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Ness (SSB)/Dash attack: Difference between revisions

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==Overview==
==Overview==
Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though with extended range and a long-lasting hitbox. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at [[edgeguard]]ing, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making [[out of shield]] punishes quite easy.
Ness's [[dash attack]] in ''[[Super Smash Bros.]]'' involves Ness extending his hands forward, similar to his [[forward air]], though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at [[edgeguard]]ing, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making [[out of shield]] punishes quite easy.


==Hitboxes==
==Hitboxes==

Revision as of 11:07, January 19, 2021

Overview

Ness's dash attack in Super Smash Bros. involves Ness extending his hands forward, similar to his forward air, though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at edgeguarding, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making out of shield punishes quite easy.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 12% 1 Sakurai angle 16 100 0 140 0 0 140 120 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
Late
0 0 9% 1 Sakurai angle 10 100 0 125 0 0 140 120 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing

Clean hit 8-11
Late hit 12-25
Animation length 37
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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