Mega Man (SSBU)/Forward tilt: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | |||
*{{nerf|Special moves can no longer be used when jumping and using forward tilt.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{nerf|Forward tilt deals less shield damage (0 → -1).}} | |||
==Hitboxes== | ==Hitboxes== | ||
Pellet hitbox data is shared with {{mvsub|Mega Man|SSBU|neutral attack}} and {{mvsub|Mega Man|SSBU|neutral aerial}}. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Clean pellet|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 27: | Line 33: | ||
|rebound=f | |rebound=f | ||
|direct=f | |direct=f | ||
|af=1 | |||
|reflectable=t | |||
|absorbable=t | |||
}} | }} | ||
{{HitboxTableTitle|Mid | {{HitboxTableTitle|Mid pellet|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 42: | Line 51: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff= | |ff=0.75 | ||
|sdi=0.5 | |sdi=0.5 | ||
|type=Energy | |type=Energy | ||
Line 50: | Line 59: | ||
|rebound=f | |rebound=f | ||
|direct=f | |direct=f | ||
|af=1 | |||
|reflectable=t | |||
|absorbable=t | |||
}} | }} | ||
{{HitboxTableTitle|Late | {{HitboxTableTitle|Late pellet|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 65: | Line 77: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|ff=1 | |ff=0.1 | ||
|sdi=0.5 | |sdi=0.5 | ||
|type=Energy | |type=Energy | ||
Line 73: | Line 85: | ||
|rebound=f | |rebound=f | ||
|direct=f | |direct=f | ||
|af=1 | |||
|reflectable=t | |||
|absorbable=t | |||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
Mega Man can shoot up to three pellets. | Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, and can turn around before the ending portion. The turnaround animation lasts 13 frames, and transitions to either frame 7 or 19 of the move, depending on whether it is done before or after shooting a pellet, adding some extra frames to the move based on timing. | ||
Compared to Mega Man's neutral attack, forward tilt has a shorter animation and can be interrupted slightly earlier, but lacks a physical hitbox on his Mega Buster. | |||
{|class="wikitable" | {|class="wikitable" | ||
! | !Loop points | ||
| | |5-6, 17-18 | ||
|- | |- | ||
! | !Pellet (clean, mid, late) | ||
|7 | |7-10, 11-14, 15-30 | ||
|- | |- | ||
!Interruptible (ending animation) | !Interruptible (ending animation) | ||
|17 | |34 (17) | ||
|- | |- | ||
!Animation length (ending animation) | !Animation length (ending animation) | ||
|16 | |33 (16) | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=3}} | ||
|- | |- | ||
{{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|s=LagLoopEPropS}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=5|e=LagLoopS}}{{FrameStrip|t=Lag|c=1|s=LagLoopEPropS}}{{FrameStrip|t=Lag|c=11|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|prop=y|loop=y| | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|prop=y|loop=y}} | ||
==Pellet parameters== | |||
{|class="wikitable" | |||
!Lifetime | |||
|24 frames | |||
|- | |||
!Travel speed | |||
|2.5 | |||
|- | |||
!Shot X/Y offsets | |||
|[8, 8] | |||
|} | |||
{{MvSubNavMegaMan|g=SSBU}} | {{MvSubNavMegaMan|g=SSBU}} | ||
[[Category:Mega Man (SSBU)]] | [[Category:Mega Man (SSBU)]] | ||
[[Category:Forward tilts (SSBU)]] | [[Category:Forward tilts (SSBU)]] |
Latest revision as of 20:56, July 26, 2022
Overview[edit]
Update History[edit]
- Special moves can no longer be used when jumping and using forward tilt.
- Forward tilt deals less shield damage (0 → -1).
Hitboxes[edit]
Pellet hitbox data is shared with neutral attack and neutral aerial.
Timing[edit]
Mega Man can shoot up to three pellets, causing part of the move to loop. He can also walk or jump during the move, and can turn around before the ending portion. The turnaround animation lasts 13 frames, and transitions to either frame 7 or 19 of the move, depending on whether it is done before or after shooting a pellet, adding some extra frames to the move based on timing.
Compared to Mega Man's neutral attack, forward tilt has a shorter animation and can be interrupted slightly earlier, but lacks a physical hitbox on his Mega Buster.
Loop points | 5-6, 17-18 |
---|---|
Pellet (clean, mid, late) | 7-10, 11-14, 15-30 |
Interruptible (ending animation) | 34 (17) |
Animation length (ending animation) | 33 (16) |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Prop event |
Pellet parameters[edit]
Lifetime | 24 frames |
---|---|
Travel speed | 2.5 |
Shot X/Y offsets | [8, 8] |
|