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Mii Gunner (SSBU)/Down special/Custom 2

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Absorbing Vortex.
Hitbox visualization showing Mii Gunner's down special 3, Absorbing Vortex.


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OverviewEdit

Changes from Ness's PSI MagnetEdit

  •   The hitbox doesn't repeat when the move is held.
  •   The hitbox is bigger (8.5u → 12.5u).
  •   The aerial version has less set knockback (70 → 40).
  •   Gunner must hold the vortex for longer before releasing it (minimum frames: 9 → 12).
  •   It has less ending lag (FAF 10 → 7).
  •   The windbox at the end lasts for a shorter time (9 frames → 2). This also prevents it from rehitting, reducing its ability to push opponents.
  •   The windbox has higher set knockback (11 → 30), making it more effective at pushing opponents away than a single hit from PSI Magnet's windbox.
  •   It doesn't reduce vertical momentum as much upon activation (multiplier: 0.5 → 0.8), allowing it to stall jumps better.
  •   However, unlike PSI Magnet, it also reduces horizontal momentum slightly. It also doesn't make Gunner as floaty (gravity while in use: 0.027 → 0.03) which combined with the above change makes it less effective at stalling if Mii Gunner is already falling.

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
Hitbox
0 0 10 4.0% 0   Standard 0 100 40   12.5 top 0.0 6.5 0.0 1.0× 1.0× 0%               Magic   All All            
Windbox
0 0 6 0.0% 0   Standard 0 100 30   16.0 top 0.0 6.5 0.0 0.0× 0.0× 0%               None   All All            

TimingEdit

The hitbox does not reappear with the absorption loop.

Hitbox 1-6
Absorption 7-18+
Loop points 6-7, 18-19
Windbox (from loop) 1-2
Interruptible (from loop) 25 (7)
Animation length (from loop) 44 (26)
                                                                                       
                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Absorb
 
Flinchless hitbox