lengths 3.5 (horizontal)
3 (vertical)
Pickup detection box lengths 7 (horizontal)
6 (vertical)
Effect when shielded Vanishes