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Mythra (SSBU)/Neutral attack/Hit 1

Hitbox visualization showing Mythra's first jab.
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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 Hitstun
0 0 0 2.0% 0   Standard 15 20 0   2.5 top 0.0 8.0 8.5 1.0× 1.0× 0%               Punch   All All             +7 frames
1 0 0 2.0% 0   Standard 15 20 0   2.5 top 0.0 8.0 7.0 1.0× 1.0× 0%               Punch   All All             +7 frames
2 0 0 2.0% 0   Standard 15 15 0   2.5 top 0.0 8.0 11.5 1.0× 1.0× 0%               Punch   Fighter only All             +7 frames
3 0 0 2.0% 0   Standard 15 15 0   2.5 top 0.0 8.0 11.5 1.0× 1.0× 0%               Punch   All All             +7 frames

TimingEdit

Hitboxes 2-4
Continuability window 6-30
Consecutive jab frame 10
Interruptible 21
Animation length 36
                                                                       
                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Continuable
  
Earliest continuable point
 
Interruptible

TriviaEdit

  • The farthest hitboxes (ID 2 and 3) occupy the same space and have different hit bits for fighter and non-fighter targets, akin to other jabs, but unlike them, all their other data is identical rather than launching at different angles. This renders the distinction between these hitboxes pointless.
    • This makes Mythra's first jab one of the few in the game with a 180° angle to not be differentiated for fighter and non-fighter targets, alongside Banjo & Kazooie's first and second jabs, Terry, Pyra, and Sora's first jabs, and Fox's second jab.