Hitbox visualization showing Lucas's down smash.

OverviewEdit

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HitboxesEdit

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
0 0 8 17.0% -10.0   Forward 43 90 0   8.0 top 0.0 2.5 8.0 1.0× 1.0× 0%               Magic   All All            
Hit 2
0 0 9 14.0% -8.0   Forward 30 90 0   9.8 top 3.3 2.5 8.5 1.0× 1.0× 0%               Magic   All All            
Hit 3
0 0 9 11.0% -6.0   Forward 20 90 0   12.0 top -5.6 2.5 8.0 1.0× 1.0× 0%               Magic   All All            

TimingEdit

Charges between 5-6
Hit 1 20-22
Hit 2 29-31
Hit 3 39-41
Interruptible 60
Animation length 73
                                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters. This was implemented in Smash 4 to prevent the move from hitting more than once without giving it a consistently active hitbox against opponents; in Ultimate, however, it was given a rehit rate, allowing it to still function like a traditional multi-hit move.