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

OverviewEdit

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Update HistoryEdit

  3.0.0

  •   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.

  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' 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.
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            
Up smash
0 0 0 13.0% 0   Standard 70 79 0   4.7 attach 0.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

Charges between 9-10
Hitboxes 10-32
Interruptible 53
Animation length 61
                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible