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Mega Man (SSBU)/Forward tilt: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Unlike Mega Man's neutral attack and neutral aerial, forward tilt doesn't have a hitbox on his arm.
==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|Early Lemon|24}}
{{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 Lemon|24}}
{{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=1.0
|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 Lemon|24}}
{{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=1.0
|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. Interruptibility is 36, 48 or 60 depending on the amount of pellets fired.
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"
!Pellets generated
!Loop points
|7, 19, 31
|5-6, 17-18
|-
!Pellets (life)
|1-3, 4-7, 8-24
|-
|-
!Hitbox
!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=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=17|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=3}}
{{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=1|s=LagPropE}}{{FrameStrip|t=Lag|c=10|e=LagLoopS}}{{FrameStrip|t=Lag|c=16|s=LagLoopE}}
{{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|interruptible=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

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Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Nerf Special moves can no longer be used when jumping and using forward tilt.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Forward tilt deals less shield damage (0 → -1).

Hitboxes[edit]

Pellet hitbox data is shared with neutral attack and neutral aerial.

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
Clean pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 22 30 0 HitboxTableIcon(False).png 3.3 top 0.0 0.0 0.0 1.0× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Mid pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 12 10 0 HitboxTableIcon(False).png 2.2 top 0.0 0.0 0.0 0.75× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late pellet
0 0 0 2.0% -1.0 Sakurai angle Speed-based 8 10 0 HitboxTableIcon(False).png 1.8 top 0.0 0.0 0.0 0.1× 0.5× 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Energy).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

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)
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png Icon for lag frames just after a loop point and just before a prop point. FrameIcon(LagPropE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event

Pellet parameters[edit]

Lifetime 24 frames
Travel speed 2.5
Shot X/Y offsets [8, 8]