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Olimar (SSBU)/Forward tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|600px|Hitbox visualization showing Olimar's forward tilt. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitbox...)
 
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:OlimarFTiltSSBU.gif|thumb|600px|Hitbox visualization showing Olimar's forward tilt.]]
[[File:OlimarFTiltSSBU.gif|thumb|320px|Hitbox visualization showing Olimar's forward tilt.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Winds up before leaning forward to punch. Coming out on frame 15, being -10 on shield, as well as being active from frames 15-17, it has little utility compared to his other moves. Other than being used for doing a Solomar challenge (which is his strongest attack without using Pikmin, and his only semi-reliable KO option without using Pikmin), this move is generally outclassed by other moves and not practical.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=11.0%
|damage=11.0%
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=97
|ks=97
Line 28: Line 31:
|damage=11.0%
|damage=11.0%
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=97
|ks=97
Line 42: Line 46:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=11.0%
|damage=11.0%
|angle=361
|angle=361
|af=3
|bk=35
|bk=35
|ks=97
|ks=97

Latest revision as of 21:56, July 21, 2022

Hitbox visualization showing Olimar's forward tilt.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Winds up before leaning forward to punch. Coming out on frame 15, being -10 on shield, as well as being active from frames 15-17, it has little utility compared to his other moves. Other than being used for doing a Solomar challenge (which is his strongest attack without using Pikmin, and his only semi-reliable KO option without using Pikmin), this move is generally outclassed by other moves and not practical.

Hitboxes[edit]

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
Clean hit
0 0 0 11.0% 0 Sakurai angle Forward 35 97 0 HitboxTableIcon(False).png 3.5 top 0.0 5.0 13.5 to 9.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 11.0% 0 Sakurai angle Forward 35 97 0 HitboxTableIcon(False).png 2.2 top 0.0 5.0 11.0 to 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
1 0 0 11.0% 0 Sakurai angle Forward 35 97 0 HitboxTableIcon(False).png 2.2 top 0.0 5.0 11.0 to 5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Clean hit 15
Late hit 16-17
Interruptible 36
Animation length 64
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible