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Simon (SSBU)/Neutral attack/Hit 1

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Hitbox visualization showing Simon's first jab.
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Overview

Hitboxes

Jab 1

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 20 20 0   1.5 top 0.0 8.5 7.5 1.6× 1.0× 0%               Simon Whip   All All             +2 frames
1 0 0 2.0% 0   Forward 20 20 0   1.6 top 0.0 8.5 9.5 1.6× 1.0× 0%               Simon Whip   All All             +2 frames
2 0 0 2.0% 0   Forward 15 20 0   1.7 top 0.0 8.5 12.0 1.6× 1.0× 0%               Simon Whip   All All             +2 frames
3 0 0 2.0% 0   Forward 20 20 0   1.8 top 0.0 8.5 14.5 1.6× 1.0× 0%               Simon Whip   Fighter only All             +2 frames
4 0 0 2.0% 0   Forward 20 20 0   1.8 top 0.0 8.5 14.5 1.6× 1.0× 0%               Simon Whip   All All             +2 frames

Whip Twirl

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
0 0 13 1.0% 0   Speed-based 40 35 0   2.2 hookshot24 -4.0 0.0 0.0 0.0× 1.0× 0%               Simon Whip   All All            
1 0 13 1.0% 0   Speed-based 40 35 0   2.4 hookshot24 -1.5 0.0 0.0 0.0× 1.0× 0%               Simon Whip   All All            
2 0 13 1.0% 0   Speed-based 40 35 0   2.5 hookshot26 -2.5 0.0 0.0 0.0× 1.0× 0%               Simon Whip   All All            
3 0 13 1.5% 0   Speed-based 73 85 0   2.5 hookshot27 -1.2 0.0 0.0 0.0× 1.0× 0%               Simon Whip   All All            

Timing

Jab 1

The move transitions into Simon's Whip Twirl if the attack button is held.

Hitboxes 5
Continuability Whip Twirl 9
Jab 2 11-30
Interruptible 30
Animation length 33
                                                                 
                                                                 

Whip Twirl

The whip can be twirled between the startup and ending portions, with the move being extendable for as long as the attack button is held, and the whip's hitboxes being active if it is moving at least at a certain minimum speed in any direction (indicated by the whip having a brighter color). The whip has a length of approximately 15 units.

Startup portion 1-7
Ending portion 8-26
Interruptibility (from release) 27 (20)
Animation length (from release) 34 (27)
                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
State change
 
Continuable
  
Earliest continuable point
 
Interruptible