Ness (SSBU)/Up smash: Difference between revisions
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
*{{nerf|The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.}} | *{{nerf|The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.}} | ||
==Hitboxes== | ==Hitboxes== | ||
The move and its hitboxes has some unusual properties, which are shared with Ness' {{mvsub|Ness|SSBU|down 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 attack]]s, and do not have their damage affected by Ness being [[giant]] or [[tiny]]. | |||
*When [[shield]]ed, the 0.67× hitlag reduction only applies to the opponent, making it comparatively less safe than other attacks. | |||
*Compared to other [[smash attack]]s, 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. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Charge|50}} | {{HitboxTableTitle|Charge|50}} | ||
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|damage=1.0% | |damage=1.0% | ||
|angle=45 | |angle=45 | ||
|af=3 | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 |
Revision as of 09:05, June 7, 2022
Overview
Update History
- Up 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 up smash at the ledge.
- The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.
Hitboxes
The move and its hitboxes has some unusual properties, which are shared with Ness' down 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.
Timing
Charges between | 9-10 |
---|---|
Hitboxes | 10-32 |
Interruptible | 53 |
Animation length | 61 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|