SSBU Icon.png

Pit (SSBU)/Neutral attack/Hit 2

Hitbox visualization showing Pit's second jab.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

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 Hitstun
0 0 0 2.0% 0   Forward 28 20 0   2.5 top 0.0 8.0 10.5 to 10.0 1.2× 1.0× 0%               Slash   All All             +2 frames
1 0 0 2.0% 0   Forward 28 20 0   3.2 top 0.0 8.0 13.6 to 10.0 1.2× 1.0× 0%               Slash   All All             +2 frames
2 0 0 2.0% 0   Forward 20 15 0   3.2 top 0.0 8.0 16.8 to 10.0 1.2× 1.0× 0%               Slash   Fighter only All             +2 frames
3 0 0 2.0% 0   Forward 20 15 0   3.2 top 0.0 8.0 16.8 to 10.0 1.2× 1.0× 0%               Slash   All All             +2 frames

TimingEdit

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 5-6
Continuability Rapid jab 7-9
Jab 3 (held on hit or tapped) 8-27
Jab 3 (held without hitting) 17
Interruptible 30
Animation length 39
Hitboxes                                                                               
Rapid jab                                                                               
Jab 3                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible