SSB4 Icon.png

Palutena (SSB4)/Neutral special/Default: Difference between revisions

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==Hitboxes==
==Hitboxes==


This hitbox loops three times, once for each shot.
===Detection radius===
 
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|part=0
|damage=0%
|angle=0
|bk=0
|ks=0
|fkv=0
|r=120
|bn=13
|effect=Inert
|sdi=0.0
|ff=0.0
|trip=0
|sfx=None
|slvl=S
|direct=f
}}
|}
===Projectiles===
{{SSB4HitboxTableHeader|special=y}}
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=2.9%
|damage=2.9%
|angle=361
|angle=361
|af=1
|bk=20
|bk=20
|ks=42
|ks=42
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|slvl=S
|slvl=S
|direct=f
|direct=f
|absorbable=t
|reflectable=t
}}
}}
|}
|}


{{MvSubNavPalutena|g=SSB4}}
{{MvSubNavPalutena|g=SSB4}}

Revision as of 11:06, July 14, 2020

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Autoreticle.
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Hitboxes

Detection radius

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 0% 0 AngleIcon0.png 0 0 0 120 13 0.0 0.0 0.0 0.0x 0.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Typeless).png EffectIcon(Inert).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png

Projectiles

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
0 0 0 2.9% 0 Sakurai angle Forwards 20 42 0 2.3 0 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Energy).png EffectIcon(Magic).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsIndirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png