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Ness (SSBU)/Down special

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet.
Hitbox visualization showing Ness's down special, PSI Magnet, after releasing it.


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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
Hitbox (grounded)
0 0 10 4.0% 0   Standard 0 100 40   8.5 top 0.0 6.5 0.0 1.0× 1.0× 0%               Magic   All All            
Hitbox (aerial)
0 0 6 4.0% 0   Standard 0 100 70   8.5 top 0.0 4.5 0.0 1.0× 1.0× 0%               Magic   All All            
Windbox
0 0 6 0.0% 0   Standard 0 100 11   16.0 top 0.0 6.5 0.0 0.0× 0.0× 0%               None   All All            

TimingEdit

Each loop lasts 20 frames, but the move can be ended as early as frame 16 since its initiation, without needing a full loop to execute. The frame strips below show the timing for both a full loop and when the move is ended as early as possible.

Upon absorbing a projectile, the move lasts an extra 16 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.

Loop points 6-7, 26-27
Hitbox 7-12
Absorption (shortest) 7-26 (7-15)
Windbox (shortest) [from release] 27-35 (16-24) [1-9]
Interruptible (shortest) [from release] 36 (25) [10]
Animation length (shortest) [from release] 52 (41) [26]
Hitboxes                                                                                                         
Absorption                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Absorb
 
Flinchless hitbox
 
Interruptible

ParametersEdit

MoveEdit

Vertical speed multiplier on startup 0.5
Period before applying gravity 4 frames
Gravity 0.027
Air friction 0.018
Period before the move can be ended 15 frames

AbsorberEdit

Size 14u
Bone trans
Offsets [6.5, 0, 14]
Heal multiplier 1.6
Maximum damage healed per absorption 30%
Projectile capture speed 1.2
Rotation speed for caught projectile 9
Minimum period before a caught projectile is absorbed 6 frames
GFX size multiplier 0.9

TriviaEdit

  • The rehit rate of the hitboxes (but not the ending windbox) never actually takes effect, as the move's loop instead deletes the hitbox before the rehit rate can apply, then creates it again on the following loop.