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Mii Gunner (SSBU)/Up smash

< Mii Gunner (SSBU)
Revision as of 00:54, July 29, 2022 by DrakRoar (talk | contribs) (→‎Hitboxes)
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Hitbox visualization showing Mii Gunner's up smash.
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OverviewEdit

Update HistoryEdit

  3.1.0

  •   Up smash's hits connect more reliably.

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 0 3.0% 0   Forward 70 100 30   2.5 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 3.0% 0   Forward 10 100 30   2.5 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
2 0 0 3.0% 0   Forward 0 100 30   2.0 armr 3.5 3.0 0.0 1.0× 1.2× 0%               Fire   All All            
3 0 0 3.0% 0   Forward 0 100 0   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 3 hitbox uses a position vector with offsets [8, 23] for 6 frames.
Hit 2
0 0 0 2.5% 0   Forward 100 100 30   6.0 armr 7.2 to 5.8 -2.3 to -0.8 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 100 100 30   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%          d     Fire   All All            
2 0 0 2.5% 0   Forward 0 100 0   7.0 armr 7.0 -1.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 2 hitbox uses a position vector with offsets [-3, 30] for 10 frames.
Hit 3
0 0 0 2.5% 0   Forward 80 30 25   7.0 armr 8.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 0 100 0   7.0 armr 8.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 1 hitbox uses a position vector with offsets [-8, 16] for 5 frames.
Hit 4
0 0 0 2.5% 0   Forward 44 100 30   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 2.5% 0   Forward 44 100 30   6.5 armr 6.5 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
2 0 0 2.5% 0   Forward 26 100 30   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
3 0 0 2.5% 0   Forward 26 100 30   6.5 armr 6.5 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
The ID 2 and 3 hitboxes use a position vector with offsets [-12, 12] for 5 frames.
Hit 5
0 0 0 7.0% 0   Forward 53 139 0   3.0 armr 0.0 0.0 0.0 1.0× 1.2× 0%               Fire   All All            
1 0 0 7.0% 0   Forward 53 139 0   8.0 armr 7.8 -0.5 0.0 1.0× 1.2× 0%               Fire   All All            

TimingEdit

Charges between 7-8
Hits 1-4 11-12, 15-16, 19-20, 23-24
Hit 5 27-28
Interruptible 56
Animation length 67
                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible