Hitbox visualization showing Ness's down smash when charging.
Hitbox visualization showing Ness's down smash.


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OverviewEdit

Update HistoryEdit

  3.0.0

  •   Down smash is automatically unleashed from charging state earlier and hit less often while charging (rehit rate: 3 → 4).
  •   The physics of Ness' yo-yo string are stiffer. This improves the consistency of down smash at the ledge.

  3.1.0

  •   The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

HitboxesEdit

The move and its hitboxes has some unusual properties, which are shared with Ness' up smash:

  • The yo-yo, while attached to Ness and causing him to experience hitlag alongside opponents hit, is programmed as its own object with unique tether physics. This gives the hitboxes pseudo-projectile properties; for example, they can clang with aerial attacks, and do not have their damage affected by Ness being giant or tiny.
  • When shielded, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks.
  • Compared to other smash attacks, it has a lower maximum charge damage multiplier, capping at 1.2× instead of 1.4×, and can only be held for up to 30 frames after reaching full charge instead of 120 frames.
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
Charge
0 0 4 1.0% 0   Forward 0 100 12   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Back hit 1
0 0 4 1.0% 0   Forward 0 100 12   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Back hit 2
0 0 0 10.0% 0   Forward 60 80 0   5.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Front hit 1
0 0 4 1.0% 0   Backward 0 100 20   4.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Front hit 2
0 0 0 10.0% 0   Backward 50 80 0   5.0 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Charges between 11-12
Back hit 1 12-15
Back hit 2 17-18
Front hit 1 23-25
Front hit 2 31-32
Interruptible 46
Animation length 63
                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible

TriviaEdit

  • On frame 26, the front hit is coded to change its hitbox to have a higher angle (35° → 90°) and set knockback (20 → 30). However, as the hitboxes are also deleted on this frame, this change never takes effect in-game.