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Mega Man (SSBU)/Down aerial

Hitbox visualization showing Mega Man's down aerial.
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OverviewEdit

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
Early hit
0 0 0 14.0% 0   Speed-based 5 90 0   4.2 top 0.0 0.0 0.0 0.7× 1.0× 0%               Kick   All All            
Clean hit
0 0 0 12.0% 0   Speed-based 5 90 0   3.0 top 0.0 0.0 0.0 0.7× 1.0× 0%               Kick   All All            
1 0 0 12.0% 0   Speed-based 40 70 0   3.0 top 0.0 0.0 0.0 0.7× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-4
Early hit 23-25
Clean hit 26-35
Ending autocancel 55-
Interruptible 65
Animation length 69
                                                                                                                                         
                                                                                                                                         
                                                                                                                                         

Landing lagEdit

Interruptible 15
Animation length 30
                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
  
Prop event
 
Interruptible

Hard Knuckle parametersEdit

Lifetime 13 frames
Downward speed 4.2
Lifetime when hitting ground 5 frames

TriviaEdit

  • Uniquely, much like Mega Man's up aerial, the clean ID 0 hitbox is coded to have the vertical component of its launch angle inverted if the projectile is reflected, causing it to launch upward instead of meteor smashing.