This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Quick Attack.
Hitbox visualization showing Pikachu's up special, Quick Attack.
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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
Hit 1
0 0 0 2.0% 5.0   Standard 20 50 0   1.6 neck 0.0 0.0 0.0 1.0× 1.0× 0%               Electric   All All            
Hit 2
0 0 0 3.0% 5.0   Standard 20 150 0   1.6 neck 0.0 0.0 0.0 1.0× 1.0× 0%               Electric   All All            

TimingEdit

AttackEdit

The move enables ledge grabs from both sides right as the first dash starts. Jostling is also disabled while both dashes' hitboxes are active.

Hit 1 15-19
Hit 2 29-33
Earliest continuable (hit 1 → 2) 20
Animation length 69
Hit 1                                                                                                                                                                       
Hit 2                                                                                                                                                                       

LandingEdit

Interruptible 25
Animation length 25
                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Earliest continuable point
 
Interruptible

ParametersEdit

Period before gravity applies during startup 10 frames
Stick sensitivity to choose an angle 0.5
Dash travel speed 11
Dash duration 5 frames
Minimum angle difference for second dash 35°
Travel speed multiplier for second dash 0.9
Maximum angle difference to slide along wall/ceiling 57°
Horizontal speed multiplier on ending 0.6
Helplessness air speed multiplier 0.4
Landing lag 24 frames