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

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PiranhaPlantRapidJab.gif|thumb|400px|Hitbox visualization showing Piranha Plant's rapid jab.]]
[[File:PiranhaPlantRapidJab.gif|thumb|250px|Hitbox visualization showing Piranha Plant's rapid jab.]]
[[File:PiranhaPlantJabFinisher.gif|thumb|400px|Hitbox visualization showing Piranha Plant's rapid jab finisher.]]
[[File:PiranhaPlantJabFinisher.gif|thumb|250px|Hitbox visualization showing Piranha Plant's rapid jab finisher.]]


==Overview==
==Overview==
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'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
*{{buff|Neutral infinite deals more hitstun (3 frames → 4).}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
*{{buff|[[Rapid jab]] and its finisher have [[transcendent priority]], preventing them from being canceled out by weak attacks.}}


==Hitboxes==
==Hitboxes==
Line 19: Line 21:
|damage=0.6%
|damage=0.6%
|angle=361
|angle=361
|af=3
|bk=8
|bk=8
|ks=10
|ks=10
Line 33: Line 36:
|sfx=Slash
|sfx=Slash
|slvl=S
|slvl=S
|clang=f
|rebound=f
}}
}}
|'''+4''' frames
|'''+4''' frames
|9x
|
{{HitboxTableTitle|Rapid jab finisher|42}}
{{HitboxTableTitle|Rapid jab finisher|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
Line 41: Line 46:
|damage=3.4%
|damage=3.4%
|angle=50
|angle=50
|af=3
|bk=40
|bk=40
|ks=150
|ks=150
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|sfx=Slash
|sfx=Slash
|slvl=M
|slvl=M
|clang=f
|rebound=f
}}
}}
|—
|—
|}
|}


==Timing==
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
{|class="wikitable"
{|class="wikitable"
!Rapid Jab
!Loop points
|6, 10, 14...
|3-4, 20-21
|-
!Rapid jab
|6, 10, 14, 18
|-
|-
!Finisher
!Finisher
Line 66: Line 80:
|-
|-
!Interruptible
!Interruptible
|41
|40
|-
|-
!Animation length
!Animation length
Line 73: Line 87:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=33}}{{FrameStrip|t=Interruptible|c=9}}
{{FrameStrip|t=Lag|c=3|e=LagLoopS}}{{FrameStrip|t=Lag|c=2|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=32}}{{FrameStrip|t=Interruptible|c=10}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|loop=y}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|loop=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 17:27, August 5, 2022

Piranha Plant's rapid neutral attack/jab.
Hitbox visualization showing Piranha Plant's rapid jab.
The finishing hit to Piranha Plant's rapid neutral attack/jab.
Hitbox visualization showing Piranha Plant's rapid jab finisher.

Overview[edit]

Piranha Plant performs a fast flurry of bites, finishing with a stronger bite. It is capable of racking impressive amounts of damage, typically dealing up to ~20% if held and then finished just before the opponent gets out. It possesses no notable kill power, making it exclusively for dealing damage or to send offstage for an edgeguard. It also pushes back shields more than most rapid jabs. A very useful tool, coming from the frame 2 jab 1 and doing very high damage for how fast it is.

Update history[edit]

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral infinite deals more hitstun (3 frames → 4).

Super Smash Bros. Ultimate 9.0.0

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 Hitstun Shieldstun
Rapid jab
0 0 0 0.6% 0 Sakurai angle Forward 8 10 0 HitboxTableIcon(False).png 5.2 top 0.0 8.0 8.0 to 13.0 0.5× 0.8× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Bite).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 +4 frames
Rapid jab finisher
0 0 0 3.4% 0 AngleIcon50.png Forward 40 150 0 HitboxTableIcon(False).png 6.0 top 0.0 7.5 9.0 to 15.0 3.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Slash).png TypeIcon(Bite).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M 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]

After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.

Loop points 3-4, 20-21
Rapid jab 6, 10, 14, 18
Finisher 6-7
Interruptible 40
Animation length 49
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
FrameIcon(Interruptible).png
Interruptible