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Piranha Plant (SSBU)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PiranhaPlantJab2.gif|thumb|450px|Hitbox visualization showing Piranha Plant's second jab.]]
[[File:PiranhaPlantJab2.gif|thumb|300px|Hitbox visualization showing Piranha Plant's second jab.]]


==Overview==
==Overview==
Line 6: Line 6:


==Hitboxes==
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0, 1, and 2 hitboxes, but they also apply to the ID 3 hitbox [[Hitstun#List of moves with hitstun modifiers|due to a glitch]].
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=18
|bk=18
|ks=30
|ks=30
Line 25: Line 28:
|slvl=S
|slvl=S
}}
}}
|'''+6''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=18
|bk=18
|ks=30
|ks=30
Line 43: Line 48:
|slvl=S
|slvl=S
}}
}}
|'''+6''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=2.2%
|damage=2.2%
|angle=180
|angle=180
|af=3
|bk=15
|bk=15
|ks=25
|ks=25
Line 60: Line 67:
|sfx=Slash
|sfx=Slash
|slvl=S
|slvl=S
|hitbits=Fighter only
}}
}}
|'''+6''' frames
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
|damage=2.2%
|damage=2.2%
|angle=361
|angle=361
|af=3
|bk=15
|bk=15
|ks=15
|ks=15
Line 79: Line 89:
|slvl=S
|slvl=S
}}
}}
|—
|}
|}


==Timing==
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|2-3
|2-3
|-
|-
!Earliest continuable frame
!rowspan=2|Continuability!!Rapid jab
|8
|7-9
|-
|-
!Interruptible
!Jab 3
|8-26
|-
!colspan=2|Interruptible
|21
|21
|-
|-
!Animation length
!colspan=2|Animation length
|33
|33
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=4|e=LagContinuableS}}{{FrameStrip|t=Lag|c=13|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=13}}
!Hitboxes {{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=3|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|s=LagContinuableM}}{{FrameStrip|t=Lag|c=13|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=13}}
|-
!Rapid jab {{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Continuable|c=3}}{{FrameStrip|t=Blank|c=24}}
|-
!Jab 3 {{FrameStrip|t=Blank|c=7}}{{FrameStrip|t=Continuable|c=19}}{{FrameStrip|t=Blank|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{MvSubNavPiranhaPlant|g=SSBU}}
{{MvSubNavPiranhaPlant|g=SSBU}}
[[Category:Piranha Plant (SSBU)]]
[[Category:Piranha Plant (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 17:23, August 5, 2022

Piranha Plant's second hit of neutral attack/jab.
Hitbox visualization showing Piranha Plant's second jab.

Overview[edit]

Piranha Plant performs a sideways swipe with the leaf closest to the camera. It mainly serves as the continuation to its jab combo, and leads into rapid jab if the attack button is pressed at frame 7, or jab 3 at frames 8 and above. It possesses identical frame data to the first jab, although possessing 1 frame more endlag and 0.2% less damage. It does however have a bigger hitbox, making it slightly better to space with against shorter ranged opponents. It can also be delayed after a jab 1 to mix up, such as on shield. This can allow Piranha Plant to mix up with defensive options after jab 1 if the opponent expects a jab 2 on their shield.

Hitboxes[edit]

The scripts only specify hitstun modifiers for the ID 0, 1, and 2 hitboxes, but they also apply to the ID 3 hitbox due to a glitch.

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 Hitstun
0 0 0 2.2% 0 Sakurai angle Forward 18 30 0 HitboxTableIcon(False).png 2.6 top 0.0 6.5 6.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
1 0 0 2.2% 0 Sakurai angle Forward 18 30 0 HitboxTableIcon(False).png 2.8 top 0.0 6.5 10.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
2 0 0 2.2% 0 AngleIcon180.png Forward 15 25 0 HitboxTableIcon(False).png 3.0 top 0.0 6.5 15.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +6 frames
3 0 0 2.2% 0 Sakurai angle Forward 15 15 0 HitboxTableIcon(False).png 3.0 top 0.0 6.5 15.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed at least 3 times and released at least 2 times. Otherwise, it transitions into the third jab.

Hitboxes 2-3
Continuability Rapid jab 7-9
Jab 3 8-26
Interruptible 21
Animation length 33
Hitboxes  FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableM).png FrameIcon(LagContinuableE).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
Rapid jab  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Jab 3  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible