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Ness (SSB)/Down tilt: Difference between revisions

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Ness's [[down tilt]] in ''[[Super Smash Bros.]]'' involves Ness doing a small very fast low kick with very low knockback though with moderately good stun. The move does 3% and has a small hitbox. Thanks to the speed, the move links into itself as well as a grab. Also, it can lead into a potential infinite along the wall, provided the opponent not [[smash DI]]. While it is not as often used as [[up tilt]], it is still quite a useful tilt, especially in comparison to most characters.
Ness's [[down tilt]] in ''[[Super Smash Bros.]]'' involves Ness doing a small very fast low kick with very low knockback though with moderately good stun. The move does 3% and has a small hitbox. Thanks to the speed, the move links into itself as well as a grab. Also, it can lead into a potential infinite along the wall, provided the opponent not [[smash DI]]. While it is not as often used as [[up tilt]], it is still quite a useful tilt, especially in comparison to most characters.


{{technical data}}
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=3%
|sd=0
|angle=361
|bk=2
|ks=20
|fkv=0
|r=80
|bn=19
|xpos=20
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=3%
|sd=0
|angle=361
|bk=2
|ks=20
|fkv=0
|r=100
|bn=20
|xpos=140
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
 
==Timing==
Earliest continuable is for another down tilt only.
 
{|class="wikitable"
!Hitbox
|4-8
|-
!Earliest continuable frame
|11
|-
!Animation length
|13
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=2|e=LagContinuableS}}{{FrameStrip|t=Lag|c=3|s=LagContinuableE}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y}}
 
{{MvSubNavNess|g=SSB}}
{{MvSubNavNess|g=SSB}}



Revision as of 11:34, May 20, 2020

Overview

Ness's down tilt in Super Smash Bros. involves Ness doing a small very fast low kick with very low knockback though with moderately good stun. The move does 3% and has a small hitbox. Thanks to the speed, the move links into itself as well as a grab. Also, it can lead into a potential infinite along the wall, provided the opponent not smash DI. While it is not as often used as up tilt, it is still quite a useful tilt, especially in comparison to most characters.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 3% 0 Sakurai angle 2 20 0 80 19 20 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 3% 0 Sakurai angle 2 20 0 100 20 140 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Earliest continuable is for another down tilt only.

Hitbox 4-8
Earliest continuable frame 11
Animation length 13
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point